Friday, June 05, 2026

Sino-Japanese War - Xenos Rampant - Scenario Delta - Ceasefire.

Welcome to June and finally an opportunity to give the Chinese and Japanese a run out, still plenty more on the paint table, but enough now to get a game together.


Flicking through the Xenos Rampant Scenario's - Cease fire felt like the perfect game to kick off the string of battles, 6 numbered markers with both sides not wanting to be the one to fire first. - Once the balloon goes up Victory Points for being closest to the markers at the end of the game +5 Victory Points if your Opponent fired first. 


In the tense outskirts of a remote Manchurian village, both Imperial Japanese Army (IJA) forces and Chinese National Revolutionary Army (NRA) units are conducting live-fire exercises. 

The situation is already volatile—patrols overlap, nerves are frayed, and neither side trusts the other’s intentions. 

Played across the table both sides manoeuvrer looking to get close enough to grab the makers but conscious that being in the open is not good for one's health if the firing starts. 



Within XR I pulled down the Chinese morale and increase the Japanese they are also very tasty in hand  to hand with sharp blades, the down side they all have wild charge so keeping them on mission might be a problem.



So a battle of quality vs quantity, the IJA cross the paddy field and both sides skirt round the compound separated by a high wall.


Something had to give the IJA Tankette grabbed the terrain marker, facing off against a against a Soviet made BA10. The NRA Morale broke first and they firer a round at the little Japanese tank - war had started.


So much time had been wasted getting into position it was now a frantic rush to grab the markers and push back the enemy. The Chinese broken cover from the wood rushing past a Japanese armoured car who was pouring fire into the compound.


At the river crossing the Japanese morale kept a section in play but it was slowly whittled down by twice their number.


In the centre of the table the Medium Tank pushed forwards grabbing the central marker as their supporting infantry pinned the defending Chinese in the field.


The BA 10 having taken care of the Tankette grabbed the left hand marker with the Japanese too few in number to cover all 6 markers with any concentration of force.

Night fell and the Chinese had bagged a surprising victory.

Chinese - 5 Markers in their possession 15 Points.
Japanese - 1 Marker in their possession and they did not break the cease fire 8 Points.

Great fun for the first outing, a couple of tweaks are needed to the units and point values, but it had a really good feel to it and a great scenario which matched perfectly the opening of the war itself.

Now for the next batch of Chinese troops and I suspect more Japanese.

Tuesday, May 26, 2026

Dust & Tears Campaign - Game 3

After the battle at Marmistra the remaining party made good progress and the Port of Alexandra came into sight, when the dice let them down and an encounter was triggered

Stripped of a number of their heavy cavalry this encounter might be more challenging within only one unit of Knights.


The pilgrims edged forwards one unit of Elite Knights, accompanied by 2 Spear units, 2 missile units, a warrior unit and 1 skirmisher screen.


8 Arab blinds were spread across the table, the Christian mission to cross the wadi with as much of the party as they could. To the front of the party Arab forces appeared, light cavalry blocked the advance of the Christian forces.


The Arabs rushed forwards showering the skirmishers, felling 3 of their number, they scuttled backwards.


Warriors charged the Christian line but were counted by the knights who pushed them backwards, the fanatics are great in attack but not so good in defence.


The Arab forces fell backwards, driven further backwards by a volley of crossbow bolts who took out a number of Arab archers who struggled to match them for accuracy.


The Christian blood lust was up and having dispatched the warriors followed up crashing into the Arab cavalry. The way to the wadi crossing was open.



More Arabs appeared on the far side of the wadi. A greater push is going to be needed.


A tough fight and a number of Christians fell before they could break the Arab defenders.


As the Arab defenders fled, the Christians took stock, adjusting for losses, the Pilgrims pressed on.

1 Knight Unit, 1 Warrior Unit, 2 Missile Units, 1 Skirmish Unit, 1 Spear Unit.

Thursday, May 21, 2026

Outremer - Christian Missile Units

What comes first, the painting or the gaming?

Sometimes you need to keep the games going, to drive the painting on. Only a few more Crusader Units left before the decks are clear. 


12 Crossbow Men, with a number in white smocks to show their commitment to the cause.



Next up 12 Archers from Fire Forge Games, these go together really well and are quick to paint.



Dropped into Warbases Midgard movement trays to keep the units together.


Now for the next outing as the march to Jerusalem continues.

Saturday, May 16, 2026

Operation Sealion - S Day +1

An opportunity to give Xenos a run out for WW2 and iron out a couple of kinks in the rules to go beyond the typical 24 points. With the German player looking to try out his newly painted forces, I pulled together a scratch force of Police & factory workers (from the AVBCW) to block the enemy forces. 

Scenario: Operation Seelöwe – Day 2 Breakout

Date: 23 September 1940 (alternate timeline)
Location: South‑East England

Against expectations, Germany has successfully landed forces in southern England. A combination of temporary Luftwaffe air superiority, poor weather grounding elements of the Royal Navy, and operational surprise has allowed the Wehrmacht to establish three fragile but continuous beachheads.

The German Primary Goal is to break out of the beachhead, seize key road and rail hubs, and prevent British forces from forming a continuous defensive line, the Germans look to cross a small bridge as they push towards Ashford.



A small wooden bridge facing a Y junction is where the British choose to make their stand, lightly armed Police with the Smith Gun and AT Rifle, would it be enough?


The invader has 2-3 sections plus a couple of Panzers, Armour can only cross the bridge, there is also a ford which the infantry can use.



Despite landing a number of blows, the armour crosses the bridge intact, reinforcements for the Brits attempt to slow the advance, but the Germans aided by BUF allies were across the obstacle.


On the far right the Germans had crossed the meadow but were countered by strange bed fellows of Coppers and Union Men.


In the centre the only British armour available was a 'funny' which rushed forwards it's heavy machine guns chewing up the hedge row only for a couple of AP shells to blow it to bits.

The defenders had no choice but to fall back - Hopefully the Stop Lines will be better a few miles back.

Good fun and Xenos Rampant make for a fun encounter with a decent result in a couple of hours.

Sunday, May 10, 2026

Eureka Miniatures - Mujahideen Fighters.

May is one of those catch up months a cluster of bank holidays a couple of free days, a real opportunity to catch up on those projects that needed 'topping up'...

The postman has dropped some reinforcements for Chechnya, these guys have not been on the table for a while, but Eureka Miniatures have recently released some additional Afghan Guerrilla's which with a slightly different paint job gives me a couple of extra Mujahideen units to take on the Russians in Chechnya.


Eureka is still one of those companies where you can purchase individual figures, so you can pick and choose the mini's you need. First up two fire teams, with RPO's.



Another 4 fire teams, the bricks denote squad leaders, based up for Xenos Rampant.



Finally a couple of extra's to bolster the detachment, a heavy machine gun team, sniper and two leaders/spotters.

So many planned games.... :-)

Tuesday, May 05, 2026

The Battle for Foy - Easy Company lead the way.

Club day and an opportunity to go beyond the usual 6x4.

A WW2 Bolt Action outing and the The U.S. 506th PIR (Easy Company and supporting platoons) attacked the German‑held village of Foy during the Battle of the Bulge. The Americans had to cross open, snow‑covered fields under fire from entrenched German defenders.

The German's held strong positions in the town with the added challenge of the occasional armoured element, marvellous.

Faced with an expanse of open ground Easy Company swung left, trying to keep a number of the Germans out of play and bring the US superior fire power into play.


A large amount of open grounded was covered with limited casualties, until they hit small arms range and then the pins started to mount.


The Germans stripped the line and rushed to counter the flanking move.


Having reached the village outskirts the remaining US Platoons rushed from the tree line, as Easy Company fought to get a foothold in the village and the petrol station.


The clock ran down.... looks the Jerry might need softening up before the next push...
A cracking game with challenges for both sides.

Sunday, May 03, 2026

Western Desert - Recon Units.

In a break from the Sino-Japanese project, a quick side step back to Operation Exporter and three Perry Miniature vehicles that that have been languishing in the cupboard of shame for a number of months.




First up a Vichy Dodge Armoured Car, built on a Dodge Commercial truck body with hand cut steel plate, it should protect you from small arms fire but pretty vulnerable to AT weapons. The Dodge saw limited action in Syria, Morocco and Tunisia. 


Next up two additional units for the British and South African/Commonwealth forces, the Marmon-Herrington and Rolls Royce Armoured cars are a useful match against the light forces of the Vichy. More of a challenge when facing the Germans.



Time to get them on the battlefield.
So many projects so little game time.