Monday, December 15, 2025

Christmas Shoot out 2025

The annual Christmas shoot out at the Wyre Forest Club and 10 rival gangs arrive to spread some Christmas cheer. 

The mission is simple scattered across the table are 50 presents which have fallen from Santa's sleigh, players must pick them up and drop them into the festive zone in the centre of the table, due to the aura of goodwill no one is allowed to shoot in the zone.

For each present dropped into the zone players receive one point.

We used a cut down version of Dead Man's Hands to keep the game moving along, each player entered on a table edge, players were not allowed to shoot their immediate neighbours until the first two rounds had passed. Many players used the opportunity to rush to grab some early presents.

It's not long before the lead if flying.

The native warband lacking in fire power were pretty handy with the tomahawk scalping a number of characters including the all female posse - shocking behaviour....

Marching down the street took some balls - but it also attracted a whole lot of fire. The not some magnificent seven quickly became the fragile four and then the tragic three.

For many picking up a present often resulted in a hail of bullets coming your way... Santa's presents were soon littered across the table.

In the centre of the table and the safe zone players having dropped off presents used the magic circle to step out shoot and step back in - hardly the Christmas Spirit.

The final round and a mad rush for the present drop with 4 players all within one present of one another. In the end the Cinderella Cattle Company bagging a late win by one present :-)

Great fun - everybody got to take an active part, with individual firefights taking place across the table, so many mini encounters in back alleys and shop doorways.

Merry Christmas......

Monday, December 08, 2025

Mr Babbage in the Crusades - Solo Rule Mechanism.

Lots of travelling of late, but it gave me the opportunity to worth through some ideas around the unit generation for the Outremer games on the assumption that all players took a role of the Christian forces. Based on Daniel Mersey's - The Men who would be kings Rules for Mr Babbage, with a blind placement from Joe Legan's Platoon Forward.

Mr Babbage in the Crusades

When determining what enemy forces are being faced use the number of regular units in the Christian force to generate the number of ‘blinds’ in the Arab force, the only variant to this is that for each Elite units in the Christian force this generates two ‘blinds’.

Blinds are placed on the table based on the scenario generated.

The blinds should be placed representing the opposing forces placed in the best possible position on the table to defeat the Christian forces. You won’t known what these forces are until rolled, this creates a challenge that tough terrain might be lightly defended or other areas you face overwhelming concentrations of enemy forces.

During the game each ‘Blind’ is diced for when spotted within 24” of the opposing unit. This should encourage the scouting of terrain with light cavalry or skirmishers. Only unbattered units are able to take this test.

Arab Deployment.

At any point 1 General may be added to one Arab deployment.

Dice Roll

Outcome

Positioning

 

1-2

No Arabs appear in front of your units appear this turn.

 

Too far away to be placed on the table for now.

 

 

3

1 Arab Unit

Roll for type.

1-4 Spear

4-7 Bow/Skirmish

8 Warriors

Roll Another Dice.

1-6 Stay in Position.

7-8 12” towards closest Friendly unit if none stay in position. But not within 12” of an enemy unit.

 

 

 

4

1 Arab Unit

Roll for type.

1-2 Spear

3-4 Bow/Skirmish

5 Warriors/Elite Foot

6-7 Light Cavalry

8 Heavy/Elite Cavalry

Roll Another Dice.

1-6 Stay in Position.

7-8 12” towards closest Friendly unit if none stay in position. But not within 12” of an enemy unit.

 

 

 

5

2 Arab Unit

Roll for type.

1-2 Spear

3-4 Bow/Skirmish

5 Warriors/Elite Foot

6-7 Light Cavalry

8 Heavy/Elite Cavalry

Roll Another Dice.

1-4 Stay in Position.

5-6 12” towards closest Friendly unit if none stay in position.

7-8 12” towards closest enemy unit if skirmish or bow armed light cavalry others stay in place.

 

 

6

2 Arab Unit

Roll for type.

1-3 Light Cavalry

4-5 Medium/Heavy Cavalry

6 Elite Cavalry

Roll Another Dice.

1-4 Stay in Position.

5-6 12” towards closest Friendly unit if none stay in position.

7-8 12” towards closest enemy unit if skirmish or bow armed light cavalry others stay in place.


Arab Actions

Roll on the following chart to decide outcome, an activation roll is still required but a failure does halt the Arab turn.

Dice Roll

Outcome

Positioning

 

1 or less

 

Slink away

 

Remove from play (Roll immediately on Babbage Table 3)

 

       2

 

Act with Caution

Missile units advance to within missile range. Skirmish troops may skirmish forwards if within range.

Others remain in place.

 

3-4

 

Advance

Missile units advance to within short missile range.

All others move forwards with a move action but will not contact.

 

 

5

 

 

Charge!!!

Missile units advance to within short missile range, remaining stationary and shoot if already within range.

All others move forwards with a charge action if within range if not move towards nearest enemy.

 

 

 

6+

 

 

 

Charge!!! Religious fervour.

Missile units advance to within short missile range, remaining stationary and shoot if already within range.

All others move forwards with a charge action if within range if not move towards nearest enemy.

If outside of 12” may add +D6” of movement to their move.

Dice Modifiers

+1 If able to contact Christian Unit.

+1 If Arab Elite Unit.

-1 If Arab unit is outnumbered by their opposing unit or a lower status if the unit sizes are equal if within charge distance.

 Arab Recycling

Dice Roll

Outcome

Positioning

 

2 or less

 

Bye Bye!

 

The Unit won’t take any further part in the battle remove from the table.

 

       3-4

 

Gone but not forgotten

The Unit my re-enter the game at a later time add a further blind on the table behind the most rear blind or Arab unit if no blinds are still in play.

 

5

 

 

Same Idea different place!

The unit re-enters the table on a random table edge using a direction arrow (must be a minimum of 12” from Christian forces). If unable to do so roll again next turn.

 

6+

 

Back for more.

 

The unit re-enters the table 12” immediately behind where it was forced to slink away.

(If this takes it out of play counts as bye bye.)

Dice Modifiers

+1 for each unit the first time it tests for removal/return.

-1 For each unit the Arab player has already said ‘bye bye!’ to in this game.

-1 For each Arab unit destroyed.


Tuesday, December 02, 2025

Richard I Personnel Bodyguard - Third Crusade

Just missing the November deadline as the weather was crap to varnish.

Bored of the white and having quite a cluster of foot knights, I opted for a small unit of foot knights to act as a personnel bodyguard for Richard I


Are they accurate, did they really fight at the battle of Acre or Arsuf in this level of plate and chain. I am sure others have a view, but they give me an option on the field of battle.
These 'Chamber Knights' will compliment the Knights Templar.


Battle models from Fire Forge games - They will fight as Elite Foot under the Lion Rampant rules.


December is upon us....The gaming table is under pressure from the rest of the house to turn it into a storage unit as Christmas descends on the house... Perhaps one or two games if I am lucky.