Showing posts with label Osprey Publishing. Show all posts
Showing posts with label Osprey Publishing. Show all posts

Tuesday, December 30, 2025

Dispatches from the front XXXVII - Last post of the year.

It's been a while since the last dispatch from the front....... 

Time for an end of year review and some annual awards to dish out..... :-)

Unit or Unit of the Year.
Looking back over this years painting efforts I thought it would be interesting on which units where the most enjoyable to get on the table. 
The paint count this year was not to bad at all.
Over 150 15mm Foot Figures, 24 Cavalry, 220 28mm Foot, 30 28mm Mounted Figures and around 20 buildings and Terrain pieces.

The winner has to be the men of Massachusetts. 
At the time these 10mm Pendraken miniatures were far too many in one go... but 10 months later and reflecting on the overall output it was great to get 5 units on the table in one go. 


Rule set of the year.
It has to be Lion Rampant - They are so flexible and have provided numerous well balanced games. The Outremer games have kept the paint table ticking over.
More next year that's for sure.


Game of the year.
This was a tough one, but based on the look, feel and challenge playing VC forces against a mobile well armed US force it has to be La Drang Valley - Dust, Tears & Dice: Ia Drang Valley 1965 - Force on Force. We played using Force on Force which gave a great feel for the period.



Book of the Year.
Saul David - Tunisgrad a great read that takes you from the trenches to the generals map table. Inspiration for future games that's for sure.


Near miss.
This was a fun one... Projects or Rabbit holes that almost resulted in another project - Inspiration can come from a range of things. A weekend trip to Barcelona and a sense you had seen this building before. 
Several years ago I completed a Nationalist Spanish force - I was almost tempted to build an CNT Militia force I put it down to too much sangria.



Find of the Year.
Blitzkrieg Workshop - Printed and Painted WW2 vehicles - Items for sale by blitzkriegworkshop | eBay
£22.50 for a ready painted Tiger I
Now that's good value for money.

Save from the brink.
I must be getting old but the past 12 months I have seen several trusted brands wind up or retire. It was great to see Pendraken acquire Ironclad Miniatures and keep them in the market they had a great range of figures and terrain it would have been a shame to see them disappear. 

It's been a productive 12 months it was good to finish off the American War of Independence project with more than enough completed for most encounters especially using the Rebels and Patriot rules they play really well and have resulted in some great games - This year finally Lexington and Concorde over a couple of days.

The Crusades project is almost complete definitely a project that got out of hand.... so many cavalry. I bloody hate cavalry. With two more Arab units to go... the aim is get these done before the return to work on the 5th.

So what for 2026

The Christmas haul is a hint.


The occasional Aztec project continues with some additional cavalry, more Japanese for the January project more on that below and some US Rangers for Operation Torch - Curse you Saul David.

I have taken my first dip into 3D prints, having purchased the occasional mini this is the first major army purchase. I can't see myself buying a printer especially as there are lots of people popping up with print on demand businesses. Good to get a friendly local supplier who I can chat to about purchases and get them picked up within a few days. 

A couple of shots of the work in progress.


With an eye for the lesser known periods I fancied some Chinese for WW2 I already have plenty of terrain for the Far East and Japanese troops already painted they seemed like the perfect choice. There are some great files available for the Chinese army in a mix of headgear and supporting armour from Panzer II's to French FT17's.


These are the first batch a mix of the 88th Division in German kit.


Plenty more in British Issue helmets.



With a mix of uniforms ranging from Blue to Khaki they will certainly look that little bit different on the table... Not overly bother by Rules at this stage - Perhaps Chain of Command, Bolt Action V2 or even Xenos Rampant (Tweaked for WW2)


Having gone all in and purchased enough for 6-8 squads plus supports it will be a refreshing change from the Crusades.

Have a great new year everyone.

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.

Tuesday, November 04, 2025

RJW War - Not the Laishui Boxing Grounds - Game 2

Game 2 of the adapted Boxer Rebellion Linked games adapted for the Russo Japanese War and the Laishui boxing grounds scenario which sees a the Japanese advance to Northern Laishui after a Russian column had attacked the village. The Japanese counter attacked but the Russians were lying in wait for them. The Japanese win if they can get with 6" of the temple.

This is the table layout with the 1o Russian units who can be deployed anywhere behind the yellow line.

The Japanese massed on the left flank looking to push directly down the table using their mass ranks to push any defenders or potential ambushers.

The Russian outdated doctrine meant that with less range they would need to advance to meet the Japanese attack, dismounted cavalry appeared on the treeline and Infantry marched out from the village.

With artillery in support the Japanese columns advanced up the table with HE shells landing amongst the deploying Russian sailors.

The Russians advanced forward to engage the advancing Japanese.

The Russian sailors were forced backwards and but more Russian Infantry rose up from woodland who  were confronted by the Japanese firing line. With multiple casualties the Russian formation was battered.

The Japanese pushed forwards driving back the remaining Russians there was nothing left to stop the advance on the temple. Another Japanese victory.


Points from the game.

Japanese Results.
Japanese fulfil their victory conditions. - 3 Points.
4 Russian units destroyed - 4 Points.

Russian Results.
2 Japanese units reduced to half strength - 2 Point.

Next up the final game of the this phase with the Russians down 12pts to 5pts they will need to really pull it out of the bag.

Saturday, January 25, 2025

The Swamp Fox - Scenario 1

Time to get the freshly painted figures on the table.

I picked up The Swamp Fox from the Too Fat Lardies a few years ago but never had the opportunity or figures to use it. It tells the story of Francis Marion and contains 12 scenario's for the AWI war in the south. It should not take to much of a tweak to convert from Sharp Practice to Rebels and Patriots.

The Swamp Fox | TOOFATLardies

Scenario 1.

With the capture of so many Continental troops after the battle of Camden, Lord Cornwallis is having them moved to Charleston under guard. This is being done in manageable groups to try to stop the spread of disease. Marion has learnt that Captain Jonathan Roberts and a contingent of the of the 63rd Line are using the plantation house and have the prisoners encamped in a field. He is resolved to free his comrades. 

This game is won by the force which can break their opponent’s Force Morale. 

The Rebel's advance using the wood to shield their approach the POW comes into sight. The US is made up of two commands.

Lieutenant Colonel Hugh Horry - A Ruthless Commander driven by personal glory.  

Colonel Francis Marion, - Ball room dancer - Marion once per game can push his unit to move an extra 3" per game.

Instead of Big Men within Sharp Practice we rolled for officer traits using Rebels & Patriots and with 4 chits for the officers pulled these randomly at the beginning of each turn to decide the order of commands activating.


The Rebel's advance using the wood to shield their advance. They spot the Light Infantry acting as pickets, Not knowing that the British can not activate until the alarm is raised they fire on the pickets as soon as they spot them.


The Light section activate and sound the alarm and the regulars and Loyalist spill out from their barracks. Two commands. 

Captain Jonathan Roberts of the 63rd Regiment of Foot. - A Brutal Officer who can rally once per game if they lose a figure from the unit.

Captain Rampton Rigsdale & Provincial Regulars of the Prince of Wales American Regiment - An Officer in poor health who won't take his unit in rough terrain as he can't keep up with his men.

Despite the mass of fire being poured into the Light section they stand their ground allowing a British Reinforcements to move up the road and plug the gap on right.

The stubborn light company refused to budge. Lieutenant Colonel Horry advances his unit and screened by skirmishers finally drives the light company back at the point of the bayonet.

The militia and regulars line out as the British Regulars come into range. The training was beginning to pay off, they go into close order and save their first fire until the very last moment. With Red Coats falling they fall back to regroup.

On the Crown left the Provincials had reached the main road and Captain Rampton Rigsdale and the Prince of Wales American Regiment marched his unit in across the field. Colonel Marion was quick and had reached the fence line firing a blistering volley sending the Loyalists reeling.

With the right flank open and Americans amongst the tents, the British fell back abandoning the POW camp.

First game to the rebels and Colonel Marion.

Learns for both sides, militia need to get to close order to give them a better chance of following orders and for the Brits just because you wear a red cost it does not make you regular.

The conversion from Sharp Practice to Rebels & Patriots was relatively simple, each group of men in SP was a unit in R&P - I gave both sides between 4-6 support points to give some variety on the table top.

Saturday, July 20, 2024

Xenos Rampant 1st Outing - The Battle for Arkadij

Arkadij in deepest drakkastan has been under the boot of the alien invaders for several months, resistance is rising and the People's Army is ready to strike a blow for freedom.

The first outing for Xenos Rampant, after several games of Lion Rampant which have been really enjoyable, not really a surprise that we should turn our attention to other rules in the Daniel Mersey stable. 

24 points aside - Scenario Bravo - Secret Mission. The Alien forces must Assassinate the human leader to win the game. The humans simply need to kill as many alien units as they can.

These have been tucked away for a number of years, having tried a number of rule sets from Laser Burn to Tomorrow's War. Great fun sitting down and picking the right characteristics for each side. In my head it was a Russian version of Battle for Los Angeles, with perhaps a touch of later Terminator movies for good measure.



The Invaders came on across a broad front, selecting the Mechanoid trait they had no fear of being supressed, but if they fell below 50% strength they ran the risk of shutting down.


Making best use of the cover and free move and/or shooting however the human forces had been busy in their workshops and had been producing battle suits of their own.


The main human position was a factory unit, the heavy cover made it difficult to crack for the Invaders but unbeknown to the human player the Invaders knew that's where the leader of the resistance was, kill him and it's a victory. However the HMG on ground floor supported by spotters was chewing up alien units as they broke cover.


Local militia looked to flank the attackers, but caught in the open were wiped out, it turns out that a unit with armour 1 in the open does not last long, when facing armoured infantry with heavy weapons.


The left flank was clear and the invaders poured fire into the factory causing the resistance to rout. Victory to the off worlders.... But the human leader will leave to fight another day.

Great Fun...
First game complete in under two and half hours including the occasional rule read and cuppa. 

The tactical challenge of having to pick a unit to activate without throwing initiative over to your opponent gives a unique challenge. The free activations reward faster moving troops, but if you can get your heavier troops into the right position they can be rally powerful, especially if you get caught in the open. 

Really fast to play with enough nuance in the trait selections to make forces very distinct.

Having played several Sci-fi rule sets over the years, the ability to create modern/Sci-fi units across your own settings is very appealing, I am already thinking, Starship Troopers, War of the World, V and even Chechnya.

I can defiantely see us playing several move games in the coming weeks as players head home to dig out old collections to bring back to the table.

Saturday, September 23, 2023

Silver Bayonet - Dead Man's Farm.

How annoying.... Claude has gone AWOL.... 

Somewhere in one of the numerous boxes is a French faction for Silver Bayonet now I will have to send a day hunting down these lead warriors. Like many a wargamer high time I reorganised the boxes to ensure 'stuff' does not go missing again. Fortunately the body doubles will be a suitable stand in.... 


Dead Man's farm.. Hidden amongst the 5 markers is an artefact, standing in the way is a bunch of Revenants... The mission - Get in, find it and escape off table..... simple.


The problem, both the English, French and Spanish all wanted it.... The Spanish tried the direct approach taking an axe to the courtyard door.


The British readied themselves for action, despite all the dead around them they came looking for a fight.... 


The French took up a defensive posture watching the Spanish knock on the door. 


Without warning the British attackers fired on the French, forcing them to fire back in self defence. 


Meanwhile the Spanish had under estimated the cadavers charging in they took down several of the undead but they lost half their number, but on the turn of the first card found the artefact and only had to make it off the table.


To late the French and British realised they had a more important goal and chased after the men of Spain.. but the Spanish nipped through the main gate, side stepped a couple more dead soldiers and were away...

My apologies to the British commander for the bias within the report.... But you did fire first... :-)
A fun encounter with three waring parties, the rain storm mid-game made shooting less effective forcing everyone to use steel...

Next up the Troll Bridge......