Work in Progress Wednesday

It’s Wednesday so let’s see what the membership have been up to this week. We start with more Quar and Mark J’s completed Fidwog unit.

Staying with the Quar and Tony F has converted a WW1 toy tank as a tractor for his forces.

Heading to the depths now and Marcus W has been creating some terrain for his underwater adventures.

I must remember to ask Marcus where he obtained these various pieces of terrain. Normally the local Aquarium shop is the source, but these look much too detailed.

And lastly for this week Kim has continued painting up more buildings for Traitors Toll.

Going to look great when all the buildings are together to form the town for the game.

We will see you next Wednesday.

Work in Progress Wednesday

Welcome to another Work in Progress Wednesday. We start this week with Eric who has been using the slap chop painting method to good affect on some Dreadball players.

He has also used it on some fantasy human guards.

Next up and Stephen has started in some 15mm Star Wars 3D printed AT-ST walkers.

Moving on and Phil has started on some 10mm Lord of the Rings trolls. I’m sure there are many more of these to come!

Next we have Mark J who is continuing his build of the Arnhem bridge, loving the rivet detail on this.

Marcus continues with his underwater themed gaming, this time he has put together a sunken ship.

With the front and back halves split as they sit on the sea bed.

And with that we will see you next weekend.

Work in Progress Wednesday – Quar Special

Welcome to our Work in Progress Wednesday Quar Special

We’ve had a number of members getting into playing Cash of Rhyfles and collecting Quar miniatures this year, we thought we should do a blog post all about it.

We start with my Quar, I went for the Gwynt faction within the Royalist camp. I went with the red/orange uniform scheme as shown in the rules. I’ve also been building my own imagined Quar houses, that you can see in the main picture.

In the Clash of Rhyfles game you get a number of ‘pluck’ points to help you, so I decided to build a Pluck counter complete with Quar taking a well earned break.

Stephen went for the Coftyrans, also Royalists and has also embraced a bit of converting by making this war correspondence.

He has also been picking up some tank models to go with his Coftyran infantry. Rather than go for the official vehicle models he decided to go for an early tank that looked the part.

Moving on and Mark J also couldn’t resist and went for the Fidwog Royalists, their normal squads come with single Quar tankette’s, and keeping in with the spirit of the game, the tank has a side tray with complementary bottle of wine.

Tony F has not been idle and picked up these from the local aquarium stockist, and with the aid of a couple of chimneys , doors and windows has created some houses for his Crusader forces.

Phil also went for the Crusaders and here we see a few specialist units. Firstly the bicycle riding Cook who also doubles as a medic.

And a Squirrel handler complete squirrels to assist in battle.

And again using his imagination for the Quar he has 3D printed a flying machine that seemed to fit. There are no flying machine rules in the game but I cannot see it staying that way for much longer.

And with that we aill see you next week for our regular look at progress.

2026 Open Day photo round up

Andy shares a 2026 Open Day photo round up.

Yesterday the Society staged its Open Day, putting on half a dozen games.

Here are a few photos in, roughly, historical order

Barons War (13th Century)

Andy’s sergeants charge Stephen’s Lowlanders
The remnants of Andy’s Knights charge Stephen’s Burghers, while the crossbows and spearmen guard the livestock
Stephen’s knights charge through the village, Andy’s Crossbows in front of them and archers behind.
Andy’s spearmen close on Stephen’s Burghers
Stephen has fallen! Only one of his knights left.
Andy’s Sergeants vs Stephen’s Light Cavalry

Commando raid, WW2, 1940’s (0200 Hours Rules)

Somewhere on the coast of France…
… canoeists approach the U-boat.
A commando lays his charges
Fido has smelt something.
Turn out the Guard!

Vietnam (1960’s – 70’s) Charlie don’t Surf rules

Out in the ‘Nam
ACAVs advance down the road.
Dustoff on standby
The firebase

Technicals, somewhere in Africa, 1970’s – 80’s, home grown rules

Technicals parked up ready for their next game.

Apologies to David, I only got one photo of his game, if any are shared by other members I’ll update the post.

We now depart history for some more whimsical,and fantastical, games.

A Clash of Rhyfles, battles with the Quar.

Crusader Quar advance against…
… their opponents, the Principality Of Gwynt
Crusaders pass a fallen comrade
A Crusader Cook / Medic on the latest mechanical contraption rushes to the casualty’s aid.
The Principality Of Gwynt pluck counter

And finally, some Dragon Rampant.

A three way stand off? Ogre vs Dragon vs warriors
A selection of Chaotic troops
A fight over the village

That’s all for now. Our next open day will be in June next year, but if you fancy coming along to the club we meet between 10:00 and 17:00 on the second and fourth Saturdays of the month (only the first of these in December) at Linton Village Hall, Linton Hill (A229), Maidstone. The first two meetings attended are free for prospective members, and subs are prorated.

You can find more details and directions here.

Open Day Games – Part 2

A second post looking at games for our Open Day, and for this one we have two differnet games.

The first being a game of the 2nd edition of Dragon Rampant, I’m not entirely sure why or even if the pig will be making an appearance, but I do expect to see these Chaos knights.

And for the other game, the Quar have arrived for a game of Clash of Rhyfles.

The clash will be between the Royalist Gwynt faction and the Crusaders.

Hopefully we will see you at our Open Day.

Work in Progress Wednesday

Welcome to another work in progress Wednesday, the heat here in the UK has slowed all our painting efforts down, but we still have progress being made.

This week we start with Kim and some buildings for the game Traitors Gate. This is a town type terrain heavy game, so I’m sure there will be more to come from Kim.

Next up and Tony F had some blank 8 sided dice so decided to turn them into Sci-fi crates. I think they came out very well.

Moving on and Stephen has decided to give his river sections a bit of a make over by improving the banks of the rivers. I thin they look much more realistic now.

And Stephen also picked up this suspended target piece from the recent Broadside wargames show, and couldn’t wait to get it painted up. I believe this will be an addition to a medieval fair.

And lastly and sort of leastly given they are orcs, Phil has been painting up more 10mm orcs for his big Lord of the Rings army. We have some ballistae.

And more orcs have been started to add to the ranks of Mordor!

And with that we will see you next week when we will be having a Quar special for our work in progress.

Open Day games – part 1

With our 2026 Open Day just six days away, we take a closer look at some of the games that members are putting on.

We start with Chris S and Dave S who will be running a game of Legions Imperialis. As a neat twist Chris has been kitbashing units and buildings for the game.

A bridgelayer tank has been converted with some parts from other tracked vehicles.

Buildings and tower blocks have been constructed from scratch.

And a great selection of old toys have been chopped up and reconstructed to make various vehicles, including tanks ans VTOL craft.

We are looking forward to seeing these models painted up for the game.

A Most Ignoble Feud – Part 1

Andy reports on the first day of a Barons’ War mini campaign (with comments from Stephen)

Stephen and I arranged to play the Barons War “A Most Ignoble Feud” mini campaign. This comprises of three linked battles of 500 points, 750 points and 1000 points.

The campaign gives army lists for both commanders in each battle, it was written for edition 1 of the rules and we have moved on to edition 2 so we decided to create our own lists, to the original points values. In the original campaign one side has a number of militant monks in their force, so we kept that requirement, together with the requirement to have 10% of a retinue made up of Green troops.

Stephen’s force was led by Baron Stephen le Tookere, ably assisted by one of his retainers Willard of Wickham. Andy’s force was led by Sir Andrew Fitzroi, supported by his Sergeant at Arms and half-brother Geoffrey Fitzroi, which had the contingent of monks.

The reason for the enmity between Baron Stephen and Sir Andrew was an incident during a hunting party where the Baron accused Sir Andrew of trespassing on his lands, an accusation Sir Andrew firmly rejected.

Battle 1 The Ambush.

Objectives and Victory Conditions

Sir Andrew must fight off the ambushers and escape the battlefield via the board edge opposite their deployment zone, and scores VP based on the points values of all his Warriors that escape the battlefield, doubling the amount of any commanders.

Baron Stephen must try and kill all the opposition, and scores points values of the enemy Warriors his Retinue slays during the battle, doubling the value of any Commanders.

The scenario specifies that the game lasts 5 turns, with a sixth turn available if any unit has a chance of exiting the table. We considered that somewhat challenging considering the distance the defenders would have to move, 7 turns of normal movement for the slowest foot assuming no combat, so we amended that to 9 to 10 turns.

(Stephen: seems strange this wasn’t picked up in play testing. With just 5 turns to get off table they would have to Run for every activation and couldn’t stop to fight or shoot arrows. That’s extremely unlikely and wouldn’t make for a fun game. Hence we increased turns, which would still make it difficult for that ne’er-do-well poacher, Sir Andrew).

Baron Stephen’s Retinue

      • Baron Stephen (R) & 4 knights (R)
      • Willard of Wickham (R)(C) & 7 spears (G)
      • 5 Archers (R)
      • 4 Archers (R)

Sir Andrew’s Retinue

      • Sir Andrew (V) & 2 Knights (R)(Mounted) (C)
      • Geoffry & 3 Spearmen (R)(C)
      • 3 Mounted Sergeants
      • 4 Marksmen Sergeants (R), Crossbows
      • 3 Archers (R)
      • 5 Militant Monks (G)

(V) Veteran, (R) Regular, (G) Green and (C) Commander.

This scenario uses Deployment map D, forces deployed along opposite short edges of the table.

While escorting a group of monks from Yorkshire to Derbyshire Sir Andrew found the road blocked near the hamlet of Brookhill by a couple of abandoned carts, above the carts he could see the tips of spears, to the left of the road were two groups of archers, while on a hill to the far right he could see a group of knights flying Sir Stephen’s pennant.

(Stephen: I still don’t know why I put them there. It was pretty much the only open bit of terrain where I could use the might of a knightly charge).

Sir Andrew sent his mounted sergeants through the village to find a route around the ambush. The spearmen and crossbows advanced either side of the road, coming under fire from both of Baron Stephen’s groups of archers. Sir Andrew following so he could issue orders as needed. Sir Andrew’s monks and archers were deployed to the right, the archers advancing to the crest of a hill and the monks running as if for their lives towards a patch of woodland.

The Marksmen loosed quarrels as fast as they could, to paltry effect, one knight fell from his horse and an archer was brought down.

As the spearmen under Geoffrey advanced past the village they came under relentless archery, Geoffrey and two of his men fell leaving a single man, however his nerve held and he charged into one of the enemy archer groups despatching two of them and forcing them back.

Seeing the monks heading into the woods, Baron Stephen ordered his spearmen to leave the barricade and try to head them off

(Stephen: like anyone, I was determined those damned monks were not going to get off the table, even though I knew they probably weren’t worth many points and there were bigger fish to catch).

Baron Stephen and his bodyguard eventually came down from the hill, advancing towards the barricade.

Sir Andrew’s Mounted Sergeants moved swiftly through the woods, but lost one of their number to archery before they left the battlefield.

The monks ran from the wood and headed up the next hill, with the enemy spearmen chasing them. They almost made it but were caught and lost a brother to the vicious spearmen, fortunately on their next turn they were able to escape the field of battle.

(Stephen: Sir Andrew won initiative meaning he got them within one move of being off table, otherwise I’d have caught up with them sooner)

In the centre Sir Andrew and his bodyguard advanced and charged a group of Baron Stephen’s archers, wiping them out for the loss of one of Sir Andrew’s knights.

Baron Stephen then committed himself and his three remaining knights, charging Sir Andrew and his pennant bearer. Sir Andrew won the first clash, but Baron Stephen charged again and, in the melee, both Baron Stephen and Sir Andrew fell.

As Sir Andrew had no commanders left to try to take over command the battle ended; the loyal retainers carrying their respective lords from the field of battle.

(Stephen: Willard of Wickham had loyally passed his Morale test and took control of the brave Baron’s forces, meaning they would fight on).

Determining the winner

Sir Andrew had managed to get two Mounted Sergeants (50 pts) and 4 Monks (44 pts) off the table for a total of 94 points.

Baron Stephen had injured Sir Andrew (116 pts) and killed Geoffrey (82 pts), a knight (34 pts), a mounted sergeant (25 pts), two spearmen (40 pts) and a Monk (11 pts) for a total of 308 points.

A major victory to Baron Stephen, but still only one campaign point!

The post-game injury rolls resulted in Baron Stephen suffering a Mangled Arm, meaning he can no longer carry a shield. Sir Andrew suffered a mangled leg, as written this would slow him down whether on foot or mounted, but we thought that as the horse would be doing all the hard work we changed that to slowing him down only if dismounted and reducing his points value by 1.

The astute among you will have noticed a distinct lack of photos from the first game. We were so engrossed in the game we forgot to take any!

Game 2 Burying the Hatchet. 750 points

Following the ambush on the remote Derbyshire road, the conflict between Sir Andrew and Baron Stephen escalated. Small clashes bled both sides, in a senseless waste of blood and treasure. Determined to settle things once and for all, the two lords agreed to meet on a stretch of open ground nestled in a meander of the river Don between Sheffield and Doncaster.

There would be no subtlety here, this was to be a straight up fight between the two aggrieved nobles’ retinues, with a duration of 8 turns.

(Stephen: Again, we extended game duration. Although on this occasion it was simply because we had the time and wanted to make full use of it).

Baron Stephen’s Retinue

      • Baron Stephen (R) & 5 knights (R)
      • Willard of Wickham (R)(C) & 6 spears (G)
      • Fulkes de Boutin (V)(C) & 3 Mounted sergeants
      • 4 Mounted sergeants
      • 5 Archers (R)
      • 5 Archers (R)

Sir Andrew’s Retinue

      • Sir Andrew (V) & 4 Knights (R)(Mounted) (C)
      • Geoffry & 4 Spearmen (R)(C)
      • 3 Mounted Sergeants
      • 6 Marksmen Sergeants (R), Crossbows
      • 8 Archers (R)

(V) Veteran, (R) Regular, (G) Green and (C) Commander.

This scenario uses Deployment map C, forces deployed along opposite long edges of the table.

Burying The Hatchet Battlefield

Baron Stephen arrayed his retinue with a group of Archers in a cornfield on his right flank, with the Baron himself nearby in a field of cabbages. To the Baron’s left was Fulkes de Boutin and his mounted sergeants.

Baron Stephen’s Archers, The Baron and his escort and Fulkes de Boutin’s Sergeants trampling the cabbages

In a small hamlet Willard of Wickham deployed with his spearmen, the second group of mounted sergeants and second group of Archers, the latter taking cover behind a wall.

The left flank

Sir Andrew’ Monks were on his left flank in another cornfield, opposite Baron Stephen’s archers, next to them were the mounted sergeants, and then the Marksmen Sergeants with crossbows.

Sir Andrew’s Marksmen, Mounted Sergeants and Militant Monks

Next came Sir Andrew and his bodyguard, and the archers, with Geoffrey and his 4 Spearmen on the right flank.

Sir Andrew’s loyal servant Geoffrey with Archers and Sir Andrew himself.

All were sheltered by a hedge lining the road that ran through the battlefield.

The battle started with a volley of quarrels from Sir Andrew’s crossbowmen aimed at Fulkes de Boutin’s mounted sergeants, the quarrels flew true and two sergeants were felled.

The Marksmen release their bolts

(Stephen: stern words were had with all the mounted sergeants once we got back to the castle. Suffice to say, they did not earn their keep that day).

This shattered Fulkes’ resolve and he and the remaining sergeant were broken, falling back towards the hamlet behind them.

Sir Andrew’s monks and mounted sergeants advanced towards the Baron’s archers in the cornfield, with one of the monks going to his heavenly reward courtesy of one of the Baron’s archers.

On the other flank the Baron’s second unit of archers loosed arrows at Sir Andrew’s knights, one falling to a lucky shaft.

Baron Stephen’s archers engage Sir Andrew’s spearmen

Andrew’s archers returned the compliment taking out one of the Baron’s Archers. The Baron’s mounted sergeants advanced to protect the archers.

Baron Stephen’s Sergeants advance…

Sir Andrew advanced his bodyguard to counter the Baron’s mounted sergeants.

In hindsight maybe it wasn’t such a good idea to advance

(Stephen: In fairness to these sergeants, I’m not entirely sure what made me advance them. I could see it was a dicey situation to put them in, but I think I just wanted to stir things up and see what Sir Andrew would do in response).

Fulkes de Boutin tried to rally his mounted sergeants, but failed miserably and they routed from the field of battle.

Sir Andrew and his knights charged the Baron’s other group of Mounted Sergeants.

… only to be charged by Sir Andrew

In the ensuing melee Sir Andrew killed two of the Baron’s sergeants and breaking the remainder  who fell back

Sergeants fall back after receiving a thrashing

Geoffrey and his spearmen crossed the road and entered the woods, coming under ineffectual fire from the Baron’s archers.

The Baron’s Knights advanced, only to be charged by Sir Andrew’s Mounted Sergeants, taking advantage of a split in the group due to the terrain.

Sergeants get ready to charge

Despite their numerical advantage Sir Andrew’s sergeants failed to cause any casualties.

(Stephen: my mind may be a bit fuzzy here, but I seem to recall killing off a couple of Sir Andrew’s sergeants and, what’s more, I have photographic evidence to prove it).

The monks advanced again, being shot at by the archers without loss.

Willard of Wickham’s spearmen advanced to counter Sir Andrew’s Knights

Willard of Wickham wonders whether he can do better than the Sergeants

My Marksmen shot at the Baron’s Knights, to no effect, who then charged my Mounted Sergeants, killing two and breaking the sole survivor.

The result of the sergeants charge

(Stephen: Oh, maybe that was it then…).

Sir Andrew charged Willard of Wickham’s spearmen, killing two and forcing them back.

Geoffrey’s spearmen charged out of the woods, reaching the Baron’s archers hiding behind the wall, killing one and forcing them back.

The monks moved again towards the Baron’s other archers suffering one casualty.

The Baron charged his Knights at Sir Andrew’s crossbowmen, but just failed to make contact.

A nice juicy target for the crossbows, who failed to hit anyone!

The Baron issued a second order, and charged my crossbowmen, inflicting a casualty and forcing them back from the hedge.

The bloody battle for the trackway

(Stephen: I had to charge. My knights were in crossbow range and I knew that I could expect one or two flurries of bolts every turn unless I killed them. It wasn’t an enviable situation – the crossbows were behind a hedge and Sir Andrew and his knights were just a short way down the lane, but I had no choice).

Sir Andrew prepares to charge Baron Stephen as his Marksmen hold the hedgeline

Sir Andrew charged the Baron, with no effect. His archer’s shot at my Spearmen, to no avail.

Still have one order left

The monks finally were close enough to charge the Baron’s other archers in the cornfield, killing one of them and forcing them back.

My crossbowmen returned to the wall and shot at the Baron’s group, but inflicted no casualties. The Baron then charged again killing a crossbowman and forcing them back only to receive another flank charge from Sir Andrew’s knights, with two of the Baron’s men falling this time with no losses to Sir Andrew.

On the right flank Sir Andrew’s archers shot at Willard of Wickham’s spearmen, who were then charged by Geoffrey’s Spearmen, but no casualties were inflicted.

(Stephen: Good ol’ Willard. He’ll be receiving a promotion and some land for his sterling service).

The Baron turned his attention from the crossbowmen and charged Sir Andrew, but came off worse, losing a Knight and falling back, only for my Crossbows to shoot at them as they passed, sadly with no effect.

Baron Stephen and his shrinking bodyguard face up to Sir Andrew

On the right the Baron’s archers shot at Geoffrey’s Spearmen, killing one, the spearmen failed their morale test and broke.

Sir Andrew’s archers shot at Willard of Wickham and his men, killing one but their morale held and they charged Geoffrey’s broken Spearmen, killing one and routing them from the field, Geoffrey running with them.

(Stephen: Again, good ol’ Willard).

Geoffrey’s last stand.

We reached the last turn of the game.

The Monks charged the Baron’s archers again, killing another one and forcing them back. Sir Andrew’s archers shot at the Baron’s archers but missed.

Sir Andrew’s last Mounted Sergeant launched a last-minute charge at the Baron and his sole remaining companion, killing the latter and forcing the Baron back. The Baron then charged back in, but failed to cause a casualty, so fell back himself.

How dare he think he would be a match!

In a last desperate gamble, the remaining Marksmen Sergeants moved to their left, into a position where three of them could draw a line of sight to the Baron; Sir Andrew gave them a second order to shoot at the Baron; the shots fell true and the Baron fell from his horse clutching his eye.

(Stephen: you’ll notice how the cowardly Sir Andrew never had the courage to charge himself).

(Andy: I think Sir Andrew proved his mettle in several combats earlier in the game; and the Marksmen Sergeants needed to earn their pay!)

The victory conditions for this game were simple, based on the points value of the figures lost with commanders counted at double their cost.

Sir Andrew lost one Knight (34 pts) 2 Mounted Sergeants (50 pts), 4 Monks (48 pts), 2 Marksmen Sergeants (40 pts) and 4 Spearmen (80 pts), for a total of 252 points

Baron Stephen lost a total of 525 points.

(Stephen: I can’t remember exact loses. My mounted sergeants all fought poorly and I lost all of them – either killed or routed off table. In addition, the kind and friendly Baron le Tookere and his knights were also taken out. Plus dribs and drabs of archers and spearmen. What did for me was losing expensive troop types plus command groups, which is what made up the bulk of my loses).

This was a decisive win for Sir Andrew, gaining him one campaign point to bring the series to a tie at one point each. The campaign would be decided by the final battle “The Bad Neighbour” of 1000 points a side, to be fought another day.

Following the first two battles both nobles have been injured.

Sir Andrew

Mangled Leg: The noble isn’t as fast on their feet as they used to be. Reduce their Move stat on foot by 1, and their total points value by -1 (Modified from original).

Baron Stephen

Mangled Arm: The Baron has lost the use of his left arm until it properly heals. He can no longer equip shields

Missing Eye: Clipped by a crossbow bolt in the dying moments of the battle, bound up behind an eyepatch, the Baron takes on a distinctly piratical air. He will always act second if counterattacked.

Work in Progress Wednesday

Welcome to a new Work in Progress Wednesday, we start this week with Alan K and som MDF buildings he is putting together for his WW2 Commando game at this years Open Day.

Next up and Marcus W has made progress on his ruins and what looks like some new pulp adventurers. Nice of Marcus to leave the paint colours he used in the picture.

Sticking with Marcus and we also have some progress on the pterodactyl monster and armoured Spug.

The members obsession with the Quar continues. Mark J has continued with his Fidwog Quar faction miniatures. Including a first go at dappled camo pattern.

But it’s not all Quar for Mark, he’s also getting on with his WW2 British Airborne, here we see one of the officers.

And last but not least Stephen takes us back to the Quar with a 15mm WW2 tank he is converting before adding a Quar driver.

And with that we will see you next week.

Book Review – Tiger Tracks

Tiger Tracks by Wolfgang Faust

Written in the late 1940s by a former Tiger tank driver, this book supposedly shocked the post-war German public in its depiction of the savagery of the fighting on the Eastern front. It tells the story of a Tiger company during a 3-day battle to defend a river crossing point and allow as much of the retreating German army to escape as possible.

The first thing to point out is that the book is remarkably vague about where and when all of this took place. There are no town or village names, we don’t know the name of the river and can only assume that the action takes place in Russia. But there are also hints that we are close to the border with Germany as Faust worries about the Red Army reaching the territory of the Reich. Hardly anyone is named apart from the crew of the Tiger tank that is the centre of the action.

We follow Faust’s tank and its crew through a series of delaying actions as they gradually make their way back to the river crossing and join the defences there. On the way we encounter Soviet infantry in concealed fox holes, partisans in the woods and increasingly powerful enemy armour. They initially face T34s, then T34/85s, and ramp up to IS tanks and various types of SU and ISU tank destroyers and assault guns. As the driver, Faust has to deal with the gradual degrading of the tank from continued minor damage, along with a shortage of fuel.

The book is quite short and is entirely from the viewpoint of the author, so we don’t see much other than the goings on inside the tank, and what Faust can see through his driver’s vision block (which has a minor storyline of its own), although it must be said that he does seem to have a remarkably good view from there. A crashed Luftwaffe pilot and a Soviet PoW are the only significant characters we meet beyond the crew (no-one else seems to live long enough!). It’s a fast-paced story, the tank is continuously in action so there’s little down time. And without giving too much away, there’s quite a shocking scene at the end of the book, which apparently caused much disquiet at the time of its original publication.

The description of the combat is remarkably graphic, with tanks exploding left, right and centre, and lots of severed limbs and heads. This is certainly different from other tanker memoirs that I’ve read – in those, most tanks break down or are incapacitated from minor damage such as broken tracks or jammed turret rings. In fact, it reads more like a Sven Hassell novel than a historical memoir. Or if you swapped the Tiger for an M2A4 blower tank, and turned the enemies from the Soviet army into the Lightning Division, then you could be reading one of David Drake’s Hammer’s Slammers stories. It really doesn’t read like a memoir.

So I looked a little deeper into the origin of Wolfgang Faust and his book. And, surprise, surprise, it may not all be quite true… I can’t get a definitive answer, but the consensus of various other reviews I’ve read seems to be that it is indeed a work of fiction. It may be based on historical events, but the claims about it being written and published in the 1940s seem dubious at best – if nothing else, the tone and style of the writing doesn’t feel like it’s from that time.

So by all means go ahead and give this book a go, but do so with this in mind. Consider it a story, not a historical document, and you’ll be treated to a fast moving, action filled tale. It has several encounters that could be turned into wargames scenarios, or even a linked mini-campaign.

Just for completeness, the version I reviewed was the audio book on Audible, which is unabridged.