A Mars A Day

The last meeting of July saw another outing of my ‘Space:1889 – Cloudships of Mars’ game.

For those who don’t know it, it’s a game based on a 1988 Frank Chadwick design for GDW, set in an alternative ‘Steampunk’ late Victorian timeline on which Earther scientists have discovered a war to get to the planets using the ‘ether waves’ of space (this was actually a theory for a long time!). When the explorers arrive, they discover that the inner planets already have their own civilisations, at different stages of development.

In the case of Mars, the ancient society has stagnated (or deteriorated) back to the level of our own late Renaissance of Italy or India, with rival City-States using gunpowder weapons – along with the odd ‘ancient device’ like a La-serr…. By the 1889 of the title, several Earther nations have established both colonies, trading and mining facilities on Mars, sometimes with a City State as an ally, sometimes as enemies, exactly mirroring the colonial experience on Earth of 1850-1900.

And whilst ground-based forces certainly play their part, as on Earth it is the naval dimension with projects power across the vast, hostile wastes – using flying ‘Cloudships’ which rely on a rare anti-gravity liftwood to allow them to float. The Martians tend to rely on larger, wooden galleys, propelled by sail or giant flywheels; but the Earthers have been quick to develop their own strange craft, powered – of course – by steam engines, producing some very different designs rather akin to the ACW. In 3D… Anyways, there is a large body of RPG, tabletop and boardgame reference material (see links at the end), plus some ‘reimaginings’ of the various planetary sourcebooks.

The Set-Up

For this outing, I decided to have all the actual players as a combined ‘Earth Fleet’, with the Martians run by yours truly as umpire using the ‘fast play’ system developed for when we ran this at several Open Days a couple of years ago. This is always a fun way to arrange things, as I can vary the enemy ‘teeth’ according to how players are doing (as well as how many turn up on the day), and they can have a lot of fun simply trying to co-ordinate the actions of these sub-units via another human, not a dice or card system.

With one player per ship and a, ah, wide choice available, the fleet consisted of:

  • Jon – Royal Navy, HMS Tempest (1890 Improved Typhoon Class destroyer, with quick-firing main guns [2x shots instead of one per turn])
  • Tony – Imperial Russian Navy, HIRMS Volga (River Class strike bomber)
  • Eric – Imperial Austrian Navy, SMS Prinz Eugen (Hero Class light cruiser; only one built…)
  • Stephen – Imperial Japanese Navy, IJN Akagi (unclassified multi-role cruiser, refuses to discuss how many being built, where, when…)
  • Alan – French Navy, FS Massena (new Maréchal’s Class destroyer; like the RN Tempest – but more panache…)
Game 1 – The Bridge At Rik-I-To

The scenario here was that war was brewing with two of the Martian City States who had put aside their normal differences and were about to combine forces to sweep the accursed Earthers from the face of Holy Mars. Or something. Anyways, as their plan hinged on having one force cross the giant canal network, the combined Earther response was to pool their Cloudship forces to strike at the key bridge at Rik-I-To. If that could be destroyed, it would take weeks or months to effect a temporary repair. Of course, as it was an important spot, the Martians would be guarding it, not just with part of their fleet on standing patrol, but also with large deadly ground-based rockets…

[And yes, the plot was another semi-historical ‘steal’ of the main action in the Korean War film ‘The Bridges At Toko-Ri’. Great film of F9 Panthers, if you’re into that sort of thing…]

Now, being a simple soul, I rather expected the smaller ships to zoom in and take-out the rocket batteries before helping to distract the slower Martian ships? Yeah…. Anyways, plan B seemed to be that Jon, Eric and Alan engage in a general melee with all the Martians they could possibly reach, while Stephen and Tony ploughed in low and slow to maximize their bombing accuracy, with occasional pot-shots at any Martian who happened to get in the way!

So, with rockets and gunfire going in all directions and at different heights, the fight split into two sectors:

  • The ‘top cover’ proceeded to knock large chunks out of the three Martian ships, Jon using his bigger guns to deliver deadly jabs from a series of fast, slashing runs whilst Alan deftly manoeuvered to rake one guard ship which effectively dis-masted it! Eric meanwhile was in the thick of it trading broadsides between two enemy ships but seemingly unable to hit with any big guns! He was revenged however when finally ramming one of the larger galleys which Jon’s close rake with a rocket broadside had brought to a halt!
  • The ‘bomber’ boys meanwhile braved both rocket flak and the attentions of a, ah, ‘spare’(?) Martian ship to bore-in, line ahead along the canal. Stephen on Akagi led the charge, shrugging off a number of critical hits to boiler, crew and gun position hits to deliver his two sticks bang on target, with no deductions for speed:height differences. His score with eight d6 was a very respectable 24 points – but the bridge still stood teetering! However, close behind was the majestic Volga with even more majestic (=sloshed) Kapitan Tony, who proceeded, slowly, to ignore all the incoming hits and demolish the remaining structure, closely followed by the tailing even more irate Martian which the others now noticed! So that’s what those signals from Akagi meant…….

In all the dust, explosions and rocket trails, there was some confusion on the Allied side about who should get the most credit in the Official History for destroying the bridge (you know, the objective thingy…). So, I thought the easiest – not to say funniest – method of adjudication would be to ask the so-called ‘neutral’ captains. To a man, they had no hesitation in awarding the lion’s share of the credit to Tony and the Russians, with no national bias at all (except that Alan did waver in thinking the French should vote the other way to whatever the British did!). I thought Stephen as the Japanese took it very well, considering. All the talk of sabotage and revenge was just banter……

Game 2 – Get Marshal Mo-To-Ya

The second thinly-disguised scenario was based on the amazing operation in 1943, when the Americans sent very long range P38s (a fab a/c) to intercept Japanese strategic genius Admiral Yamamoto, who had planned and executed the Pearl Harbour attack (which only really failed because they delegated command to an old school ‘battleship’ admiral; but I digress…).

So, our 1889 version had the Japanese player (Stephen) brief the others that they had broken the Martian codes, and that the brilliant leader Grand Marshal Mo-To-Ya would be reviewing the various fleet detachments before hurling their combined strength blah, blah, blah. The key thing is, they knew where and when he would be at a certain city. Normally, this would be beyond effective range of Earther Cloudships, but the Royal Navy (Jon) then revealed that, apart from building the enormous HMS Thunderbird, they had also been quietly developing long-range re-coaling systems, a series of liftwood barges which could be towed then ‘parked’ at high altitude for later collection – like WW2 drop-tanks! I also took the opportunity to allow each ship 1x ‘elite’ gun crew – only a +1 to hit, but it soon became apparent how even a small adjustment to probabilities affected tactics!

The Allied flotilla thus set-off and arrived just as the Martian fleet hove into view through the clouds. The rather larger than expected fleet…. Ah. Yes, what confronted our intrepid floating heroes was not one Martian ‘Skylord’, one of the biggest Cloudship classes ever built, but two. As even one Skylord was estimated to carry the firepower of more half the Allied Flotilla, this was seen by the more tactically astute players as “…bloody serious…”!

Not only that, but the Grand Marshal also had three of the newer Martian ‘hybrid’ cruisers as escort, Martian built but incorporating Earther technology supplied by less scrupulous nations: big breech-loading guns and steam-power rams (although the latter were in fact clapped-out US train engines, refurbished and resold). Nevertheless, such an opportunity to cripple the enemy war effort before it got fully started was too good to miss, so as the Martians headed for the exit (off the far end of the table), the Allies resolved to sell their lives dearly (or lease them dearly, in the case of the French. Well, you get more return that way, and….).

  • As the giant Skylords were primarily sail-powered, Jon and Tony were among the first to point out that – at some point – these lumbering giants would have to tack (zig-zag), which meant there was more time to get them.
  • Learning from the first scenario, the players all kept saying to each other that the Grand Marshal was the objective, nothing else – so slip past the escorts if possible and pound the two Skylords with everything to hand!

Overall, the plan went quite well – Alan ‘stalked’ one of the escorts using cloud cover to get close before taking any return fire, while Tony and Stephen seemed to be competing for how much explosives they could throw at one ship! Meanwhile, as Eric took on the other Skylord with his now elite Skoda howitzer, Jon was perfecting his ‘left jab’, using his speed and longer, harder reach to knock seven bells out of an escort which was blocking his view (and in the process eliminating much of the bridge crew, thus making control much harder – not that they knew this immediately).

Stephen at one point sailed straight through the middle of the Martian Fleet, partly as his ship had good firepower in the armoured forward arc, but little else – except….. Yes, although he exchanged some withering fire with one Skylord and an escort, his master plan was revealed when he launched the rear-facing torpedo straight into the escort which was turning onto his tail! At that range – just outside the safety zone – the hit was inevitable, and the Martian visibly shuddered and began to lose height (that’s not all it lost, but again full damage was secret).

One great aspect for me with such games is how players learn to ‘read’ a battle, deducing both strengths and weaknesses from observable data. Such was now the case as the battle entered its critical phase, when first Alan then Eric mentioned that one of the Skylords, although damaged for sure, was not firing anywhere near as much as the other – which might mean that it was a transport, not the ‘battleship’ version?

Quickly deciding that the Grand Marshal would use the most powerful ship, the Allies now concentrated their fire. Jon now took quite serious personnel casualties from cannister rakes when closing to deliver a point-blank rocket barrage into the side of the enormous ship, while Eric also pounded it from the other side, starting numerous fires – bad news for a wooden ship! As Tony narrowly avoided a deadly ramming attack from the only functioning escort (sadly, the one with almost no directional control!), Alan and and badly-damaged Stephen sent the transport and the other escort into uncontrolled descents (the escort could probably crash-land ok, but the transport was not so lucky). As the Allies regrouped, they could see that only the smaller escort still had enough height (and control) to escape, but their initial fears about the other Skylord joining it were finally settled as the giant vessel, wracked with multiple fires and with key commanders dead on the bridge, made a long, lumbering dive just outside the city, in the manner of the Hindenburg………

So that was that. Another excellent outing for a genre which deserves a helluva lot more exposure, whether it be the RPG system, pseudo-colonial ground games, or this fabulous ‘Cloudships’ offshoot. It’s not the ‘flying WW1’ of Iron Skies, nor the Aeronef and Dystopian Wars – although the latter two did provide a lot of scratch-building materials! But if you like the idea of ‘3D ACW’, with the ability to construct your own range of peculiar vessels, then this is for you.

My thanks as ever to my long-suffering friends at Maidstone Wargame Society for playing, and The Werelords for resurrecting a brilliant game.

Click on the thumbnails below to see a few shots of the action.

Tactical aside – the Wrong Side of Technology?

There was a lot of discussion afterwards about the merits of the different ship designs – were the fast, sleek British and French (with only a handful of big guns, smaller hulls and crews), better than the rugged, somewhat slower Russian and Austro-Hungarians, with a lot more but smaller weapons? And what of Akagi, with an armoured nose housing all of its big ship-smashers in fixed forward firing casemates, akin to an Me110, but little else?

This all reminded me very much of similar historical arguments along similar lines both in the Victorian period (when turrets first came along), and then later about battlecruisers. In the latter case, they were great when used in their original role, chasing-down and destroying enemy cruisers, but were a disaster when used to bulk-out the main battleship lines “…because they look like them…”?!

In the end, both historically and with Cloudships, there was no ‘correct’ answer. The beauty of the system is that you can let your imaginations rip and, within the spirit of the game (the main rules have a sub-section devoted to ship design, with weight and armour affecting speed – and cost), create your own range of ships and models.

References & Links:
  • Background to ‘Space:1889’ on Wikipedia
  • More about the various games and RPG systems via Boardgamegeek
  • Several of the Cloudships books are on eBay, and some are now old enough to appear on some cheap download sites as PDFs!
  • The first outing of this – in 25mm no less – is still viewable here on the Werelords site.
  • Superb 1/1000th scale scenery (and lobbying to print some 3D Cloudships?) via Tony at Brigade Models. Go on, you know you want to….
Scratch-building 6mm Cloudships

A lunatics’ guide to building your own fleets…

HULLS & MAIN BODIES

1. Brigade Models – their rightly-famous ‘Imperial Skies’ range has some useful hulls and other pieces. And even though they are technically 1/1200th, you just have to look beyond that to possible uses… Recently, I have also used several of their vast range of very nice spaceships to provide the basis for things like ‘assault ships’, carriers, even resupply barges and landing-craft!
2. Peter Pig 1/600th ACW Naval range – A great source of whole or partial hull elements. By using ‘N’ gauge wooden planking as a main deck, you can use various waterline models as the upper and lower hulls. Also, some of the Union monitors come with metal decks, and these make for great ‘advanced’ Earther ships like the medium/heavy British ‘Macefield’.
3. DeAgostini ‘Star Wars’ die-cast models – given the wacky nature of several Martian ships, with a small degree of effort several of these models can be used to great effect. And as die-cast, they’re (a) good to take glue, and (b) damn-near indestructible!
a. I started with the various ‘bikes’, just used upside-down to help disguise their origin! The ‘prongs’ on the front of many of them look great as rams!
b. I also cannot recommend highly enough the ‘Jabba Barge’ (makes a great heavy Martian ‘Hullcutter’ type) and the equally fab ‘Desert Skiff’ (again, makes for a wonderful range of medium vessels)
c. But do check out the MTT transport and some of the other AT* tanks. The ‘Turbo Tank’ makes for a great ironclad (minus the wheels, naturally!). And the ‘chicken walker’ main body is a perfect Martian ‘leading chin’ design.
4. Eaglemoss ‘Star Trek’ die-cast models – not quite so many useful hulls here but still worth checking. For example, the early USS Antares, used inverted, makes for a fabulous small Earther French ironclad, in the same class as the RN workhorse ‘Aphid’. And some of the alien shuttles or freighters can make a good basis for more Martians.
5. Mechwarrior – the various tanks from the miniatures game (minus their tracks) have provided several very handy hull extensions.
6. Star Wars Starship Miniatures – no, not ‘X-Wing’ (unless you have a private income); I mean from the original game. These have provided a lot of the ‘tail controls’ for various ships, the Boda Slave 1 and Sith Infiltrator being particular favourites.
7. Galoob Micro-Machines have a very good Star Wars Jabba Sail Barge, which has provided, umm, ‘quite a few’ Martian landing craft, torpedo boats and even – cut in half – useful prows or flying bridges for larger ships.
8. Heroics & Ros 1/300th – Their WW2 armoured trains are a great source of cabins, armoured hull-extensions and side sponsons. Likewise, their Crusades range of siege equipment and superb armoured Hussite wagons provide great ready-made wing/sponsons for the Martians.
9. Irregular Miniatures – do a great couple of ACW ships actually in this scale, especially ‘Monitor’, which formed the primary hull for the RN ships.
10. ‘Dystopian Wars’ – again, nominally a different scale they have several ships which I have used for hulls or engine pods.

WEAPONS

Mainly dear old Heroics & Ros. Not only are they immensely friendly and helpful, but they have a vast range of kit which is spot-on for what you need:

  • WW1 guns (German 77mm etc)
  • WW2 guns (British 25lbr, German 88mm, 17ldr – all suitably ‘trimmed’)
  • ‘Oddities’ like the WW2 German Nebelwerfer; makes a great ‘Martian mortar’
  • WW2 Armoured trains (AA guns etc)
  • ECW, SYW and Napoleonic (French) guns, with the double-trail
  • ACW and FPW Gatlings, Mitrailleuse MGs
  • Colonial Landing Party Nordenfelts
FIGURES

As for crews, I have used the following H&R packs:

  • Colonial types and Franco-Prussian for Earther regulars, Boers & Confederates for armed civvies and ‘security personnel’
  • Gun crew figures (from the ECW & medieval)
  • SYW ‘Iroquis’ Indians (the light clothing and ‘Mohican’ hair-do is just right for Martians)
  • Ancient Greeks (again, the helmet + crest is spot-on for Martians)

There are some wonderful little vignettes in these packs – I love the guy with a wheelbarrow loaded with cannon-balls! And even the colonial gun-teams have a pair of riders who remind me of a couple of gunners on their break…
I did see some other interesting ranges in the USA – some ‘post-apocalypse’ types make for great Martians. Likewise, if anyone knows of any LOTR ‘elves’, they too would be good.

DETAILING

If even a klutz like me can do this, please give it a try – just adding a few crew figures and the odd pile of coal sacks really brings even these small ships to life.
Model railways have (especially in ‘N’ gauge):

  • packs of coal sacks, bales (cargo) etc.
  • some great ‘signal gantries’ which provided not only some great wing/sponsons, but also (cut down to half height) the ‘brass railings’ for the posher Earther ships.
  • Packs of wooden fences, which make for cheap railings on Earther or Martian ships

Mechwarrior
Not only hulls but most of the rocket pods came from these (the tanks are VERY well-equiped!). I also used some of the smaller weapon turrets as rail-launchers for Martian fire bombs or anti-personnel spikes.
DeAgostini die-cast models
Things like the Ewok ‘hang-glider’ and various solar-sailors provide a variety of strong, ready-made plastic sails for Martian kites, some with rigging!

Open Day – Roundup

Welcome to another Wednesday blog post, for this week we are looking back at the games from our recent Open Day.

We start with Stephen’s Barons War game. The table looked great, lots of terrain almost exclusively scratchbuilt by Stephen. With lots of normal life trappings to give it a lived in feel.

Stephen managed a couple of games on the day, the second resulting in a major fight in the middle of the field the claim the trebuchet.

We move onto Mark J and his big Vietnam game. Mark now owns an impressive collection of jungle terrain to say nothing of the miniatures and vehicles assembled and painted.

I’m not sure how far the American armour made it across the table. The game had a settlement complete with villagers, animals and rice fields to set the scene.

Next up and we had a lord of the Rings battle put on by Tony F and Phil. I participated in this battle by helping Phil’s orc forces streaming out of Moria. Well I say helping, Phil gave me a troll to play with but I managed to get it killed in its first battle with Tony’s dwarves.

But a lack of dwarven reinforcements allowed the orcs to push on, but they failed to kill the dwarf king in order to secure victory.

Something different now with David and Chris putting on a game involving Technicals, or improvised vehicles for those not in the know. These were converted from matchbox cars and miniature crews added.

The game involved a dozen vehicles at a time and as you can see was somewhat explosive. It’s always nice to see these different types of games at the society, and a good addition for the Open Day.

Our last game at the Open Day was another outing for Marcus and his award winning labyrinth style pulp adventure game. Featuring dozens of 3D dungeon tiles.

Marcus added a couple of tower tiles this time round and played the game as a dungeon fantasy game this time. It was good to see the tiles used for another game, and I believe they are getting another revamp later this year.

We hope you enjoyed seeing the games that were put on. We’d also like to thank those wargamers (or would be wargamers) that came to our open day to see what we get up to at the society.

If you are interested in coming along to the Maidstone Wargames Society all our details can be found on our about us page.

2025 Open Day this Saturday (28th June)

There are just three more days to go before our Open Day this Saturday (28th June). This is a great time to come and see the Maidstone Wargames Society in action.
Details of how to find us on the day are on out About us page. The open day runs from 11am to 4pm so come down to introduce yourself to the society, re-ignite your passion for miniature wargaming or to find out what it’s all about and if it’s the hobby for you.

We also have a last minute update from member David, he’s been preparing a large number of vehicles for a 15mm alternative history game. We cannot wait to see the result and the terrain they will be on.

And don’t forget we have other games running on the day:

28mm Vietnam Game

28mm Fantasy Adventure Game

28mm Lord of the Rings Battle

28mm Barons War Game

And we will have a WW2 6mm game of Spearhead on the day.

We’re open to the public from 11am – 4pm on the day, hope to see you there.

Somewhere In The Hills Above Dak To

At a recent meeting Stephen ran a 15mm Vietnam game using the Charlie Don’t Surf rules. The scenario was based on the Battle for Hill 875.

Stephen umpired the game and ran the Communist forces. The US forces (A Company, 2nd Battalion, 173rd Airborne) were under the command of Captain Pete, who also ran the Weapons Platoon, with the three Rifle Platoons under the command of Lieutenants Tony F, Andy and Jeremey respectively.

We’ll start with Stephen’s summary of the game:

A Company of the 2nd Battalion, 173rd Airborne, scored an important military victory against the North Vietnamese Army today.
Led by Cpt Pete the company advanced up Hill 875, located the enemy and engaged them.
It was 3rd Platoon under the command of Lt Jeremey who first reached the top of 875.  Meanwhile, a grenadier of Lt Andy 2nd Platoon earned recognition for posting a M79 round through a bunker slit. Lt Tony’ 1st Platoon got bogged down in a vicious firefight and took several MIA.
Company mortars, and a Huey gunship that shredded some NVA recoilless rifles, helped the 173rd to victory.
News on stateside TV reported the battle and civil demonstrations ensued at the loss of American life. It may have been a military victory for the US but the NVA scored a political victory.

Here follows the US Platoon commander’s accounts of the battle.

1st Platoon

First Platoon (Tony) advances early in the game.

This is as far as I got, a vicious firefight with an NVA platoon (and some less than favourable activation draws) saw me pretty much stuck in place for the rest of the game.

The NVA platoon in question, about to receive some 60mm mortar vengeance courtesy of Pete.

The 1st Platoon under fire and pinned. 1st squad suffered badly (7 KIA out of 10), although remarkably 2nd and 3rd squads emerged from the action unscathed.

2nd Platoon

2nd Platoon (Andy) A Company were deployed at the base of Hill 875 with the Weapons Platoon and Company HQ to our left, and 3rd Platoon to our right.
The platoon began its advance with 1st and 2nd squad leading, with 3rd Squad and the Platoon CO in reserve.
1st squad soon spotted insurgent troops further up the hill, the first of the Company to do so, and promptly engaged them. 2nd squad and part of 3rd squad joined in, the remainder of 3rd squad being out of line of sight of the enemy. The fire was effective, causing part of the enemy unit to suffer casualties and become pinned. 2LT Andy reported the sighting to CPT Pete, with a request for mortar support.
3rd squad deployed from reserve to the right of 2nd squad in order to bring its full firepower to bear.
The firefight with the enemy continued, with 3rd Platoon joining in, both 2nd and 3rd Platoons suffered some KIAs, but appeared to inflict more than they suffered.
Under the relentless fire of 2nd & 3rd Platoons the insurgents suffered further casualties and were seen running from their positions back over the crest of Hill 875 and presumably they continued down the reverse slope.
Slightly later a few ranging rounds began to land near 2nd Platoon’s position, expecting an NVA mortar barrage 2LT Andy ordered all squads to advance up the hill as fast as they could. 1st & 3rd squads succeeded, but 2nd squad got bogged down and didn’t move very far.
1st squad’s success in movement proved to be their undoing. They soon came under heavy automatic fire, believed to be either a DShK 1938 or KPV heavy machine gun, in a previously unseen bunker.
1st squad took a couple of casualties, but immediately hunkered down and returned fire, the squad’s M79 gunner achieving an excellent shot which put a 40mm HE round into the bunker, silencing the HMG.
2nd and 3rd squads advanced past the battered 1st squad, joining elements of 3rd Platoon in sweeping across the hill, engaging the remnants of the NVA defenders in the flank and driving them from the hill, at the cost of some more US KIA.
Eventually 2LT Andy’s prediction of a VC mortar barrage came true, but by the time it arrived on it’s original target all US forces had moved further up the hill and none were in the beaten zone.
As 1st squad looked after their dead they discovered a food and material cache buried on the hill side.
The mission proved to be something of a Pyrrhic victory for 2nd Platoon, we engaged and defeated the enemy, destroying a bunker and locating a cache, but at a cost of 5 KIA, 4 of them in 1st squad.
3rd Platoon
3rd Platoon (Jeremey) deployed on the far right of Hill 875. The mission was to assault the hill and so I decided to get moving and threw caution to the wind and advanced quickly up the hill.
Unfortunately after a few moves this left my three squads quite scattered. On top of that the first contact with the NVA turned out to be a real unit who immediately scored a casualty. My return fire was more effective and with support from Andy’s 2nd platoon the NVA were soon routed.
Despite the resistance I decided to continue my advance up the hill, I reached the top of the hill without further resistance but then the bunker was revealed along with more NVA troops. I took a few more casualties and would have taken more if not for Andy’s 2nd Platoon taking out the bunker on the first try.
Laying down some more fire on the remaining NVA, they routed and we claimed the hill.
Company Command
A company’s Forward Observer (Pete) performed well by adjusting the ranging mortar rounds and the subsequent Firing for Effect on the NVA positions on the hill which contributed to the general degrading of the enemy.
Also, significant contributions to the victory came from :-
      • Lt. Tony’s 1st Platoon made steady progress up the left flank but took heavy casualties due fire from a heavy weapons squad with recoilless rifles. These were suppressed by the fire of the Co HQ’s MG squad lower down the hill.
      • Lt. Andy’s 2nd platoon’s impressive accurate fire which neutralised the fortified position on the summit of the hill  soon after the position was observed. The HMG in that bunker would have caused devastating casualties if not dealt with swiftly.
      • Lt. Jeremey’s 3rd platoon made a rapid advance up the slopes of our right flank, although sustaining several casualties, routed the enemy troops before them.
Although Air Support was requested, a Huey gunship arrived after a delay due to the Priority 2 rating of our Area of Operations, but completely destroyed the NVA Heavy Weapons squad enabling all platoons to advance and secure the enemy position on the summit of the hill, seizing enemy weapons and rice caches on the way.
 I, Capt. Pete commanding officer of A Company,2nd Battalion,173rd Airborne, recommend citations for all the commanding officers of A Company platoons.
The view from the other side of the hill
The NVA side of things, as recounted by Stephen. Hill 875 was occupied by a reinforced NVA company – three rifle platoons with AK47s, a pair of recoilless rifle teams, plus the regimental HQ (historically, the rest of the regiment was situated in the hills adjacent and being engaged by the ARVN). Regimental HQ had a mortar spotter (the mortars were actually sited on a hill to the west), wireless team, and HMG in a bunker.
My general plan was to close with the enemy as soon as contact was made to mitigate against the inevitable artillery and airstrikes the US would call in, a tactic referred to as “belt-grabbing”.
The bunker being taken out promptly by US 2nd Platoon took the smile off my face. That HMG would have caused havoc and blunted the US advance and I was going to walk the mortars up to leave the US forces
sandwiched between the HMG and the mortars. But it never came to that.
It was a very historical outcome – the US captured the hill but suffered heavy casualties doing so, and there was considerable public outcry because of it.
And the final word also goes to Stephen:
Thanks to Andy, Tony, Pete, and Jeremey for making it an enjoyable game as I learn the rules. But a special thanks to Pete for his help and knowledge.
Just need to come up with a better name than the toe-curling ‘Big Men’ next…

Open Day 2025 – Games preview

As we get closer to our open day let’s have a look at some of the games being put on.

Mark J is putting on a large Vietnam game, complete with tanks, helicopters and a whole host of miniatures. Mark has been putting on a number of Vietnam games at the society, this game will be a good example of that. If it’s a period you’ve been thinking of getting then the open day will be a good chance to see a game in action.

Next up Marcus has repurposed his award winning 3D Labyrinth game into a Frostgrave / Fantasy Adventure game. If you fancy a treasure hunt this will be a good game, Marcus’ set up is a huge selection of 3D dungeon tiles. There will be adventurers and monsters galore.

Next up and we have a Lord of the Rings games being put on by Tony F and Phil, who have an extensive range of miniatures. This time round we are promised the battle of Azanulbizar. So it will be a clash between Dwarves and Orcs/Goblins, with no doubt the odd troll or two. If big fantasy battles are your thing, they often appear at the society as either Lord of the Rings or Dragon Rampant. Or any other fantasy rules we feel like giving a try.

And the last game we are show casing is Stephen’s Medieval Barons War game. Stephen has an impressive collection of scratchbuilt terrain for the period so expect an almost model village feel to his game with plenty of armoured  knights running amok.

We have two other games members are still putting together and will post details nearer the time.

Details of how to find us on the day are on out About us page. The open day runs from 11am to 4pm and is a good day to introduce yourself to the society, re-ignite your passion for miniature wargaming or to find out what it’s all about and if it’s the hobby for you.

Open Day of the Maidstone Wargames Society 2025

Our Open Day will be on the 28th June this year. We’re open to the public from 11am – 4pm on the day.

This is a great day to come and see the society in action and throw some dice in one of the various games we will have on the day and chat to the membership about the hobby and the club.

This year we have an eclectic selection of games on offer, which might just be the incentive you need to either get back into the hobby or to find a new home for your own armies and games.

Name Scale Period
Vietnam 28mm Vietnam
Technicals 15mm Modern/Alternative History
Battle of Azanulbizar 28mm Lord of the Rings
Second Barons War 28mm Medieval
Catacombs 28mm Labyrinth/Frostgrave
Spearhead 6mm World War 2

Pictures and more details of the games will be appearing on our blog as we approach the day.

Details of where the club meets and location of the Open Day can be found here:
https://www.brigademodels.co.uk/mws/directions.html

Eisenhower – Rules First Look

Colin, John Le and Paul L had a try out game of the new Eisenhower rules from Sam Mustafa. The rules were released earlier this year and are ww2 strategic / operational in scope.

Players control up to 6 divisional formations across a table representing a ground scale of 24 by 16 miles.
Our game was a home brew eastern front Barbarossa type scenario pitching 2 Panzer divisions and a motorized infantry division against a Soviet defence of 2 infantry divisions with a reserve tank corps.

The armies were made up from 2mm Irregular ww2 models with bases of 4x4cm representing battalion strength units.
The table is gridded in 6×6 inch squares and this controls placement and movement of the units.

This works well for this scale of game where the players represent corps commanders. At this scale its not mm placement of units which count but key decisions such as which areas of the front are you attempting to break through in, which units are you structuring your offensive with and are your reserves in the correct position based on the timescales of the offensive.

The rules feature a number of innovative mechanisms including an objectives based victory point mechanism where the objectives move once they are secured so ensuring a dynamic game of movement for the two sides, each of which takes the role of strategic offensive or defensive.
The time period represented in the game is between 4 to 6 days with each day consisting of separate rounds which allow formations to move and combat across the table. At the end of each day is a night phase where supply is checked with potential attrition of units. Exhausted units can also be recovered to a worn status.

In our game we had the Soviets dug in with prepared positions across the table. The panzer divisions lead the attack with mixed success in achieving objectives early on and forcing a breakthrough. We ended up concluding that in our scenario the Soviet reserve tank corps was too powerful when placed on the table at the outset. A more balanced game would probably be achieved by holding it as reinforcements off table which is catered for within the rules.
Future scenarios we will explore include France 1940 and a Normandy amphibious landing.

See you at Salute!

A slight change to our normal Wednesday progress post this week. Members are busy preparing to take our newest show game to the big wargames show Salute on the 12th April.

Bradley (l) faces off against Atari-1.

This year we are putting on a rendition of the classic arcade game Battlezone. If you’re going to be at the show do come along and try your luck against three other opponents! You won’t need a stash of 10p pieces just some good dice rolls.

You can hear more about the game courtesy of OnTableTop’s coverage of our game at the Cavalier show in February.

Atari-1 has Brigade in its sights.

This is our entry in the Salute line up: Maidstone Wargames Society – Battlezone – Futuristic Tank Warfare in 1980 – STAND: GK11

Hope to see you there.

The Norman Conquest, part 1. A Lion Rampant Campaign

Stephen reports on the beginning of a new Lion Rampant Campaign. Andy’s apologies for taking so long to get this onto the blog.

After the debacle of our Crusades campaign I demanded satisfaction from Andy and we agreed to another campaign based around the Norman Conquest.

My Normans rarely see the light of day so this was a chance for me to get them out and gain a bit of glory. Andy took the English.

In the same vein as the Crusades campaign we upped the points values a bit – two 24 point forces, two 30 point, and the final game would be a 48 point bloodbath. Each army gets an extra free point that can only be spent on Leader skills (though more points can be taken from the army total to buy more expensive Leader skills). As before, army lists have to be drawn up ahead of the campaign and assigned to each battle before they are rolled for.

So to kick off we rolled to see who would be Red (Andy) and who would be Blue (me).

And then we rolled for the first encounter of the campaign – we rolled The Village and then rolled again to see which specific scenario – The Taxman Cometh!

So it begins.

For this first game I had a 24 point, fully-mounted, force. I purchased the Strongbow Leader skill. My force consisted of 2 Elite Cavalry (the knights), 2 Heavy Cavalry, and 1 Heavy Cavalry with crossbows.

Andy’s Anglo-Danish force had 30 points, comprising 2 x Elite Foot (1 containing his leader), 2 x Heavy Infantry, 1 x Light Infantry and 3 x Skirmishers. Andy’s leader purchased the Commanding Skill.

Club member Mark placed six tax counters face down on the terrain – these all had a (hidden) value and each side would gain Glory equal to the total value of counters they could get off the table. In addition to this players gain Glory for making Boasts. My Boasts were ‘I shall strike the first blow’, ‘They shall tremble before me’, and ‘I shall burn their homes’. Andy went with ‘They shall tremble before me’ and ‘I shall destroy more than I lose’.

One of the counters had been put in a church and, since I had a mounted only force, we had to make a decision on mounted troops being able to enter a building. The rules say nothing on this. So we rolled randomly and decided that mounted troops could not enter buildings. Although this went against me it made absolute sense and was the right decision. However, this left me with a dilemma – it meant that I would be unable to secure one of the tokens. This shaped my choice of Boasts. I decided that since I would be unable to get it I would try to deny it to Andy by burning down the church! I think you’ll find that such actions are all part of the job description and duties of being a Norman tyrant. (Andy: Sacrilege!)

The first couple of turns of the game were a general advance on both sides. We both did well on Activation rolls and as I recall we both managed to activate all units for the first two turns.

Norman knights out for a ride

Andy had put his skirmishers on his flanks, where two of the tax counters were hidden in the woods, and he managed to secure both. He also made a general advance in the centre with his light infantry, heavy infantry, and dane-axe wielding elite huscarls.

Anglo Danes take the hill

I steered one of my units of heavy cavalry to the woods on my right flank to get the tax counter there, and my mounted crossbows to snatch the tax counter hidden in the woods in the centre.

Shall we shoot or shall we burn something

Those had been the easy ones. The struggle was going to be for the two central tokens – one in the church and the other in some ruins.

View from the Anglo Danish side

Surprisingly, Andy’s unit on his right took their token and fled the table (you only count tokens you get off table). I thought they might stick around for a bit longer to hold the flank. Then he advanced a unit of skirmishers into the ruins to claim a third token.

View across the battlefield

That was annoying, but I saw it coming. I knew it would be difficult to budge them – we classified the ruins as rough going with cover. This made it all the more essential that he didn’t get the token in the church. With that in mind I activated my archers to loose their bolts at the English light infantry who were approaching the church doors. I scored a couple of casualties and this forced him back. With my mind on the Boasts I’d made, I then stuck the spurs into the Leader’s unit and charged the English heavy infantry.

Norman Lord leads the charge

We caused casualties on each other but we both passed our Courage checks and bounced off each other.

On your marks, get set, go!

I then took my chance with the church. A unit of heavy cavalry had moved up and now I made a roll to see if I could burn it. With only 6 men in the unit this meant I needed a 9+. I rolled and scored…11!

Up went the church. This meant it now counted as impassable terrain making it impossible for anyone to get the last tax token. That’ll teach those English rebels, I laughed haughtily.

Normans set fire to the church

Meanwhile, out on my right flank, I could see Andy was trying to find a way of harassing me with his unit of skirmishers. Problem was that in the woods they were safe but out of range. To get in range they had to leave the woods and this would put them at risk of a cavalry charge.

Then something unexpected happened.

On Andy’s activation he charged his heavy infantry into my Leader’s unit. I rolled to counter-charge but failed!

Anglo Dane Elite Infantry charge the Norman Leader

Oh well, I thought – those knights are well armoured and might take a casualty but not the end of the world. And, yes, they did take a casualty. But I rolled a double 1 which meant it was the leader that coped it!

Down he went.

The Normans were now leaderless.

However, one thing was in my favour. The two tax counters I had were high value ones, and I’d also managed to fulfil all my Boasts. So, despite the loss of my Leader, I figured I was still in a strong position.

Problem now, though, was that my mounted crossbows, who had a token, were in a difficult position with both the English heavy infantry and elite infantry getting within charge distance. If I lost them, and their token, then the fortunes of war would be reversed, and I could see in Andy’s eyes that he knew that too.

So the race was now on – get off the table with what I had.

Being mounted had an advantage because I was faster than him. Andy started pulling back his skirmishers with the tokens to secure them, whilst trying to put the pressure on me.

It got a bit hairy when I failed an activation roll to move the crossbows, but Andy was just out of charge range and the following turn they were off and that was the end of the game.

I had secured 5 points of tax tokens and gained another 5 Glory for my Boasts plus an extra 0.5 Glory for facing a larger enemy. This gave me 10.5 Glory.

Andy also scored 5 points of tax tokens, but failed to achieve either of his boasts, so lost a point for each, giving a total of 3 Glory

The first game went to the Normans with a convincing 10.5 to 3 win.

The winner gets to choose the next game and I chose The Road. We rolled for the specific scenario and came up with Meet The Neighbours.

In this game players start in opposite corners and gain Glory for units they get off the opposite corner (plus Boasts).

In this game I had 30 points and my (new) Leader had also taken Strongbow. My force consisted of 2 Elite cavalry, 1 Heavy cavalry, 1 Heavy infantry, 1 foot crossbows with pavises, and 2 skirmishers. My Boasts were ‘Their arrows shall be lost like tears in the rain’, and ‘I shall avenge them’ (I chose his Leader’s unit – after I had lost my Leader I couldn’t let him get away with all the goading that would be coming and had to even things up!).

Andy had a smaller force this time, only 24 points, a single unit of Elite Infantry containing the Leader, 2 units of Heavy Infantry and one of Light Infantry, the force being completed by 3 units of Skirmishers. Andy’s leader purchased the Commanding Skill again.

Boldly he chose ‘Half the Enemy shall fall to my Swords’ and ‘I shall destroy more than I lose’. At least he’d start with an extra 0.5 Glory for facing a larger enemy.

Going into the second game I was cautious. Andy is a very good player and could easily turn fortunes around. So I decided that I would avoid combat where possible (the exception being to nip off the English Leader). My plan was to advance as quickly as I could with the infantry and use the cavalry to protect flanks and threaten any English units if they tried to attack.

That was the plan.

So the game started. The problem we both had is that we couldn’t get all our units in the deployment area, meaning those units off table could only come on with a successful Move activation. Andy went first and made a general, broad, advance. He managed to activate all his units and even bring on the excess unit.

Off to war they go

Things didn’t go quite so smoothly for myself. I started with my Leader’s unit off-table. The first unit I tried to activate failed and without a Leader to prompt a second attempt that was it! The English advanced again.

Back to me. Well, a bit better – I managed to move one unit, which created a gap for me to bring on the Leader. Which I failed. He had another try. Failed again! That breakfast croissant or pain au chocolat was obviously keeping him busy.

Andy advanced again. He swung two units of skirmishers south, toward an area of woodland which meant that if I wanted to advance that way I’d have to endure some bow fire.

By this time Andy was halfway across the table. I’d moved some units but still had others in the deployment zone. It was obvious my plan of getting across the table was going to fail. Andy would be off sooner than me and would win the game with a good score. I had to change my tactics. The only way I could win is if I prevented Andy getting off the table and the only way I could do that was by eliminating his entire army! I went on the attack!

Norman firing line

It was more by luck than design. By the time our two forces came face to face I hadn’t advanced too far but the position I found myself in was an advantageous one. To one side of the road was a hill and to the other was an area of rocky ground. I decided I would put the crossbows on the hill, the skirmishers in the rocky ground, and use the heavy cavalry and spearmen to plug the gap with the knights behind to act as a mobile reserve where they could either exploit a gap in the enemy or charge to the defence if the enemy broke through. It was a strong position which I can’t take any credit for.

The key to this would prove to be the rocky ground. I think Andy recognised that and I could see him manoeuvring units that way to launch an attack. Lines were drawn. Now the battle started.

Anglo Danish thanes and huscarls make a steady advance

My skirmishers in the rocks opened fire (thanks to the Leader’s Strongbow skill) on Andy’s light infantry, causing a couple of casualties. Meanwhile he started moving the heavy infantry around the side of the rocks and his Leader’s unit came forward. The English skirmishers opened up with some desultory bowfire – thankfully the rocky ground provided good cover.

Norman archers in the stones

Seeking an opportunity I thought I’d try my luck. With his Leader within charge range of the Norman heavy cavalry, and an eye on my Boasts, I thought I’d give it a go. In went the cavalry. I caused one casualty against the English (failed the Lucky Hit to bag the Leader) but Andy had given me a fair wallop – I took three casualties. Not only were the Norman cavalry Battered but they were at half strength as well. Oh well, I thought, I’ll use them as an expendable unit and see what more damage they can do to the English Leader (a perfectly acceptable attitude for an invading Norman tyrant).

On Andy’s turn he did something that surprised me – he charged his light infantry into the rocks to take on my skirmishers! Well, I suppose I don’t blame him. If he left them there then it would cause a lot of problems. He had to do something. In response to the charge I decided to Evade. That took me out of the rocks but it caused casualties on the charging English which meant they had to retreat. Meanwhile, to the south, the English skirmishers in the woods and the Norman crossbows on the hills just stared at each other. I moved a unit of Norman knights behind the hill but in position so they could charge if the skirmishers dared come out the woods.

Norman corssbows supported by Norman knights

The fight around the rocks continued. The English heavy infantry moved forward. This could be a potential problem. I had two choices. Ideally, I wanted to shoot with both my skirmishers to loosen them up, and then charge with the Norman Leader’s knights. The skirmishers would shoot on a 7+ and the knights charge on a 5+. If I failed with either of the skirmishers then activation would switch to the English and I’d miss out, so maybe I could just charge with the knights? The Norman Leader had the Strongbow skill, but I’d used that to order the crossbows to shoot at the English Leader’s unit (another casualty on them, but still not the Leader).

Anglo Danes march pass the POND OF DEATH

I decided to put my faith in the dice. I rolled for the first skirmisher unit. Success! They fired. Then I rolled for the second unit of skirmishers. Another success! OK, so the English heavy infantry had taken a few casualties. Now was the time. In went the knights, led by the Norman Leader – let’s just hope it wouldn’t be a repeat of the previous game.

In they go

No, it wouldn’t be. The English infantry took more casualties and failed their Courage test. They fell back, Battered, and below half strength. They’d taken enough casualties that it would be hard to recover.

Feeling cock-a-hoop with my charges I sent the Norman heavy cavalry in against the English Leader again. Another casualty on the English meant they were now at half strength, but in return they eliminated the last of the heavy cavalry. I didn’t care. They’d done their job. It was now starting to look good for the Normans and I could see another victory coming.

Andy realised he had to go for it. The skirmishers to the south moved out of the woods and shot at the crossbows. They caused a single casualty but I fluffed the Courage roll and they had to retreat behind the hill. My skirmishers moved back into the rocks and continued firing at the English light infantry causing more casualties and Andy obligingly rolled a double 1 for their Courage. Off they went. It was now looking very good.

We were moving into the end game. My thoughts turned to Glory points. If I entirely eliminated the English army that would be game end but since I hadn’t got any units off I would only receive Glory for the Boasts I’d made and none for the game objective. It was going to be hard to do anything about that.

Andy points an accusing finger at the Norman spears

Andy still had a unit of heavy infantry in the centre. They lined up against the Norman heavy infantry and went in. It was pretty much a draw, with a casualty on either side. In the meantime my skirmishers kept opening fire on the English Leader, but bad dice rolls meant I just couldn’t cause any casualties. I then sent in a unit of knights against the English skirmishers and completely eliminated them. In response Andy moved the other unit back into the woods where they would be safe. The Norman heavy infantry charged the English heavy infantry and, again, a couple of casualties on either side but the Normans failed their Courage test (and would ultimately fail to rally and rout off table).

Then came the final act. The Norman Leader ordered the crossbows to open up at the English heavy infantry. At close range the bolts thudded in and off they went. The skirmishers drew their bows, took aim at the English Leader and…down he went at last! All the English had left was a unit of skirmishers hiding in the woods.

Ironically, I didn’t want to destroy them. What I wanted to do first was get some of my troops off-table. Andy knew this, so it was in his interests for the skirmishers to either be eliminated or get off themselves to bring the game to an end before I gained too many Glory points. What I also wanted to do was weaken the skirmishers to reduce their effectiveness but without actually killing them. A burst of fire from the crossbows did the trick, reducing them to half strength. Both sides made a rush for the table edge. The English, though, were closer and were soon off, bringing the game to an end. I hadn’t got any of the Normans off.

Final Glory scores were just 3 for the Normans (for successful Boasts). The English had got a half strength unit off, earning 1 Glory, and had the extra 0.5 Glory for having the smaller force. But they had failed both Boasts meaning -2 Glory giving a final total of -0.5 Glory.

A second Norman win! Glory tallies at this point are 13.5 for the Normans, and 2.5 for the English. We still have three games to go. Andy is a good and capable player, so whilst I’m happy with this lead I am not complacent.

History of the Society

2021 was the 50th anniversary of the society and we decided we should have a properly documented history of Maidstone Wargames Society. It’s taken a bit longer than we anticipated but we have finally managed to reconstruct the main highlights of the society from 1971 to the present day.

We’ve given our history its own page and we will add to it each year details of our show games, open days and other events of significance.

History of Maidstone Wargames Society