With all of the Society’s blog editors at Salute, Stephen steps up to the plate with a short report on the games played at the Society meeting last weekend.








With all of the Society’s blog editors at Salute, Stephen steps up to the plate with a short report on the games played at the Society meeting last weekend.








Andy presents a photo round up of this weekend’s games.
Peter M put on a multiplayer 25mm skirmish game set in the Indian Mutiny, 1857 ‘Don’t Lucknow’
No scenery in this game, the grey areas are roads and alleys, white are buildings.



Stephen & Andy started a Barons War mini campaign, “A Most Ignoble Feud.”



Colin & Paul ran a 2mm Strength & Honour game, Late Republican Roman vs Pontic



David P ran a 28mm GdA2 Napoleonics game, Saxons vs Prussians



Eric put on a Classic Battletech game.



That’s all for now.
A very delayed pictorial roundup of the last Society meeting of February 2026, due to some IT issues at one of the editors home.
David P ran a General d’Armee 2nd edition game of French vs Russians in 1813



Tony P ran a mixed scale FoG Ancients game (both scales use the same base sizes)




Eric ran another episode in his ongoing Shadow of the Dragon Queen D&D campaign, but sadly we have no photos.
Andy rounds up last weekend’s society meeting.
Another good turn out for the second meeting of the year, around 20 members were present with 5 games in progress.
First up we have John L running another naval game, this time in the South China Sea with Emperor Ming taking on Li Chee (the Pirate Queen) using Galleys and Galleons rules.




We then move on to David P running a small Chain of Command 2 game, in 20mm, to introduce the rules to a couple of players.




Former Chairman John ran a 6mm Ancient FOG game with multiple players




Current chairman Mark, together with Dave and Chris put on a Legions Imperialis game using masses of tanks etc.




And finally Stephen ran the third of his trilogy of 173rd Airborne in Vietnam games, Operation McLain, in 15mm. A write up of this game will be appearing soon.




Information about the Society, including directions, can be found here.
The diary of planned games can be found here, this is updated throughout the year so please have a look from time to time.
Maidstone Wargames Society held their first meeting of the year on Saturday. This meeting includes our AGM so often has a good turnout.
Around 24 members were in attendance for the meeting. The AGM was, as usual, short, only around 30 minutes. Also, as usual, the existing committee was re-elected without opposition. Despite the chairman’s pleas to be released!
There was also a very good turnout of games, covering a variety of scales, periods of genres, here’s a short photo round up.
John L brought out his 1:1200 Baltic Galleys for some Naval action.




Another naval game, but a few centuries later and under the water rather than on it, Peter M staged a 1:100th Stingray game, “Anything can happen in the next half hour“.




Paul and Colin brought out some 3mm Ancients for some FoG games.




Tony G and Stephen both fielded Anglo-Saxon warbands for some 28mm SAGA games.




Some more recent conflict now, some late WW2 Chain of Command action staged by chairman Mark J with 28mm vehicles and figures.




And last, but by no means least, Tony F and Phil staged a battle from the Lord of the Rings, again in 28mm.




That’s it for the round up of the first meeting of the year.
MWS meet on the 2nd and 4th Saturdays of the month (except the 4th Saturday in December) from 10:00 to 17:00 at Linton Village Hall, south of Maidstone on the A299.
Information about the Society, including directions, can be found here.
The diary of planned games can be found here, this is updated throughout the year so please have a look from time to time.
Our 2024 Open Day is just over a month away and there has been lots of progress on this years games. The Open Day is on the 22th 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 maybe throw some dice at one of the various games we will have on the day.
This year we have a good selection of games, 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.
We will have a game of Barons War complete with scratchbuilt castle.

There will be a game of Project Z for some post-apocalypse fun!

The Elephants will be on the rampage in a battle between Romans and Carthaginians

The Soviet/Afghan war will also be covered this year

Along with a big World War 2 battle somewhere in Europe

And last but not least the magical treefolk will be fighting their ancient enemy the rock warriors in an entirely scratchbuilt fantasy game.

Details of where the club meets and location of the Open Day can be found on our About the Society page.
A ‘Massed’ 28mm Skirmish Game Report, by Peter Merritt
Background
Somewhere in Germany, © 1st century AD, after the Battle of the Teutoburg Forest….
The original idea behind the game was how to stage an increasingly large-scale ‘skirmish’ using quite a few very nice early imperial 28mm figures which I had acquired via eBay. Although it started off as 1:1 scale, the idea (and collection) soon grew so that we could actually stage larger conflicts but still retain some of the unique tactical flavour associated with each very different side. To achieve this in a fast, playable form, I turned once again to a fabulous old hybrid board/figure game, “Star Wars Epic Duels” by Hasbro (see links at the end).
THE GAME SYSTEM
The key features of this design are that each player controls a small team, with one main character (say, Darth Vader), plus one or two little helpers (Stormtroopers in Vader’s case). Normal movement is fairly standard, although some variability is introduced by means of a die roll. However, the design really scores because teams also get a dedicated pack of cards which are used for both combat and any unique ‘special abilities’ – such an elegant, simple way to reflect widely varying attributes, and without resorting to thick books of charts and +/- tables!
Although the original Star Wars game was very 1:1 oriented scale-wise (and thus fitted extremely well with early LOTR games featuring the Fellowship), I have also adapted the concept in the past to much larger affairs, with masses of Orcs, Wargs etc vs varying amounts of opposition from the Riders of Rohan. Whilst having so many figures would render a normal ‘skirmish’ unmanageable, by nominating so-many groups per player turn this can both speed-up the playing cycle and reflect the rather hap-hazard nature of combat before the advent of truly drilled and ordered units in the later gunpowder era. But to retain an element of massed if not co-ordinated movement, a simple movement rule addition allows an ‘active’ unit to also drag along a number of those adjacent groups, sometimes more so if enhanced by a special card.
I really cannot stress how much the use of such dedicated card packs adds so much to the ‘period flavour’ of the game, hopefully reflecting the different combat options and other unique actions of the various Roman forces – legionaries, auxiliaries and stirrup-less cavalry – vs the massed ranks of fearsome tribesmen.

For example, the Barbarians can gain advantage by deliberately sacrificing figures in massed attacks or an ‘active’ leader dragging one or more adjacent ones with him (at some personal risk).

On the other side, the Legion ability to reorganise and their close-in pilum-throwing are deadly. Whilst your immediate choice of tactics may always be affected by the cards in your hand, like any ‘real’ historical combat, victory will go to the side which can maximise their peculiar advantages whilst exploiting the weaknesses of the enemy.

Each turn consists of two phases per player, movement then two actions (Romans can do in any order, Barbies guys must move then do one action). Normal movement uses a grid or in this case 4” hex cloth and a die roll to generate movement points; however, some ‘special moves’ via certain cards are also possible, such as reorganising all adjacent bases adjacent to a standard-bearer, or signalling an ambush! Play alternates in a random manner between one Roman then one Barbie group (hex), so it can be that not everyone is quite in the right place at the right time. This has had interesting effects in multi-player games, as the ‘current’ player can choose which groups to ‘activate’ – including any previously organised by a colleague! Finally, once a group has been activated and finished it can only thereafter defend itself until either (a) all players have moved, or (b) the current player uses their turn to ‘rally’ their forces rather than move/fight, removing 1d3 active markers from units/groups. This was especially useful in the game as it allowed for maintaining a degree of offensive.
Combat was computed by hex vs hex, with a small list of +/- factors. Factors were either ‘straight’ card numbers or ‘specials’ which could seriously affect your day. Things like ‘arrow shower’ or ‘pilum charge’ will be long-remembered… Hits were then converted to actual kills (removing a base), or ‘disorder’. The latter sounds easy but units with too much disorder were then increasingly rendered ineffective and vulnerable to a follow-up assault – thus the advantage of having a 2nd wave or reserve handy to blow-away that otherwise formidable unit.
As we had long departed the original 1:1 skirmish idea, the figures were organised with four figures per base for the regular Legion or close-order Auxiliaries, and single-figure ‘clouds’ for skirmishers. Roman heavy units/groups were normally 4-6x bases, which fitted very nicely in a 4” hex! To me, this looked about right for a typical 80 to 90 man century. For the Barbarians, many of the figures I had were already on massed bases, so 2-3 of these constituted a ‘unit’ in one hex. Especially nice were the chariot units which their creator had turned into mini dioramas – the sort of thing which makes our toy soldier games a real pleasure, especially as you’re getting hammered into the ground.
Speaking of the games….
HOW DID IT GO?
In the end I had two players fool- I mean, kind and raring to give this experimental version of the system a go, so I thought that they would be best deployed together as the Roman forces with me running a large but disorganised Barbarian opposition (this also fits my style of generalship). I had long decided on an overall plan (“Ok, men – go get ‘em!”), which as sole umpire made it easy for me to both control events and make a hopefully convincing ‘fist’ of a tough time.

The scenario, such as it was, had a Roman punitive column probing the territory of the German tribes near the frontier of Gaul, trying to establish if another major incursion was being prepared. As such, Eric and Mark were suitably impressed by the initial set-up with the Romans marching on and suddenly facing an edge-to-edge arc of extremely unfriendly-looking tribesmen.

However, although it certainly had the appearance of a tidal wave of terror about to engulf them, they gradually began to discern one of the key differences between the armies – the Roman organisation meant that units acted (fairly) smoothly in concert, whereas the Barbarian units were much more, ah, ‘individualistic’ let’s say, requiring frantic interventions by leaders to get any sort of co-ordinated action!
Early-on the chariot units thundered in from each flank, creating some wobbly moments for the Roman generals as they overran some outlying auxiliary units and routed a cavalry force which had scouted slightly too far ahead.

These chariot units – especially using their rapid speed and special attacks – surprised everyone (including me!), and ended their initial run threatening the flanks of two Legionary units in the centre.

With no support to hand, however, the chariot attacks tended to run out of steam as they approached the main line, and as primarily offensive units, Eric quickly marshalled enough counter-force to ensure that they soon took so much disorder that they effectively fell apart. This was repeated on the Roman right flank by Mark, although the chariots here came in in waves (mainly due to terrain, not my planning), and thus caused a few sweaty turns as Mark’s forces had to keep an eye on their own flanks. The downside for the Barbarian efforts was that the sweeping to and fro of chariots tended to block some warband units from advancing together (not that there was much risk of this as it turned out!).

By now the Roman players were getting into both the system and the specific opportunities afforded by each card in the deck, so tactics and plans started to get more ‘subtle’ (as befits the early Empire?!). So it was that what should have been the main Barbie ‘follow-up’ punch by the full weight of centre warbands quickly disintegrated into a hap-hazard race towards the solidifying Roman line! True, several auxiliary units were overwhelmed or brushed aside, but the Legion, with a few awkward moments, held their ground and developed a really nasty-looking right-hook…

As the central slog developed and the Barbarian flanks signally failed to get their act together (the chieftain/leaders were a might busy at this point, making some awful activation rolls or, err, dying at really inconvenient moments), it was then that two key factors began to sway the tide of battle:
As it became clear that the central assault had failed and the core Legionary units had only been ‘dented’, with no sign of a pincer move from the flanks I thought it time that the tribesmen would consider they’d done enough for today and head home for some serious bardic singing and drinking, thus ending the battle.
AFTERWORD
I think I’m correct in saying that the players, once they had mastered the system and individual cards, certainly seemed to enjoy themselves – which is a great end point for any game! Both players – not normal ancients types – seemed to like the idea that the system and cards were so tailored to that specific period and the armies concerned, rather than a ‘generic’ set spanning many hundreds of years which required the player’s experience to supply the realism. As I understand it, dear old Bob O’Brian (one of the key developers of WRG rules) only used to play strictly historical games – no Yorkists vs Egyptians etc.
As the designer I was also pleased with how ‘balanced’ the overall game was, both in terms of forces deployed, and my extremely amateur development of the various cards. It also validated the concept that the core system was so amenable to other ‘asymmetric’ situations, now covering subjects from Star Wars, Lord of the Rings, Roman Empire and (soon) Seven Samurai. A truly classic system, in my view.
Finally, the fact that my lightweight design had at least as much to do with a reading of Tacitus and Agricola than it did to a rewatching of ‘Carry On Cleo’ was not lost on the players, with one card allowing a bonus action for anyone who could name the actors playing certain supporting roles in that fabulous film…
My tremendous thanks, as ever, to a fabulous bunch of guys at the Maidstone club.
CREDITS
Rules and Card Decks:
As with almost all my games the rules are home-grown stuff and, as such, possible to extend or amend as you wish (the mark of a good product/system in my view). Hopefully these will appear on the blog site ‘real soon now’. If not, come along to the club and try it some time!
Original game:
Details of the original HASBRO “Star Wars Epic Duels” by Craig Van Ness (with assistance from Rob Daviau) can be found here:
https://boardgamegeek.com/boardgame/3284/star-wars-epic-duels
Figures:
Thanks to the advent of so many superb plastic 28mm ranges, the web (eBay etc) is now awash with old and 2nd hand extremely units which can be had for quite reasonable amounts. And if, like me, you can barely paint the side of a house, many of said units come pre-painted. If you prefer the ‘look and feel’ of massed forces, however, the core system is quite happy as (like a boardgame) it is base-oriented, so you can put shed-loads of 15, 10, 6 or even 2mm strips on said bases.
Other previous outings:
(for more pics and other rules, see here: http://www.werelords.com/games2.htm )
There is a great fan-following on the net as well (for this and the original Star Trek game), with lots of suggestions for other card deck, scenarios etc.
BTW, I am also in the process of using the wonderful character-specific card system for such diverse topics as:
Stay tuned to this blog……
The DBA Tournament returned for the first time since 2019, with a new champion – the two headed hydra of new members Mark N and Bob, both new to the club and the rules, who teamed up together because Bob had to go early and they thought it would be a good idea to team up to learn the ropes. Tournament organiser Dave S loaned them his Anglo-Norman army and after a shaky first round, they soon built up a head of steam.
Three Knight and Heavy Chariot armies dominated the scoring leaving the other four trailing. Mike and Mark/Bob both finished with 22 points each, however the Mark/Bob pairing was declared the tournament winner. This was because there was an uneven number of entries and a “bye” result had to be awarded to those who had not participated in a given round. Before the start of the tournament, Dave made a ruling that in the event of tie for first place, that the non bye player would be awarded the trophy. As Mark/Bob had not taken a bye, they were deemed to be the winning contestant(s).
If there is one lesson Dave took away from the day, it is not to loan your Anglo-Norman Army to the newcomers !




A short round up of games played at our last meeting.
The usual FOG suspects staged a 6mm game, Mid Republican Roman vs Later Selucid.



Mark ran a 28mm Judge Dredd game, with virulent scenery, you may need your sunglasses.




Jeremey and Stephen continued their refight of the War of the Roses, this time recreating Towton.
Each were “assisted” by two sub commanders this time, on the Lancastrian side with Stephen were Andy and Tony G, with Tony F and Peter joining the Yorkist commander, Jeremey.
Andy & Tony F both switched sides since the last campaign game (not unusual in the War of the Roses). There will be a full report on this game written up by the victorious commander.







We had a very good turn out at the last meeting, 5 games in progress with over 20 members present.
First up, John and Alex were play testing John’s Border Reivers game.


Mark ran another Dungeons and Dragons session, taking his adventurers to sea and then deep into the dungeon depths.




Paul ran a 6mm FoG Ancients game, Late Bulgarians vs Ottomans.



Stephen and Jeremey continued their refight of the War of the Roses, using Sword and Spear rules, this time recreating the Second Battle of St Albans. There will be a write up of this game shortly.





Finally, Mark H ran a War of the Spanish Succession game, using his own fast play rules.





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