Here are a few shots from games we ran at Salute on Saturday. We were kept busy running games back to back for most of the day, each game taking 20-30 minutes, as our participants flew their Corsairs to stem the tide of the Salvadorean invasion..

Here are a few shots from games we ran at Salute on Saturday. We were kept busy running games back to back for most of the day, each game taking 20-30 minutes, as our participants flew their Corsairs to stem the tide of the Salvadorean invasion..

Andy has been hard at work with his brushes….

My first figures finished this year (where has the time gone?). Eight French Hussars and four Mexican cavalry from the Maximillian Adventure (1860’s French in Mexico). Figures from Wargames Foundry.

Undercoated with Humbrol grey primer, then block painted with Vallejo or Army Painter acrylics and washed with Army Painter shades.

My Maximillian Adventure collection started over 10 years ago with the 2007/2008 MWS show Game, Non Son Hombres Son Demonios!, the Battle of Camerone:
http://www.brigademodels.co.uk/mws/ShowGames/Mexico/index.html
It has grown over the last 10 years, adding villagers, more troops, cavalry and artillery to both sides.

These will be used with various rule sets, originally we used some simple participation rules (available at the above website), we played some gamers at the Society using Stargrunt (with adaptions), recently we’ve been playing The Men Who Would Be Kings, but I think we’ll be trying Rebels and Patriots soon.


I finally managed to get my first Wars of the Roses units done. Here we have the Men at Arms getting ready to go up against fellow club member Stephen. For my units in this army I wanted a real mixed up, unevenly distributed look. I’ve never liked the standard number of figures evenly spaced DBA style units. Despite 35 years in this hobby this is my first historical army and I’m clearly not a purist! But I’ve done some research, read several books and listened to a podcast on the history of England during this period, so I’m definitely putting the effort in.
To get a good mix for the units I used miniatures from Peter Pig, Lancashire Games and Essex Miniatures (plus some others I’ve forgotten). I even chose some miniatures from the early 15th century to represent a few of the less wealthy lords and knights, still using their grandfathers armour.
Another thing I decided to do was not to chose a side in the conflict. It was clearly a messy affair with allegiances changing as the conflict went on (or even during a battle!). Add that to the fact the armies had identical troop types I went for removable flags for the units and commanders. In the first picture the units are representing Sir Thomas Neville but after a quick swap they are now in the service of Lord Dudley.
I think this system will work quite well and I intend on making a collection of flags, so regardless of who my opponent turns up supporting, I’ll be able to pick an opposing lord!

Our new show game for 2019 had it’s first outing at Cavalier 2019.


This is set in the war that briefly erupted between Honduras and El Salvador in 1969. This was the last occasion in which piston-engined fighters engaged in air-to-air combat.

This is a participation game with the players taking on the role of Corsair pilots in the Honduran Air Force.

The players have to launch ground attacks on the invading Salvadorean Army column to halt their advance, whilst warding off the attention of patrolling Mustangs of the Salvadorean Air Force.

Congratulations to club member Dave Sime who put together the game, which scooped the Best Participation Game prize at the show.


Our new Society campaign for 2019 kicked off with the first day of gaming yesterday.
The campaign uses GMT Games “Bomber Command” board game (see https://www.gmtgames.com/p-302-bomber-command.aspx) to set up tactical actions, which are then played out using 1/600 aircraft from the Tumbling Dice range (see http://www.tumblingdiceuk.com/product-category/1600) and GMT Games “Nightfighter” rules (see https://www.gmtgames.com/p-233-nightfighter.aspx). The action is set in early 1944 and the Bomber Command Force is controlled by the Umpire.

In our first session the five German players each commanded their own JagdDivision of Night Fighters, aiming to intercept the incoming bomber Command raids that night.

The Germans were lulled into a bit of a false sense of security as they did not spot any incoming raids until turn 3. The air picture then clarified and the main force raid was identified using a northern route, with a mosquito raid to the south and two other diversionary raids emerging from the main force attack.

The first unit to strike were the Ju-88 C-6 of Mike’s II Gruppe, NJG3, which had been placed on overwatch under control of the defensive radar chain in Northern Germany. They attacked as the Main Force Raid Lancasters passed over the radar line. However, this unit had been dispersed by the poor weather on take off, reducing its impact.

Fighters were given only a very general indication of where the bombers were by their heavily jammed ground radar and mainly relied on their own airborne radar to find targets. However, only 2 of the players had the new sets that were free from British jamming.
In the action that followed, it was Chris that got in the first attack, badly damaging Lancaster C for Charlie in a hasty attack. However, he’d picked the wrong plane to mess with and his Ju88 was shot down by return fire from the defending gunners.

Next up was Bob, who homed in on Lancaster E for Easy. However, this plane’s gunners were really on alert and they opened fire first and shot the Ju88 down before it had a chance to land any hits.

However, at last the NachtJagd managed to get off the scoreboard as John locked on to Lancaster H for How, damaging the target on his first pass. A second pass shot the Lancaster down. The gunners never saw what hit them.

With the first attack completed the players returned to the raid map. Here diversionary Mosquito raids were beginning to hit their targets in Duisburg, Witten and Hamburg. The Duisburg raiders got clean away without being intercepted. However, the only unit equipped with high-speed specialised He-219 A-2 Night Fighters, Chairman John’s I Gruppe NJG1, was now placed on overwatch in the radar line astride their return route and were vectored in to attack the Mosquitos that had raided Witten. The Ju-88s and Me-110s in the air in the area were too slow to catch the Mosquitos.

In this second action the unarmed Mosquito Mk IVs played a cat and mouse game as the Heinkels tried to home in on their targets, relying on their speed for protection. Mike managed to get into position to make a power dive to pounce on one of the raiders, but his approach was spotted and the Mosquito attempted to shake him off with a corkscrew turn. Mike second guessed this and followed the Mosquito through the turn, then shot it down with a well-aimed burst, as it began a second corkscrew evasion.
The raid will continue at the next session in April.
At the end of session 1 the league table points scored are as follows (it is worth noting that the Germans were stupendously unlucky in their dice rolls to lose 2 Night Fighters in air to air combat):
Mike (2JD) 3 +2 for Mosquito shot down, +1 for GCI attack
Chairman John (3JD) 2 +1 for Lancaster shot down, +1 for GCI attack
Dave (1JD) 0 no gains, no losses
Chris (7JD) -1.5 +.5 for Lancaster damaged, -2 for Ju88 shot down
Bob (4JD) -2 -2 for Ju88 shot down
This year’s Field of Glory tournament started with a 3-a-side game on the first meeting of the year. From the scores it would seem to have been a very close game, with the triumvirate of Paul, Pete and Brett just edging out Colin, Jack and Chairman John 11-9. The FoG league page has now been moved to the blog from the club website – the page can be found here.

The end of year Society wild west shoot out for 2018 has gone down in the Annals of the West. The town photographer captured the action!
This saw Sheriff “Frontier Steve” Walters defending the good citizens of Tombstone against raiding gangs led by Black “Texas Bob” Jang and Frank “Bexley Dutch Mike” Schmidt. The Sheriff was later reinforced by a mercenary crew led by No-Eyes “Chairman John” Luke. A motley range of citizens were controlled by the host and umpire, “Treasurer Mark” showing varying levels of commitment to help defend their town.

The gang led by Dutch Mike made a beeline for the bank, whilst the gang led by Texas Bob made a bee-line for the Drink n Drop Saloon. Patrolling deputy Ted ‘The Lawman’ spotted Dutch, raised the alarm and opened fire with his trusty Colt, while Sheriff Steve Walters moved round the general store to outflank Dutch’s gang, only to die in a hail of bullets from Quick-Draw Mc-Graw. Several citizens waded in to help – the general store owner shot down Dutch from the window of his store before rashly coming out and in turn being gunned down by Quick-Draw. Ted the Lawman fell to the shotgun of outlaw Heath Robinson. The hapless citizen Bashful Baz placed himself squarely in the line of fire and then spent the rest of the game rooted to the spot and twice trying to unjam his Colt in a hail of bullets, emerging unscathed with only a few bullet grazes. The only Deputy left standing, Camp Freddie, despatched outlaw Doc Savage through a window, having fled for cover in the bank.

At the other end of town Texas Bob went head to head with the newly arrived John ‘No-eyes’ and gunned him down in a hail of lead, then laying out his gang-side kick Jimmy Six-Shot with a ‘real-bad’ hit in the legs. His rampage was finally stopped with a hail of bullets from ‘No-Eyes’ number 2, Yankee Seb. Texas Bob’s side-kick, Stick-up Joe moved in to rob and recruit in the Drink n Drop. Joe won over his secret admirer, saloon girl Rosie Williams and saloon ‘resident’ Whiskey Will. All hell broke lose as the jilted and alcohol-fuelled Hallelujah Jones attacked Rosie. Stick-up laid him out cold and Rosie completed her journey to the dark side by finishing him with her trusty Deringer. However, as Stick-up Joe emerged from the Drink n Drop, he was gunned down by hired guns Yankee Seb and Ugly Trev.

Meanwhile outlaw Sam Sharpshot went after town resident ‘The Butcher’ who had been gunned down after emerging from his livery stable and wildly shooting his shotgun at Texas Bob’s gang. ‘The Butcher’ was heroically rescued by the town Doc, Sweeney Todd, but both were then pursued and ‘The Butcher’ was killed by the hard-bitten Sam assisted by Whiskey Will – Sweeney Todd was badly injured trying to save him. Meanwhile last member of Bob’s gang, the outlaw Maximillian met a sticky end at the hands of Yankee Seb, Deputy Camp Freddie and hotel owner ‘Hurricane’ Higgins, who suddenly found the ‘courage’ to shoot him in the back as he faced Yankee Seb.
Crazed with grief Rosie dashed across the street aiming to gun down lawman Camp Freddie, who calmly turned and shot her down.
With this, the surviving outlaws headed for the hills.

The winner on the day was the gang of Black “Texas Bob” Jang, who scored 7 points after robbing the Drink n Drop and the Livery Stable (1 point each), recruiting two citizens to the gang (2 points), killing Legend ‘No-Eyes’ (2 points) and two citizens (half a point each). The only survivors were Shootist Sam Sharpshot and the now infamous ex-citizen Whiskey Will.

In second place was “Chairman John”, who scored 4.5 points after killing Legend Black Jang, Doc Savage, Maximillian and half a point for citizen turned outlaw, Rosie. All of the hired gang except leader ‘No-Eyes’ survived, but Jimmy Six-Shot was ‘hurt real bad’.

A close third was “Bexley Dutch Mike”, who scored 4 points, his gang gunning down Legend Sheriff Walters, Deputy Ted the Lawman and citizens ‘Doc’ Walters and Ol’ George. Only two gang members survived, Quick-Draw Mc-Graw and gang side-kick, Heath Robinson, who was ‘hurt real bad’, but caused mayhem with his shotgun. McGraw becomes a legend after taking out the Sheriff and his marksman deputy without so much as a scratch before avenging his fallen leader.

“Frontier Steve” had an unlucky day with 3 of the 4 lawmen shot down stopping Dutch’s gang with the Sheriff and Chief Deputy killed and Deputy Billy the Bloke badly shot up as he emerged from the jail to help. Their sacrifice will always be remembered.


The citizens held a fine funeral for Doc Walters who fell defending his store and the town, killing outlaw legend ‘Dutch’ Schmidt. Bashful Baz can spin a fine tale showing his bullet grazes having survived a hail of bullets and shotgun shells (probably leaving out that his gun jammed twice and he never hit anything other than the side of the bank). The severely injured doctor, Sweeney Todd becomes a town hero after his selfless rescue of ‘The Butcher’ and attempt to save him from the brutal assault of Sam Sharpshot and the treacherous Whiskey Will.

The tragic tale of the doomed love of Stick-up Joe and Rosie Williams enters western folk-lore.
Camp Freddie plans to stand for Sheriff.
The game used “The Rules With No Name” and 20mm figures and buildings from the collection of our late Chairman, Trevor.
The rules use a card driven activation sequence and make for an excellent, fast, fun game.
A random roll was used to drive the action of citizens, with the potential to defect to an outlaw gang under pressure, avoid action, or alternatively suddenly gain the courage to defend the town, with limited, or excessive enthusiasm, as events unfolded in their direction.
To kick off 2019 at the first meeting in January there will be a game of Dragon Rampant based on the story of Beowulf and Grendel. Stephen sets the scene…
“In off the moors, down through the mist beams, god-cursed Grendel came greedily loping…”
The game will involve two sides – Grendel and his marsh demon minions against Beowulf and the assorted heroes of Heorot.
All models and materials will be provided. Just bring yourself and a desire to roll dice in good company. There’s no need to know the rules either. Dragon Rampant is an easy game to pick up and, though it’s open to anyone, I’d be particularly keen to have players who’ve never played the ‘Rampant’ family of games before or new players to the club.
So if you fancy a go then join us on the 12th Jan for a bit of mythological dark ages fun.
“For a brief while your strength is in bloom but it fades quickly; and soon there will follow illness or the sword to lay you low, or a sudden fire or a surge of water or jabbing blade or javelin from the air or repellent age.”
Stephen gives us an end-of-year Medieval treat…
I’ve a couple of bits on the go at the moment, one more or less complete and the other just starting.
First up is a 15mm Wars Of The Roses army to give that young upstart, Earl Jeremey ‘Hotspur’ a run for his money. These will be for Sword & Spear. I bought a few test packs of Essex archers (since I knew I’d need lots of archers) to get my juices flowing. I have it on good authority that I’ve been a good boy this year (well, good enough) and that Santa is going to be bringing me the rest of the army. We’re really enjoying Sword & Spear and I’m looking forward to re-fighting some battles from the WotR.

The other thing I’ve been popping away at over the last year is a medieval Irish army for Lion Rampant. These are suitable for the 13th and 14th century. I’ve now got 24 points worth with two units of Gallowglaichs (dismounted men at arms), two units of Bonnachts (light foot with javelins) and two units of Kerns (scouts with bows). I plan to add another unit of bonnachts and kerns during the year to give more flexibility and for some bigger games. These are destined for a game at 2019’s Open Day with an Irish round tower build in the offing as well.

We had a game of Lord of The Rings Battle Game on Saturday and Tony had made some terrain pieces that just add that little bit extra to a games table.

So with that in mind, and a wet and miserable Sunday to fill, I decided to make one as well. Only I was a little bit more ambitious. Rather than just a sign post on its own I decided to make it a bit more comprehensive and to theme it to a medieval setting since road junctions in medieval times were important boundaries and points for outsiders.
I’m afraid I didn’t take any work-in-progress shots, but it was surprisingly quick to make. I thought it would draw out over several days. But no. Got it all done in a day!

The gibbet cage was made from styrene strip. It was a straightforward build, but fiddly whilst waiting for the glue to dry. The posts were made from balsa and the stones around the base made from milliput. Most of the time was spent waiting for the milliput to set – put it in the boiler cupboard where it’s warm and then off to Sainsburys to do the shopping whilst it cures. The water trough and parish boundary stone were also made from milliput.

Painting was simple as well. Both wood and stone were from the same colours – a mix of khaki and medium grey. But more medium grey in the stone and more khaki in the wood. I decided to keep the destinations on the signpost generic. Then add some ballast on the base, then add some static grass. And finish off with some clump foliage. The water in the trough is from epoxy resin (the Wickes’ home brand one is nice and cheap). The skull was from GW’s excellent (and splendidly OTT) ‘Box Of Skulls’.
And there we have it – a signpost with gibbet cage, boundary marker, and water trough for tired animals.
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