Society Meeting 22/08/2026

Andy shares a few photos from the games at the latest meeting.

A very good turnout for this meeting with five games in progress.

We open with a WW2 Operation Sealion game, using 28mm figures and Chain of Command rules put on by Alan K.

Above we have the view from the German end of the table.

The British helpfully make sure the Germans can read the minefield signs,
A break in the cloud cover as a German section approaches the minefield. Have they noticed the signs?
British regulars take position behind a hedge.
The Local Defence Volunteers occupy some hasty defence positions.
A couple of German tanks fall victim to the LDV’s improvised anti tank weapons, a Northover Projector and a Fougasse (one of the German players apparently noticed the oil drums under a hedge at the T junction, but didn’t mention it to his colleagues!).

Tony P and some of the FOG regulars ran a 6mm Ancients game.

Ancient battle lines
A lot of members use 6mm figures on the same size bases intended for 15mm figures, this lets you depict formations such as the cavalry wedge.
The main battle, looks like both sides had some good die rolls.
A cavalry clash

Stephen and Andy concluded their “Lackland Goes North” Barons’ War campaign. A write up to follow (eventually).

Angus Balfour and his highlanders, including Father Ninian. Part of Stephen’s army.
Some of Baron Andrew’s Mounted Sergeants charge to finish off some Highland Rabble after they’ve been decimated by his crossbows.
Laird McTook’s troops approach the river bank
Laird McTook, who appears to have forgotten his horses!
Baron Andrew’s deputy Lord Eric charges Laird McTook’s knights (although on foot these were treated as mounted, simply because Stephen forgot to being his cavalry box)/

Peter M ran one of his Victorian Sci Fi games, the Earther invasion of Mars, using some wonderful kitbashed / scratch built 6mm flying ships.

Martian and Earther flyers cross over a Martian city
A close up of one of Peter’s magnificent flyers.
Two Martian flyers in convoy
A Russian Flyer passes a Martian City
A selection of Peter’s flyers.

And last, but by no means least, David S and Chris S ran an Infinity 28mm SciFi game. They made a lot of their scenery from domestic waste materials.

David & Chris built most of their scenery from waste material, including packaging, straws and bottle tops.
David’s troops (I think) in their bright orange suits. +1 to hit?
More of the Dayglo warriors
Your first mistake, mate, was to come out from behind the plastic straw pipework. And it may well be your last.

That’s all for this week.

Three weeks until the next meeting, you can see what’s on on our diary page.

Society meeting 8th August 2026

Andy rounds up the games at a recent society meeting.

Only one historical game at the society at this meeting, a Fields Of Glory clash between Alexandrian Macedonians and Later Selucid armies using 6mm figures.

A pike block appears over the crest of a hill
Aerial view of the battle lines
Light troops clash on one flank

We welcomed a contingent of South London Warlords members who came down to help society member Peter (who has “dual nationality” as it were) to run a couple of Sci Fi games based on the 1970’s TV series UFO.

Some of our guests from the South London Warlords

The first game is set in space, where SHADO Lunar Interceptors, guided by S.I.D. (the Space Intruder Detector), attempt to locate and destroy alien UFOs before they can land on Earth.

The space game table with a row of alien UFOs
Close up of a UFO
A Lunar Interceptor releases its missile.
Lunar Interceptors, S.I.D., a UFO and a transport ship
Not sure how Skydiver got into space?

Unfortunately, some of the UFOs always seem to elude the space borne defenders, which means the SHADO ground forces need to hunt them down and eliminate them.

SHADO mobile units search for the aliens.
“Spread out and search”
A group of aliens

The hexagonal tiles are laid as the SHADO mobile units explore, so the SHADO operatives never know what they are about to encounter.

Last, but by no means least, the Quar enthusiasts, and a newbie, tried out the Clash of Rhyfles rules again.

Andy’s Crusader contingent on the march, figures loaned by Tony & Phil.
Stephen’s Croftyrans
Andy’s Crusaders advance to the blasted woods
Jeremey’s Gwyntish contingent (in red) dispute ownership of the ruins with Phil’s Crusaders, supported by a tractor.
The sad end to Andy’s contingent.
But it wasn’t totally one sided, the Croftyrans also took casualties. Slightly out of focus at the rear in white is Stephen’s musician, Private Maurice Dancer
Off to one side, the Croftyran camp, not a game objective but Quarnest Hemingway (in white, typing at the table) serves as a Pluck counter.
The Gwynt contingent’s scatter gun lets loose.
Gwynt also fielded a tractor, a recent kitbash by Jeremey

That’s all for this week.

You can see upcoming games in our diary.

Society Meeting 25th April 2026

Andy presents a taster of the games at the last meeting. Five, count them, five, games in progress!

Let’s have a look at them in historical order:

First up we have a mixed scale (6mm & 15mm) Field of Glory Game. Apologies to the players, I only took one photo of this.

Battle lines are drawn

Next up Stephen & Andy concluded their three game Barons War mini campaign. Totally unbiased reports of these games to follow.

Baron Stephen le Tookere’s troops prepare to defend the Trebuchet.
Sir Andrew’s troops close in on Baron Stephen le Tookere’s Trebuchet.
The Trebuchet burns! Sir Andrew’s mission accomplished.

Moving to more recent history, Chairman Mark ran a 28mm Chain of Command game, Operation Bluecoat, Normandy 1944.

The outskirts of a village in Normandy 1944.
The curse of a freshly painted model making its debut, KO’ed early in the game!
Churchills support the British advance

Next we had a game of AK47 Reloaded, more 15mm mayhem in 1970s San Guano. A rare outing for this ruleset at the Society.

Infantry take cover as an APC burns.
Militia defend the factory
Heavy Armour (for AK47)

And last, but by no means least, Tony & Jeremey tried out Grimdark Future Mass Battle rules with their collection of 15mm armies.

Jeremey’s forces deploy
Tony’s Jenpalo seize the junction
One of Jeremey’s tanks is about to get a surprise!
A clash in the Technoliths

That’s all for this time, next meeting is on the 9th of May, you can see Society diary here.

Society Meeting 11/04/2026

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.

At the club today we had four games. Since it was also the day of Salute, club meetings tend to have fewer attending due to the fact that some members will be at Salute. (Ed: See a report on the Salute trip and the Award received here).
First up, we have a game of FoG. This is a stalwart game of the club and at most meetings there will be a game on the go. The FoGgers got in two games. In the first one it was the Romans having a bust up with the Carthaginians and in the second it was those same Romans (they’re a chippy bunch, eh?) taking a pop at some Seleucids.
The Hand Of God
Fragmented. But aren’t we all?
Dave and Pete had a game of General d’Armee – a Napoleonic game. I’m sure I was told it was Prussians and Bavarians, but I might have got it wrong. Dave is a keen Napoleonicist (is that a word? It is now) and there were loads of figures on the table.
Prussians or Bavarians? (Ed: Prussians I think)
Or Is Bavarians or Prussians (Ed: Bavarians this time)
Next up we have two Saga games.
John and Bob had a couple of games with Norse Gaels and Anglo-Saxons. I believe this was Bob’s first go with Saga and from what I heard he experienced the Norse Gaels’ shocking ability to dish out some damage.
Anglo Saxons Dreading The Inevitable Charge
Norse Gaels On The Razz
Tony G and myself also had a game of Saga. Having recently read a book on William II I thought the rebellion of Bishop Odo in 1088 would make a good one-day campaign. So we played three linked games. The winner of each would decide who would be attacker and defender in the next scenario. The campaign winner would be the one who scored the most total Victory Points.
(Ed: The picture at the top of the post “Burn Tonbridge, Burn” is from this series of games).
Making Way Across Aylesford Bridge
Bit Of A Long Distance Lob Shot
Modesty prevents me from saying who won…
(Ed: I think we can guess Stephen! We should be back to the WIP Wednesday posts from next week.)

Society Meeting 28/02/2026

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.

Society Meeting 24/01/2026

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.

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.

 

 

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!

Work in Progress Wednesday Special

It’s Wednesday but we’ve got something different for this week. Having completed the Dropship conversion I started last week, we present a step by step guide to how I converted the miniature from 15mm APC to 6mm (or 3mm) Dropship. You can see the finished model above with some 6mm tanks and powered infantry.

The project started when I was on the hunt for a real bulk dropship for my 6mm and 3mm forces. I went for the 15mm M58 Sugama APC from Brigade Models.

The main hull is resin and the grav engines are separate metal pieces, so I had a play around with those to see how I could make them into the dropships engines.

I used the ends of 8 wall plugs to act as the engine thrusters and cut the tops at an angle so the metal engine pieces would rest at a nice angle.

I then started removing some of the model detail and replacing and adding more that would be in keeping of a space going dropship. This included domes, bits of angled putty, some turrets and even bits of paper which work quite well to break up surfaces.

I then sprayed the whole thing with a grey primer.

And because I was going to use a Vallejo Xpres color over the model, I painted some areas a different colour to provide some contrast.

I didn’t actually have a black wash and so used Vallejo Xpress color Wicked Purple. This worked fine, but was a bit tricky to cover such a big model.

After that was dry I went over the whole model with a gun metal drybrush. I thought I was going to leave it at that but decided I wanted some more colour to the model. So I did a second dry brush using grey to dull down the metal, and then painted whole sections with Tank Drab. A little bit of white for various markings and some blue for the bridge completed the paintjob.

I wanted the dropship to work for both 6mm and 3mm miniatures, here we have the finished dropship lifting off after disembarking a 3mm force of tanks and mechs.

I’ll definitely be looking for some more miniatures I can convert into dropships for the smaller scales.

Summer of 77 show game coming to Salute 51

The Maidstone Wargames Society is pleased to announce our show game for 2024.

The Luftwaffe approach the south coast of Britain and their first set of targets, the radar stations.

We present the Summer of 77, a world war two Battle of Britain participation game. Why 1977? I hear you cry. Our show game is based on a simple game that appeared in the 1977 summer edition of Warlord magazine and is the brainchild of society member Phil who has turned it into a full scale 3D landscape.

Fully detailed landscape of the English countryside, towns and villages. Not to mention those all important airfields and radar stations!

The game has already made a successful appearance at this years Cavalier show in Tonbridge and will make its next appearance at Salute 51 on the 13th April, we are table GJ05 on the show plan. If you’re at the show come and try your hand at thwarting the Luftwaffe. You can also find out all about the game including how it was constructed on our show game page Summer of 77.

Spitfires prepare to scramble to meet the incoming German fighters and bombers.

 

A busy weekend, Society meeting 24th February and Cavalier 25th February

Andy rounds up a busy weekend for the Society. Photos by Andy unless stated otherwise, header photo by Stephen.

Last weekend saw both a Society meeting and our annual trip to the Cavalier Wargames show run by Tunbridge Wells Wargames Society.

Only three games at the meeting on Saturday, perhaps due to some members only being able to get out on one of the days.

First up, David ran a Napoleonic Corps game using General d’Armee rules and figures from his collection. This was a popular game with half a dozen members partaking.

Eric ran a Judge Dredd RPG, only a couple of photos of this one I’m afraid.

Judge Dredd RPG
Judge Dredd Bar room Brawl

Finally on Saturday Andy and Stephen finished off their Lion Rampant Five Battles campaign, joined this time by Treasurer Mark and new member Charlotte.

Game one.

This was a Convoy mission, the Christians had to escort three “baggage” markers diagonally across the table, a cart, some monks and some civilians. The Muslim forces had to stop them.

Much reduced cavalry face off (Charlotte)
Andy’s convoy and escorts (Charlotte)
Egyptian Light Cavalry (Charlotte)

Game 2. This was to be our “Big Battle”, with two commands on each side. Here the objective was simply to defeat the opposition.

Andy’s warband
Andy’s Warband (Charlotte)
Charlotte’s and Stephen’s warbands
Stephen’s view point (Stephen)

We will post a write up of the final games in the campaign in the near future.

CAVALIER

On Sunday half a dozen or so members travelled to Tonbridge for Cavalier.

The Society’s game for this year was masterminded and built by Phil, and was a 3D representation of a map game published in the 1977 Warlord Comic Summer Special portraying a Luftwaffe raid on Southern England during the Battle of Britain.

Phil’s board, 560 individually marked squares!
Airfields and ammunition dumps are three of the targets for the Luftwaffe
A close up of the town
A copy of the original game can just be seen at the bottom of the photo