From The Halls Of Montezuma

Stephen goes all John Wayne on us.

I’ve toyed with the idea of doing some WW2 games for a while but never really knew what I wanted to do. I had a false start with Flames Of War some time ago but I found the rules so dire that it soon fell by the wayside.

But then a recent issue of Wargames Illustrated had some plastic 28mm US infantry as a freebie. I bought an issue, put them together and then slapped some paint on them. I enjoyed it so much that I decided that 28mm WW2 was the way I was going to go. I also decided that I would focus on small-scale infantry actions rather than huge set-piece battles – Chain Of Command has been played at the club and it seemed like the scale of game I was interested in.

I then bought another copy of WI so I could get some more. Realising this could be an expensive way to go about it I then asked if anyone at the club had an unwanted sprue from the magazine. Phil and Marcus both stepped up (cheers, chaps).

When it came to painting them I made a snap decision.

I was going to paint them in standard European theatre colours and do late war games. Then I thought about the scenery. Woods, roads, hills, etc would be no problem – I have plenty already. It was the houses though, that made me pause. I wanted to do this on the cheap because WW2 would never be a ‘main’ period for me, so it had to pay its way in terms of money and storage space. Piles of European houses, that would not be used for anything else I do, would take a lot of space and money.

So I suddenly thought, ‘Pacific war!’

Trees, trees, and more trees.

I know there’ll be some out there who will object and say the figures aren’t wearing Marine issue equipment. Quite frankly, I couldn’t give a monkey’s. Once painted, especially in that duck-hunter camouflage the Marines wore, I reckoned no one would be able to tell.

So I went for it.

They were given an all-over spray of khaki. Flesh and weapons were given a base-coat of a chocolate brown colour. I then washed all webbing and weapons with GW’s agrax earthshade. I use VMJ medium flesh for…er…flesh. The wooden bits on the guns were picked out with GW’s Bestial Brown (or whatever they now call it). The webbing was given a base-coat made from a mix of khaki and mid green, and a bit of white was added for highlights.

For the uniforms I decided to mix it up a bit to create a rag-tag look. Some would be in green, some in duck-hunter, some in a mix of the two. For the green just choose your favourite olive drab colour. For the camouflage the base colour was a 50/50 mix of khaki and white. And then blobs of chocolate brown and mid-green were randomly dotted all over.

The sprues themselves give a good mix of poses. I managed to get a good variety, even better with a slight bit of chopping up. I’ve given each squad a sergeant (armed with a Thompson), two BARs, and nine M1-armed infantry.

I also scratch-built a flamethrower using bits from the sprue.

The motivation is still there so I’m making head-way in painting these whilst I can. I will need a few more to complete a platoon. And I will also have to get some Japanese. So an order to Warlord will be made later in the year.

By the time it’s all done and ready it will likely be 2020, so for next year some WW2 games will be in the offing.

The Second Battle of Linton

Chairman John puts some flesh on the bones of his Open Day game.

After the Royalist forces of King Charles won a great victory at the 1st Battle of Linton under the command of Lord John, the Parliamentarians are looking to recover lost ground by forcing a 2nd battle on the hallowed Linton ground. Putting their faith in a new commander, Earl Campbell, they boldly advance into battle hoping for a decisive victory.

Intruder Alert!


In November 1980 a now forgotten conflict started. Now you can re-fight that conflict at the Open Day. Jeremey will be taking on all comers, with this hard uncompromising game. Many show games are made in favour of the player, not this one. Expect to face humiliation as you try and get a high score against the relentless robots or Evil Otto himself. Can you clock up the highest score to be crowned Berserk champion?

Open Day 2019: The Tower Of Ballicroney

More Open Day updates from Stephen as he wows us with the size of his tower

I’ve been lucky for this year’s Open Day – I more or less had everything I needed for the game.

There’s been just a few jobs that needed doing – some Norse Gael axemen and an Irish round tower.

The game will be set in the early 12th century with the Normans raiding an Irish religious community. A key feature of early Irish monastic sites were the needle like round towers. These were built as safe places during earlier centuries when Viking raiders made their way around the Irish Sea. A few were also built in Scotland, mainly by the Irish settlers.

Entrance to the tower was on the second floor via a ladder. The ground floor was often solid stone to resist being battered down.

I made a few concessions with my model. It is to scale height and the ground diameter is also to scale. The actual towers converge which mine doesn’t. This is because of what I used to make the tower – three empty (Christmas) tubs of cheeselets. So it had to have parallel sides.

I also decided to use more elaborate windows. During the period when the towers were constructed the windows were just plain openings. I went with a Gothic window frame, which is out of period. I did this to make it more interesting to look at, so it can be used for other periods, and maybe fantasy games as well. I also went with a tiled roof rather than a stone roof. This was done to create a different surface texture and colour again, to keep the model interesting.

The windows were spare castings I had from a previous project.

The tubs were glued together using internal tabs. I then chose to hide the external joint using pieces of card to look like bricks – it makes it look like a decorative feature.

Individual bricks were made using heavy duty water-colour paper. This is ideal because it has a textured surface. These were stuck in groups and clumps all over the outside.

The tiles on the roof were made using the same card.

The ladder is made from styrene sprue.

The entire model was given a spray with a dark khaki colour. This was then washed using GW’s Agrax Earthshade. It was then dry-brushed using a mix of khaki and light grey, with a bit of white added for subsequent highlights. To create damp patches and mould I used both a brown and a dark green, paying attention to windows and doors (where people are likely to throw things out of) or around the base, where the damp could be.

All that was left to do was decorate the base with odds and ends.

Beyond the Pale

Alan K briefs us on another Open Day offering.

Ireland 1596

Another English garrison is under attack from the Irish rebels. Your column has been sent to relieve the garrison and with your modern weapons, drilling and artillery they should be no match for you. But the Irish are wily and you don’t want to suffer the same fate as your forces at the Ford of the Biscuits or Clontibret. Can you get the column through?

Beyond the Pale is a recreation of a typical encounter in the Nine Years’ War in Ireland (also known as Tyrone’s Rebellion) which saw an Irish alliance under Hugh O’Neill of Tyrone and Hugh Roe O’Donnell of Tyrconnell resisting the Tudor conquest of Ireland between 1593 and 1603.

The English forces suffered an embarrassing mauling at the Battle of the Ford of the Biscuits in Country Fermanagh in 1594 and defeats at the Battles of Clontibret in 1595 and at the Yellow Ford in 1598 when English relief columns were harassed by Irish forces and finally engaged.

The game will use the Irregular Wars: Wargaming at the World’s End rules and 28mm figures from the old Vendel Miniatures (now available again from d’Arlo Figurines), Monolith Graven Images (also available again this time from Hoka Hey Wargaming) and Pendraken ranges.

This Means War

Stephen answers the challenge of Andy and Jeremey … the one could run and run!

The war banners are flying and the trumpets call a clarion to arms!

Owain of Bangor, famed warrior of the Welsh hills, declares war on the English.

Friends and allies are requested to take the fight to Andraes Willhelmson and Erik Uhtredson.

These knaves are nothing but thieves and robbers and deserve the fury of the Lord.

All those who would oppose such skullduggery should make themselves known at the cathedral of Bangor.

GASCAR ’19 Tri-Series Event 1

John Lambert fills us in on the happenings at the first Gaslands race event

This season of televised Gaslands events started off with a bang – literally!!

All racers took part in one huge Death Race to open the season so with six teams of two cars each, CARNAGE! was assured. For this season, there were two teams sponsored by Miyazaki, two sponsored by Idris and single teams sponsored by Rutherford and Warden respectively.

With a packed grid, a good clean start was essential, two Idris sponsored cars made a good start whilst the second two were blocked in at the back of the grid it would take time for them to break free.

As cars tried to break free, multiple smashes had the crowds baying for more, TV screens are fitted with an audience votes app and the system froze out as the drivers scrambled for glory.

Amid the mayhem Ghost of the South cleared the pack and then pulled off a stunning manoeuvre at Gate 1

This lead wouldn’t last for long as one of the Warden cars caught him and He was destroyed in a hail of lead by one of the prison cars.

These Idris cars were to prove to be fast but vulnerable. Between gate 1 and 2, the action was about to get hotter as the Rocketman was hit by gunfire from one of Miyazaki cars. None of the rockets had been fired so an explosion destroyed Rocketman and a fireball engulfed an Idris car and a Miyazaki buggy. This is what the crowd had come to see.

Meanwhile three cars were battling it out for the lead. A skilfully executed powerslide allowed Black Stalin (12) to thread through the obstacles on the approach to the finishing line.

With ‘This is my moment’ blasting through the speakers, Black Stalin was cruelly shot up by Chain Reaction.

As Chain Reaction and Constance Sin traded blows, AC1 was able to take advantage and slip past them to win and take first place on the podium.

In this post – apocalyptic world, there’s no Champagne just an inland sea filled with Diet Coke.

Podium places 1st Dave, 2nd Bob, 3rd Andy.

After the success of this event Gascar19 Event 2 will feature not one but two venues!!

The Flying Musketeers

Tony F goes aerial with his planned Open Day game.

Operation Musketeer was the codename given to the joint British and French plan to occupy the Suez Canal zone in 1956. The conflict also involved Israel which invaded the Sinai peninsula, forming part of the second Arab-Israeli war.

MiG-17s overfly a coastal town.

My game looks at the conflict in the air. It was one of the last air wars to be fought entirely with guns, before the advent of the missile age. It also involved a wide range of aircraft, from WW2-era prop planes such as the Mustang and Mosquito used by the IAF, to the latest jet fighters. Egyptian pilots flew the MiG-15 and MiG-17, the RAF deployed Hunters, Venoms and Vampires, and even deployed the first of the nuclear capable V-Bombers,the Valiant, along with the smaller Canberra, from bases in Cyprus and Malta. Not a great deal of air-to-air combat occurred during the conflict but as wargamers we never let the truth get in the way of a good game, so rest assured there will be plenty of chances to dogfight with the enemy.

RAF Canberra Bombers

The 1/600th models are all from Tumbling Dice. Buildings and other scenery come from local manufacturer Brigade Models. The rules are a home-brew variant of Spitting Fire by US publisher Majestic 12 Games.

Israeli Mosquitoes on a recce flight

The idea will be to run a number of consecutive short scenarios over the day, allowing players to drop in and out during the day.

Israeli Mysteres over a mosque near the Suez canal.

Duces Bellorum

Andy weaves a lengthy tale of two recent Dark Ages games involving himself, Jeremey and Stephen. Clearly there are axes to grind here…

At a recent meeting Jeremey and I took on Stephen in a couple of games of Dux Bellorum.

Before we get to the day’s games, we need to set the scene. Last year Stephen ran a SAGA: Age of the Wolf campaign, in which we all participated. Jeremey and I both chose Anglo Danish factions, so naturally we were quite often allied. On one campaign turn we decided to focus our efforts on Stephen and his Welsh army, and both of us attacked him that turn. Sad to say Stephen beat both of us, and he was not reticent about broadcasting that fact to the world. He also built a little diorama to celebrate the victory, a large banner placed over the bodies of two white wolves. You can read Stephen’s diatribe, and see the banner, here.

Truly the man can prattle on.

So, back to the Dux Bellorum game. We had agreed 50 points a side, with Jeremey and I sharing command of one side. I chose a Late Saxon army, comprising

  • 1 Shieldwall Companions
  • 1 Noble Shieldwall (Veteran)
  • 2 Noble Shieldwall
  • 6 Ordinary Shieldwall
  • 2 Foot Skirmishers (Javelin)

I also gave all the Shieldwall units Hurled Weapons, giving them an advantage in combat if they were charged from the front, and I bought an extra leadership point to complete the 50 point spend. In Dux Bellorum leadership points can be used to modify Bravery rolls (to move units), increase the number of dice rolled in melee, interrupt the opponent’s movement or to cancel hits suffered.
Stephen chose a late Welsh force, comprising

  • 1 Warrior Companions
  • 2 Noble Warriors
  • 6 Ordinary Warrior
  • 3 Ordinary Riders
  • 1 Monks

The Monks gave Stephen two additional leadership points, and he also chose to give all his units javelins, giving them a short-range missile option. One characteristic of Warriors is that if they get within 3 base widths and line of sight of the enemy, they have to test for an uncontrolled advance; if they fail, they don’t move at all.

Stephen’s Monks

We rolled the dice to determine the Aggressor and Repeller, the Saxons had a slight advantage in Aggressor rating, and won the die roll.

As Repeller Stephen chose the terrain, all placed near the centreline of the field of battle, a wood and hill close together to our left, and a marsh to our right. And on the top of the hill he placed the banner trophy from the SAGA campaign!

Jeremey and I split the Saxons into two roughly equal commands, I had the Companions and Jeremey had the Veteran Shieldwall. Jeremey took the left, behind the woods and the hill, and I took the right facing the marsh.

Stephen deployed his Riders, Companions and Noble Warriors facing me, and his Ordinary Warriors, supported by the Monks, facing Jeremey, separated by the woods and the hill.

Stephen’s Riders, Companions and Noble Warriors

Stephen’s Riders advanced, I sent my Skirmishers forward, which was a classic mistake as they were soon ridden down and routed from the table; one leadership point lost, but they don’t count towards the army morale tests, well, they aren’t trained warriors now are they?

Stephen continued to harass my Shieldwall with volleys of javelins from his riders, as his companions and noble warriors expressed a distinct lack of enthusiasm and declined to advance. For several turns.

Eventually some of Stephen’s noble foot got their act together and advanced on my line, when they eventually got close enough Stephen let their uncontrolled advance rule take over and sent them in.

The leadership contest, Stephen and Andy’s Companions. The brown disc is a leadership point.

Stephen got tired of lobbing javelins, and sent his Riders in against my Shieldwall.

Stephen’s Riders charge my Shieldwall, Nobles to the left, Ordinary to the right. The small yellow die on the Riders indicates a hit suffered.

After a couple of rounds of combat, I beat them off.

Welsh repelled!

On the other flank, Stephen’s ordinary warriors advanced towards the woods and hills, and Jeremey’s forces waiting beyond. For some reason the Monks didn’t seem that keen to approach the Saxons, and stayed where they deployed. As the leadership points they bestowed could only be given to units within 5 base widths (about 24”), the number of potential recipients gradually reduced.

Stephen’s Monks and Warriors, before the advance.

The warriors on this flank now suffered the problem of the uncontrolled advance; the units on the ends of his line could see Jeremey’s units, while those in the middle could not. As a result, the end units charged in on their own while the central units plodded through the woods. And the units that did charge in, lost.

Stephen’s disrupted line of Warriors, no Monks in sight.

Stephen did achieve one unlikely event; during one attack, he rolled six dice for an attack on Jeremey’s untested Veteran Shieldwall unit, and all six came up sixes. That’s a 1 in 46,656 chance! Six hits inflicted wiped the Veterans from the face of the earth. I hope he bought a lottery ticket.

The 1 in 46,656 chance!

Stephen seemed to have the overall advantage, having lost fewer units, but whereas our losses had been concentrated on a few units, destroying them, Stephen’s were spread out across his units. Eventually the losses caught up and Stephen lost several units in the same turn, in fact both sides reached their 50% loss point in the same turn. So, both sides had to take morale tests on all remaining units; the steadfast Saxons stood firm, while the weaselly Welsh failed their tests. With these units routing Stephen’s army reached the 75% of units lost point, ending the first game in a Saxon Victory.

The Saxon Companions and their spoils of victory after the first game.

As we had plenty of time left, we decided on a second game. Both sides decided to tweak their army lists. Stephen was less than impressed with his Monks, so sent them packing back to the monastery. He was a bit cagey on what he would add to his army with the 3 points the monks had cost.

I decided that the 3 points used to upgrade one of the units to Veteran might be better spent on another unit of Ordinary Shieldwall. So we had the Companions, three Noble Shieldwall and seven Ordinary Shieldwall. That meant we would need to lose 6 units before we had to take a morale test, and 9 units before losing the battle (excluding skirmishers of course). Jeremey and I split the forces pretty much as we had before, but I got the additional Ordinary Shieldwall unit.

We rolled the dice and this time the Welsh won and became the aggressors. We deployed the terrain, only 2 pieces for us; we went for a wood on the left and a marsh on the right.

Stephen split his Riders between the two wings, two facing Jeremey and one facing me. He deployed his Companions and Noble warriors on his left, opposite me, and the ordinary warriors opposite Jeremey.

Saxon Companions and Noble Shieldwall await the Welsh onslaught.

Once both sides had deployed Stephen then revealed what he had spent his 3 points on, a Champion’s Challenge! Each side sent forth a champion to fight; the loser’s side would forfeit a leadership point. Had we refused the challenge we would have lost the leadership point through shame. Unfortunately for Stephen he lost the Champion’s Challenge (simple die roll), and so he started the game with 5 leadership points available, the Saxons had 7.

Stephen sent his lone left flank unit of Riders forward, hoping to ride down my Skirmishers, but this time I pulled them back behind my Shieldwall. The riders stood off for a while, but as the Welsh Companions and Noble Warriors were more motivated in this second game, and were quick to advance, Stephen sent them all in against my Shieldwall.

On the opposite flank Jeremey nailed his units to the floor and refused to be goaded into attacking. As with the first game this forced the Welsh to move through the woods in a haphazard manner. After a closer than expected fight between Jeremey’s units and the Welsh riders he was able to concentrate on the emerging Welsh warriors from the wood and deal a decisive blow.

Stephen’s leader and his Companions not setting an example.

This time the battle was not so close, Stephen’s Welsh reached their 50% morale test point which several units failed, ending the game in a Saxon victory; leaving the Wolf tail banner safely in Saxon hands.

Open Day Axemen

Stephen previews his Open Day game.

For this year’s Open Day I will be doing a 28mm Saga game. It is based on the Norman invasion of Ireland.

I have a large collection of dark ages/early medieval stuff. However, I thought the Norse Gaels would better reflect the military style of the later Irish warriors than the actual Irish battleboard in the game. Whilst I had most of the necessary troops what I was lacking were some two-handed axe armed warriors – so that’s what I’ve painted up.

These are all Gripping Beast figures. I am pleased to say they have now blooded their axes! We recently had a game of Saga and I brought the Norse Gaels out to give them a try.
The Open Day game will centre around a Norman raid on an Irish religious community. This means I will have to build a round tower for the game as well.

If you’ve never played Saga before, or if you have but have yet to try Saga 2 (because that’s what we’ll be using) then come along and enjoy a game – whether wildly swinging axes is your style or if you prefer mounting a good cavalry charge.