Wednesday, 10 June 2026

A Little Action..

But not a lot...

With the reenactment season in full swing, D&D commitments, bedding in the new cat and having to pen (and play in) a faux Mummers' Play for the "Herne's Arrow" Robin of Sherwood convention (a paid gig) I've had little time to game seriously.



A little more tinkering with solo Heroquest/RPG (inc. 20mm LoR) and a load of RPG bod painting.



Also, a lot of 6mm painting - including a major rebasing exercise, some hoplites, Indian transport and finishing my 1:1 6mm Motor machine Gun battery (above) for the NWF, 3rd Afghan War etc.



I had another couple of plays with the WOFUN ships. I have created Activation tokens (as per SP) for the major English commanders/characters - which allows for some anarchy as self-interest trumps "The Plan". Fun days had.

The other wee bits of solo RPG stuff has been my usual mix of dice and cards decisions, so nothing dramatic to write up.


I want to run another board game/tabletop combo campaign soon, but that will depend on my reenactment commitments (I'm by-passing a couple of shows and only have to organise two others this year).

And so it goes and time flies... 

Sunday, 19 April 2026

Time and Tide...

April already.??!!

The cruelest month. I've said it before and I'll say it again, who knows where the time goes?

In my case a holiday in Egypt, screaming at the madness of the world, family admin, writing, house guests, drinking with mates, bedding-in a new Rescue Cat, filming a music video (in medieval kit) for (and with) a rapper - and painting: the latter including a 1:1 NWF 6mm Motor Machine Gun battery, a load of D&D and RPG figures and some Strelets Boers painted up for 1930s armed civilians/IRA insurgents. Also making/painting Heroquest props and bods etc.

Add to all that some D&D and board games with mates and the time flies.

Plus some Solo Heroquest test games and, this week, getting out my Wofun "Armada" (pics) for some solo sailing exercise.



Great fun, with the latter using a variant on SP's token activation for fleet elements (the various "squadrons"), dice-led element decisions (i.e. the usual) and some house tweaks of Andy Callan's nice and simple rules.



I know flats aren't everyone's cup of tea, but I spend enough time painting, so....

NOW I want some of their Napoleonic "boats" - but because of bloody Brexit (Grrrrr..... DGMS..!!) buying the (pro-rata) cheaper mass set means one gets hit with Excise and VAT, so a best part of 30% surcharge.... Give me strength....

Hey, ho... The "fighting season" starts shortly: another time-eater. And so it goes....

Saturday, 14 February 2026

Where Does the Time Go......?

 2026 And All That......

Goodness but time has flown. A lot of family admin. re. a funeral and Estate business. Two other funerals of friends. Supporting friends and entertaining (inc. Burns Night - hoots..!!) and Xmas.

Add to that cinema (inc. the world premier of the remastered "Zulu Dawn", with a talk by Ian Knight), trip to That London, writing,
designing, model-making and toy painting (pics), reading, some D&D sessions with mates, rules testing and gaming with friends - and some solo RPG games which were a LOT of fun, but with nothing radically new solo-wargamingwise to post about here.


Toys: a small castle-cum-watch tower nearing completion, a little river steamer completed, a load of RPG figures painted, including more witches, orcs (below), animals, monsters, elves and heroes, plus I am this weekend making the final touches to some score or so Strelets 1/72 Roman Auxiliary cavalry (more Roman fun in the Spring?).


Following reading (pic below - an interesting small scale scenario) have ordered some Irregular 6mm motorcycles and sidecars etc. to make two 
Motor Machine Gun Service sections (at 1:1 ratio) to support my Inter-war NWF bods. They promise to be fun.


We have an Egyptian holiday pending (March), but meanwhile I want to get a chance for some more RPG and solo Crossfire experiments before the fighting season begins again with Battle of Lewes in May (pic).


Did I say I have to work on my fitness for that..? I have to work on my fitness for that...


So, not a lot revolutionary to report here, but watch this space.

Saturday, 22 November 2025

Dungeon Larks...

Solo Pratchett Fun..

As previously mentioned, I've been working on some solo Heroquest stuff, and happily pottering along with my "Pratchett Witches" project/experiment.. 

I'm running through the original HQ quests manual in order, and it's clear that the witches (rightly?) don't like (or cope well with) actual fisticuffs unless they are able to play a card which gives them an element of surprise or manage to gang up on individual hostiles (hatpins, Nanny's boots and broomsticks - my House Rules allow for goodies and baddies to "swarm" an opponent under certain circs.).


For several quests they had meat-tank support (one of the extended Ogg clan, thanks to a lucky card) and a henchman crossbow (arrived due to a dungeon events card). However, the henchman only lasted a couple of quests before biting the dust, and the Ogg bod went down in the last quest but one.

However, they've just played the Castle of Mystery (the one with the random portals) and this really showed up their weaknesses when split up (which was good for the experiment, not good for the witches). I'd introduced a "card swap" as an Action for when a hand is unsuitable for the particular quest (no good having a great anti-undead hand when all the Big Bad is throwing at you is Orcs & Goblins) and this helped, but as this has a limit (two cards swapped per Action, but you get a random pair back, so nothing is guaranteed) it's not overwhelmingly in the witches' favour.


It was an exciting, knife-edge game, but then, towards the end, it put me in a quandary when Granny W.  having randomly portaled solo straight into an ambush (three orcs and a mummy), failed to Headology them, and went down in a flurry of blows....

So, what to do....? Granny dead, or...? Hmmm...... 

Now, Granny, in her Character Deck has a "Death Avoidance" card - but this wasn't in her (by now depleted) hand. So I'm now thinking that the Characters might have a "Working Hand"  - for normal actions - and a one or two card "Back-up", which can never be swapped (in or out) to be used only in extremis (like otherwise getting slaughtered). 

But that - and any new mechanisms - would have to wait for a further game. I DID like the "in hand" and some card swapping ideas though. However, this would only really be fair for the senior (more powerful) witches - and I have plans to extend things for Tiffany Aching and more junior gals. 

For the game in question however, as I said, Granny didn't have access to her Death Avoidance" option, so I fudged (cheated) and allowed that the Big Boss had ordered the witches taken alive, for taunting in his (non-Heroquest board) lair. Seems reasonable... Well, isn't THAT what they do in the narratives......?


Hence Granny - and all the hostiles on the board, plus randomised extras, all ended up teleported to the Lair to witness his victory...

That Nanny and Magrat (whom the portals had randomly dumped together in one of the main board rooms) got teleported there too when his guys did was NOT part of the evil plan, but....

There then followed a cracking Boss battle...

Granny had only two cards left - but got initiative and played a card (it inspired any companions, removing fear and enhancing their Mind-related throws). The Boss was next up - but his fireball was a squib - then Magrat; who did a bit of telekinesis; chucking one of his mummies at some of his other guys, causing damage. 


Nanny then cast a "light" spell; which blinded the Boss and a load of his guys for two turns (YAY!), and freaked out all of his undead, causing them to run; so that Granny, next move, while he and his lads were staggering about blinded (with him blundering into a kick from Magrat), was able to hobble away out of the danger zone. 

Then, while the Boss was still blinded, Nanny dropped a card which challenged him to a Mind Fight...

He was temporarily reduced in Mind power due to being blinded and she had been increased because of Granny's card (still in play), so she waltzed the fight; he lost ALL magical powers, and bottled it... 


While he and his minions fled the scene the ladies made off to safety...

OK, they'd failed the actual quest (left the Fools Gold behind) but tomorrow is another day..

Great fun - and the narrative made sense; without me cheating overmuch...

In the revisit the Witches were much more successful (i.e. lucky with the portal dice) and managed to get in, grab the maguffin, and get out with just a few cuts and bruises. 

This system has definitely got legs...

Designing the cards has eaten up a LOT of gaming time, but with my usual mix of dice-led decisions and card use, and Heroquest's simple rules, this is proving to be a LOT of fun, so I feel it's paid off....

Once I get this project done and dusted I want to run a 6mm 1930s NWF mini campaign over the winter, maybe even roping in a couple of volunteer generals for things, and fighting the actual battles/skirmishes solo. We shall see..

As always, all comments and queries welcomed and answered.

Wednesday, 27 August 2025

Or three... Or four......

VERY little to report....

Due to a busy reenactment season another filler post I'm afraid, just to show I'm still here......

Our annual German show in sunny Bretten (pic), local gigs, Battle of Evesham, Hever Castle) and making (including a 13thC falconer's glove - and discovering what the toggle is actually for...) or repairing kit has eaten time, as has some script-writing...


Add to that some painting, modelling, family admin. (yawn) and the general exigencies of life and I haven't carried through any serious Solo Wargaming projects. Time just vanishes....

I HAVE been doing some more 
ad hoc messing about with solo House Rules for Heroquest, which HAS been a LOT of fun (quick to set up, quick to play). We hope to get some of the guys over for a Heroquest night..



Plus more playing of D&D with some of my reenactment chums (and their chums) - though I'm not sure, even after several sessions, that they "get" my character (a somewhat erratic female Tabaxi - pic.). To help with the character build "she" has even written some poetry... (Don't ask.... THIS is what comes of getting an actor to play D&D...).



Also, I embarked on and finished some card design for a "Very Nearly Pacifist" Pratchettian witches Heroquest variant, which seriously ate a LOT of time, but I'm pleased with the results (arrived today - pic). Now for some SERIOUS playtesting.


Oh, and I bought a WOFUN "Armada" set. Very nice - but like an eejit I AGAIN forgot the "Brexit Dividend" ("hawk - spit") of having to pay 28% extra for anything worth the candle from the continent these days (I ask you... Sigh... A blue passport was NOT worth all costs accrued even only thus far..), so THAT was a financial "ouch"...

I would like to run a simple Armada campaign, possibly multiplayer..(?)  All I need are volunteers (or pressed men)...  

Oh, and I've been reading a LOT.. The Shardlake series and some "Sapper"..

But onward we go...

The reenactment season (apart from Battle of Hastings in Oct.) is practically done for me now, and while there are other events and a holiday in France to deal with, Autumn SHOULD see me back into the swing of things wargamery....

That's SHOULD, of course.....

  

Wednesday, 18 June 2025

A Busy Month or Two.....

 But Little Gaming...

Some actual "fighting" as the reenactment season gets into full swing, visits to friends, friends visiting to stay here, some board game nights, a bit of figure painting and modelling (lots of 1/76 Japanese & medievals and some RPG bods), a lot of reading and research, the beginning of a five person D&D campaign being run by a mate, going to a play and family issues have eaten up the last few weeks, alas.


I managed to fit in a few House Rules experiments for Heroquest-cum-DND based RPG games....


....which were a lot of fun, but nothing worth the candle of a detailed write-up - and some silliness (below).


Hopefully something more concrete to report in a wee while...

Saturday, 17 May 2025

Some More Crossfire Play..

The Empire etc.... Crossfire Experiment Two

The Attack..

Since our reconnaissance, the enemy has aggressively been pushing patrols across the stream and, it is suspected, digging-in. It has therefore been decided that an attack in company strength, with tank support, is to take place in order to clear the enemy from the valley.

Three tanks and a first wave of two platoons will lead, with HQ and the fourth platoon as second wave/reserve.


[Rules as before, but with some tweaking for the armour and the enemy possibly having set up some kind of defences.

I've been looking at with some of Lindybeige's house rules
 
re. multiple attacker variants etc. - some of which look really worthwhile experimenting with.

Also, as this is a more of an "attack against an enemy occupied area" scenario, rather than a scouting mission I will use a throw of 6 on a 6D as the card trigger.

Second wave and stationary/hidden units will trigger on a two throw process (i.e. a 6 then another 6 to trigger).


In the deck I will use all red cards but Spade Ace and Court cards only (i.e. both red suits, one black).

The court cards and Aces will act as follows (and be discarded after one use).
The deck will be reshuffled after each court card draw.:

Red Jack: MG. fire from previously-concealed enemy blockhouse (first wave/attackers only. Ignore and return to pack for second wave/stationary).

Red Queen: Enemy AT rifle fires at nearest tank to testing unit.

King of Hearts: Enemy tank appears and fires.

King of Diamonds: Enemy infantry counter attack. (Note if this card is drawn at once draw another card. If that card is ANY Red card then there is, immediately before the enemy infantry are placed on the table, an artillery barrage of ten "bursts" across the table targeting my troops. The second card is then returned to the deck.). Throw one Ave D. Throw 2x6D per pip shown on Ave D. This is the number of enemy charging.

Spade Jack or Spade Queen: Mine (A/T or A/P as per triggering unit).


Spade King: Friendly artillery barrage of 2xAvdD bursts.

Once used this is returned to the pack, which is shuffled, but value changes to "Infiltration Success": one enemy flank has been turned by forces operating on our flank. Dice for which.

Enemy on this flank come under fire from 4 x AvdD friendly troops.

Ace of Spades: IF my men have reached or crossed the stream I get an Order to Withdraw - the flanks have gone. I must pull back in good order. ALL friendly units must test for cards. The enemy will pursue.

Jokers: mortars (black friendly, red enemy) - as before.

Also, in the last game I forgot to clarify the use of scouts and snipers. 

Scouts can prompt the enemy to expose themselves. However, a scout being pinned or lost does NOT automatically mean that the side affected loses it's Initiative, but IF the scout IS lost or Pinned in clear line of site of a friendly unit THAT unit must Test for Pinning. If it fails the test then treat as a normal loss of initiative. Likewise, Initiative is not lost simply because a sniper fails to achieve a Pin result.]


The Game:

The game played out well.

Initially my right and right-centre made good progress, but enemy fire held my left centre. 

There was also some opposition in the village, but a couple of shells from one of the tanks soon cleared that.

Another of my t
anks got the opportunity to clear the enemy my side of the stream on my left by flanking them along the riverbank. My left and left centre had been slowed, but not disastrously.


While my left and left-centre were sticky, things were looking good elsewhere, with my right making progress right up to the stream.

But, as they pushed across the riverbed, my right units started running into problems. Sudden enemy fire pinned them in the swampy patch, then, to make matters worse, towards my rear right flank some more enemy entered the field and pinned my LMG support there.


I lost the initiative for a while, then, when I did get it back, my right centre rushed the river to support my right. Again, all good.

With my centre stilled pinned down, s
uddenly an enemy light tank appeared to pepper them. Things looked sticky - but a lucky hit from my own armour soon dealt with THAT.


Then I lost initiative again when the cards prompted a friendly mortar support barrage which failed miserably and, to top that, my men on my right did the enemy no damage at all.

Meanwhile, enemy
 fire from beyond the swamp downed two platoon commanders. Unable to rally, and taking casualties, my men were driven out of the swamp and back across the river. The same then occurred with my right centre...!! My right and centre scurried back to the village to regroup.


To add to my woes, more enemy appeared, facing my left. These pinned, then forced my leftmost platoon, rushed the hill with the stupa as my men withdrew, destroyed my leftmost LMG and set themselves up by the old walls to outflank me. 


On my right rear the enemy advanced - few of them, but enough to cause me grief.

With my attack blunted, several officers down, my tank commanders
becoming cautious and the enemy threatening to cut me off in a pincer movement I decided to hold in the village and try to rally my guys enough to break out.

The enemy (still
outnumbered) did not press the issue, but with too many officers down, and my men's morale fragile after our 
significant losses, it was clear that the attack had failed.


Conclusion:

Again, a tense, unpredictable fight. 

My men did well on the right, till the attack was blunted when they tried to push through the swamp, but the hidden enemy delaying and pinning my chaps in the left/left centre - and then the (small) enemy flanking force coming in to run interference on my right - were key. The tanks were useful to clear guys my side of the stream - and had I had better luck retaining the
initiative, might have been more active and been able to  provide supporting fire to the chaps crossing the watercourse.. 

The Crossfire concepts mixed with my Hidden Enemy conventions DO work very well for Solo - forcing me to make hard decisions in the face of unknown quantities. My "tweaks" work for me, but I need to write everything up and formalize further some aspects (there was a wee feeling of "Free Kriegspiel" at times; not itself a bad thing in my book, but....). The Lloydian ideas for "Phasing Fire" for larger forces will be worth looking at I think. 

I maybe need to think more re. "Overwatch" and other reactive mechanisms, but all in all this gave me an interesting, challenging game and, best of all, what I want out of a game; a convincing narrative flow, with plenty of imponderables, and with C&C issues being key. 

As always, thoughts, comments etc. are 
welcomed.





 

A Little Action..

But not a lot... With the reenactment season in full swing, D&D commitments, bedding in the new cat and having to pen (and play in) a fa...