Thursday, 3 September 2026

A Little 6mm Ancient Action..

Somewhere in Anatolia..

The army of Antiochus Elehohkhromahtistis has approached the free city of Erimoupolis with intent to subdue. The good people of the city have raised their militia, recruited some mercenaries, and persuaded some neighbours the Galatian Comharsa sept and troops from various Lycaonian towns to send help. 
The two armies meet, and deploy on the approaches to the city.

I will play the part of Antiochus. The Erimoupolians will be AI driven. I (as usual) am playing/experimenting with rules, as well as having fun, so this is an experiment*. 

(*Due to me painting a load of pikes and hoplites over the last couple of months, and flocking a load of unflocked bases of old bods.)

Principles: 

Each move each army commander has a dice-dictated set of PIPS (I don't usually like this system, but what the hey.. The alternative was card/token activation as per SP, but I was hot and couldn't be fashed.) 

It costs 1 PIP to activate a sub commander or unit within Command Range of the General. Most sub-commanders command wings or large formations, though there are unit sub-sub-commanders which can likewise be activated individually. ..

It takes half a PIP for that order to be "repeated" (or varied slightly) the following move (e.g. to activate a unit to move = 1PIP. To move that unit the following move half a PIP). 

However, if the unit is NOT activated the following move this is noted, and if an Activated unit remains static for three continuous moves it has to be re-Activated with a full PIP.

Missile units in range do NOT have to be activated to initiate/return fire; this is deemed an automatic action.

Some large sub-divisions can be ordered to operate independently under their Sub-Comanders (2 PIPS to do so). This has the advantage of them not needing PIPS to act after being so ordered. However, thereafter they are NOT controlled by the Player, but make their own dice-based decisions (see below). Such independents MAY be brought back under control (2PIPS) but they must be within Command range to returned to control or be ordered to do so by Courier.

Units/Sub Commanders outside Command Range must be given orders via Couriers, with the usual delays that entails. To send a Courier takes 1 PIP initially, but thereafter the courier moves automatically without cost. 

Sub Commander Independence: in theory this is great - once set loose they do not use PIPS. However, their decisions, based on IMP, are dice-based. We will see this in action below. On the AI side the Galatians are considered automatically (and irrevocably) Independent. 

As usual my main concern is Command and Control, so that movement distances/rules and fighting/shooting and Shock/Disruption rules are very basic (for combat the "Rule of Three" 1x6D per three bods, plus tweaks for cover, flanks, lights etc. Nothing fancy. Very SP. based as usual).

The armies are set out (for those interested in such things they are approx. 4,200 WRG points each). Dice to see who gets first move, and off we go.


The Battle: 

My instincts are to throw my centre (elephants and chariots, backed by skirmishers, followed by my phalanxes, at the enemy centre, to disrupt and break them, or at the very least "fix" them in place. 

However, I am very concerned about the threat from the enemy's large Galatian contingent hanging malevolently on my right. 
To help counter the latter I move one of my Cretan archer units, Syrian archers and some slingers forward, to disrupt any Galatian advance. I support these with my own Galatian mercenaries.  I also order my elephants to advance angled towards the Galatians. 


Meanwhile, the enemy advances his centre, and sends the light cavalry on his right wing forward, presumably to run interference on the flank of my centre if it advances. I despatch my own light cavalry on that flank to to counter this; ordering that wing commander to act with his own discretion*.

(i.e. form an Independent Command, thus preserving my own PIPs. Both sides are throwing low on the PIP front. Note that enemy decisions, at overall and sub-commander level are dice-throw-led based on IMP "percentages").

I also send a courier to order my right wing cavalry - mainly lights - with orders to advance to harry the Galatian flanks. This wing is also given freedom of action.

[Couriers take time to get to where they need to go - hence changing plans takes time.]

It looks clear from my POV [Note - I can only see what my general can see. Yes, this takes honesty, but why cheat myself..?] that the enemy are reinforcing their right wing horse, so I move some of my own heavier cavalry to  support my left, and adjust the Cretan archers I have on that flank to better meet them.


Meanwhile, the enemy phalanx - a massive formation of hoplites and pikemen - slowly advances, it's own skirmish line now being behind the heavier troops. The enemy main body is supported by the bulk of the Lycaonians. It looks like the enemy mean to throw his centre at mine.

On my left my leading horse archers advance and begin to harry the enemy horse, but are charged and, after a struggle lasting a couple of moves, break. This seems to upset my left wing commander who halts (perhaps he is only waiting for his heavier supports?). Concerned at this, and with an eye on the enemy light troops and more, and heavier, cavalry the enemy is bringing forward on my left, after a couple of moves, I dispatch a Courier to order my left wing commander to press the attack. 


I move my centre phalanxes skirmishers and chariots,  forward, and adjust my elephants to meet the enemy centre.  

Meanwhile, facing my right, the hostile Galatians begin to move.


As the enemy centre advances I note a weak point between it's own left and the Galatians - a single unit of Asiatic archers - and wonder if a surgical strike at these with my heavy cavalry on my centre right might result in a breakthrough, allowing me to hit the enemy phalanx from behind. I begin to concentrate my centre right cavalry with this in mind.

However, on my right, the Galatian horse make contact with my light cavalry and slingers, and my commander here pulls back. With the Galatian infantry rapidly advancing I fear my archers and slings will soon give way, so begin to shift my reserve phalanx to both support them and protect my centre's right flank. I order my bolt throwers here to adjust position to meet the Galatians. 


Over on my left the commander here launches an attack before my courier arrives, but despite catching the enemy light horse while they are stationary, his charge stalls (the enemy now have light infantry support present) and after a bit of ting-tang he pulls back to regroup (falling back on his heavier supports).

The enemy light horse here, in turn, perhaps shocked their own success, perhaps just to reorganise, also pull back, and the heavy cavalry behind them conform; but not so their infantry support, which pushes forward and peppers my light cavalry with arrows and javelins, while their heavier cavalry charge my lights nearest the centre body, but are held. However, overall my light cavalry on my left are losing men and becoming badly disordered. With one unit already broken this is not looking good.

Over on my right the enemy Galatians press forward. Their heavier horse halt to reorganise, but their lights pursue my cavalry. My archers engage, but my slingers recoil. Enemy skirmishers and chariots harass my light troops. My light horse are split - two thirds move back to regroup, the other third regroups behind the enemy. This may prove useful if they keep their nerve.   


With my next move things seem to go from bad to worse. My left wing commander again seems to lose his nerve, and orders his men to fall back - in fairness they are badly disrupted, But this gives the enemy a chance to follow-up with their medium cavalry and light infantry. I adjust the line of some of my archers on the right but am limited as to available actions (low PIPS).

My light horse on my right are split - two thirds move back to regroup, the other third regroups behind the enemy. This may prove useful if they keep their nerve. Archers and slingers here loose, causing some casualties and disruption to the enemy chariots and skirmishers.   

In the meantime the enemy Galatian infantry press forwards as does the enemy phalanx.The enemy light troops on my left press forward boldly. Most of their cavalry here seem to be taking a breather, but their medium cavalry, pursuing my retreating horse, engage in a (luckily largely ineffective) melee. 

My Left is performing badly. My Centre is slow. My Right is in disarray. Great....

I feel as if I've missed the boat somehow; my plan to disrupt, hold and break the enemy centre with my elephants, chariots, lights and phalanxes, has simply not happened - because of low PIPS and my worry about the Galatians - and concern over my hesitant left wing.

Next go I can't do a lot. My bolt throwers (left) shoot at the enemy phalanx, while my left wing pulls back.  Then things start to go from badder to even worser..

My left horse pull right back, with one unit (the one charged by the enemy medium cavalry) breaking. My right wing tries to stabilise. I have only one PIP, so use it to move forward my heavy cavalry reserve and supports. I'm going to throw them at the weak point of the enemy left centre.


The enemy heavier horse on my left charge my Cretans and bolt throwers. 

Their centre phalanx holds, with the Lycaonians advancing through the phalanx to cover its front. The enemy lights in their centre left advance to support the Asiatic archers (i.e. my planned target. Great...).


The enemy Galatians seem to be getting into a muddle (thank goodness). They do NOT like the elephants on their flank, and while some units advance, others pull back to regroup. Then one body of Galatians slips into the path of my planned cavalry charge... Oh, double great...


Next go I unleash my cavalry charge, it bursts through and breaks the Galatian unit in its way, and goes on to hit the Asiatic Archers, who fall back. This is GOOD!!


I have spare PIPS, so move part of my reserve phalanx towards my weak left. I then launch my elephants and chariots at the enemy centre. Despite some local successes, including breaking some Lycaonian bowmen, and a scatter of disruption markers, the enemy centre holds. Not good. Frustrated, my elephants are likely to go rogue next move.


The enemy heavy cavalry on my centre left who have charged my Cretans are broken and run.


In the Centre the enemy deal with more of my chariots and elephants, but then rush some heavy Lycaonian guys and lights to block my cavalry from harassing their phalanx. My own Galatian cavalry panic and run, and my right is in disorder.

   

I am now aware that my overall Army Morale level is dangerously low. Several units have routed, and a number of others have been driven back. While my centre is firm my left is clearly under the control of an idiot and my right is in disarray.

My elephants are running amok...


My battle-winning cavalry thrust - now out of my control and faced by organised opposition - take the line of least resistance and pursue the fleeing Galatians. I do NOT want this....!!


My cavalry on the right seem to be waking up (sans the fleeing friendly Galatians) and some harass the enemy horse here, but my lights here are unsure and unsteady. They pour in missiles, but will not stand up to close combat.

My left wing, true to form, hesitates.

The enemy right advances, their medium cavalry unit pushes though between the horse and foot to threaten my rear. Their centre remains steady. On their left the enemy Galatians break my Galatian infantry. But their Galatian cavalry are withdrawing, their Galatian infantry are in a muddle, but their chariots and light infantry are causing disruption and breaking my light troops here.


Next move my "battle-winning" horse smash into a Galatian infantry block moved to intercept them, driving it back - all good. In the centre part of my phalanx makes contact with the Lycaonian foot, breaking them. All positive. However, the eejit in command of my left withdraws, and then begins to move off the field. 


The enemy follow-up my withdrawing left, this is very bad, and charge my medium cavalry from behind, breaking them. On my right my Cretans have broken. My missile troops here are shaky. Suddenly a Galatian horse unit charges the flank of my already engaged "battle-winning" horse; they break.... My Army Moral limit is reached. I have lost.......


Endgame.

Were this a campaign battle I'd try to get my centre phalanx troops away in good order (the enemy centre is still in disorder), but I'd likely say goodbye to much of my right foot (pursued by the Galatians) and my bold-shooters. My remaining left and right horse would mostly get away, but my "battle-winning" horse regiments are likely lost; killed, captured or scattered.. Oh, dear.....

Well, that was "fun"... A challenge throughout, and I, of course, blame my sub-commanders (if ONLY they had had some gumption). But that is the kind of game I like - command and control issues to wrestle with. If I get time I'll do some maps to clear up the above confusion. As always, comments welcome.



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.....

  

A Little 6mm Ancient Action..

Somewhere in Anatolia. . The army of Antiochus Elehohkhromahtistis has approached the free city of Erimoupolis with intent to subdue. The go...