Monday, 23 February 2026

The Hidden Society - Mr Tonks

After last year, my superhero campaign set in an alternative London in 1880 is nearly complete, so it's time to start to share the characters and background over the next few months. Here is the first to hit the press, Mr Tonks.

 


The character originated in the COM board game The Rise of Molock. However, his background has been changed to suit my Victorian London, and his abilities altered to make him compatible with SuperMission Force rules. He the Brawler in the Hidden Society, a group of heroes who protect the empire from the Rift energies that has changed the world.

Mr Tonks Origin

Tonks was a gorilla from Africa who became a star at the London Zoological Gardens. When a Rift-contaminated plague forced the zoo to close, Dr Goodall saved him using an experimental serum infused with Enlightenment current energy.

The results were extraordinary. Within weeks, Tonks had mastered anatomy, medicine, and several languages. The Enlightenment current had awakened true sapience in a non-human mind.

Elated, Goodall injected himself with a modified formula. The results were catastrophic—contaminated by Abyssal energies, he became a bloodthirsty creature that still plagues London, a mortal enemy of Tonks.

The learned hominid became the pride of society, living proof that Rift energies could elevate rather than corrupt. The elegant Mr Tonks became a popular speaker at the Royal Society and a charming presence in drawing rooms.

Yet Tonks grew weary of frivolities. Haunted by his benefactor's fate and believing his existence must serve a greater purpose, he sought out the Mace Club, where his unique perspective and immunity to mental corruption made him invaluable to the secret organisation within the St. James ' St. club - The Hidden Society.

Saturday, 21 February 2026

Mystic Britain - Chronicles of Blood and Iron: Summer 495

Summer of Steel: The Road to Ruin


The spring fighting had ended with Hengst and his Dûrlingar warriors claiming the initiative. The early battles of this campaign are available here

From the Annals of Caer Sulis, as recorded by Brother Aldhelm:

"When summer came with heat and harvest, it brought also the reaping of men. Hengst the Grim, emboldened by his sons' spring victory, marched his host upon the ancient stones laid by Rome. The old road would run red ere autumn's first leaf fell, and the mists would hide horrors that no Christian man should witness."

The March of Hengst


After his son's triumph in late spring, Hengst sensed opportunity and moved to exploit it with ruthless speed. Rather than waiting for the full muster of his British allies, he marched immediately with a compact but formidable force: his elite housecarls, the witch Morgatha and her legions of shambling undead, and the remnants of his son's battle-hardened army.

The strategy was brutally simple—push up the old Roman road with all haste, reaching Arthur's capital before the British king could bring his reserves to bear.

But the wily Sagramoor's scouts had already brought word of the Dûrlingar movement. The Moorish general moved to block the western approach along a series of low, undulating hills. Both commanders believed they held the initiative. Neither had reckoned with the weather.

The Battle of the Mist


From the Chronicle of Camlann:

"They camped on facing ridges, each watching the other's fires burn through the dusk. When dawn broke, God had drawn a veil across the world. In that grey shroud, the dead walked unseen, and brave men's hearts turned to water. Islands of earth floated in seas of cloud, and in the depths between, shapes moved that had no right to move at all."


Overnight, both armies had made camp on opposite ridges. When morning came, the land lay smothered beneath a dense, clinging mist. Visibility shrank to mere yards. As both forces advanced, all they could discern were ghostly shapes in the murk and the occasional hilltop rising like a floating island above a sea of cloud. For the Britons, the fog brought special terror—within those mists, the insubstantial undead drifted silent as smoke.


The primary effect of the weather, beyond the fear it sowed, was the complete disruption of both armies' deployments. Flanking units drifted off course, becoming separated from the main body. When the mist began to lift as the armies closed, both battle lines were fragmented and broken—a circumstance that would cost Hengst dearly.

Yet Hengst, advancing blindly through the murk, remained unaware of how badly the mist had scattered his formations. His tactics were characteristically straightforward: charge along the entire front, break the British resolve, and march swiftly on Arthur's capital. Despite the limited visibility, it was the Dûrlingar who struck first, crashing into the British line. The howling dead, urged on by the necromancer witch Morgatha, caused the greatest terror among Arthur's loyal warriors.

The Fight Back


After the initial shock drove them back, the Britons found their courage and fought back with renewed determination. The mist's disruption had given them an unexpected tactical advantage. Hengst's army was small, and the broken formations created gaps that allowed the numerically superior Britons to isolate and overwhelm pockets of the enemy with minimal support.

Where the British counterattack struck, dwarven units shattered. Hengst himself found himself nearly surrounded, his standard in danger of being taken. Spotting a gap in the closing British ring, he and his death guard fought their way clear of the encirclement. But the battle was lost. The initiative had shifted once more.

From Brother Aldhelm's Chronicle:

"When the mist lifted at last, the field was a charnel house. The Dûrlingar withdrew in disorder, leaving their dead upon the ground they had thought to claim. Sagramoor's men were too exhausted to pursue with vigour, but victory was theirs nonetheless. The old Roman road would not see dwarf feet that day."

The Battle of Wolves' Wood


After his defeat in the Battle of the Mist, Hengst fell back to a wooded area straddling the old road. Here he could concentrate his forces along a narrow frontage, gaining, he hoped, some tactical advantage. His position was strengthened by the arrival of the pretender Modred, who brought cavalry to guard his more exposed flank.

Taking up position at the centre of his line, Hengst planted his standard near an old Roman milestone bearing an eagle motif—an edifice the dwarf chieftain considered a favourable omen.

From the Chronicle of Camlann:

"At the Wolves' Wood did Hengst make his stand, beneath the eagle of lost Rome. The trees themselves seemed to reject the abominations in his host, and the very earth rose against the walking dead. It was a day of axes and of blood, where heroes fell, and traitors paid the price of their ambition."


This would be no battle of sophisticated strategy. Sagramoor understood that only one path led to victory: continue up the road and burst throughHengst'ss strengthened position at the milestone. With this in mind, he deployed his best troops at the centre and began his advance, his flanks covered byGalahad'ss light cavalry on the right and the fierce Welsh warriors on the left.

Landscape of Woods and Hills with battle lines

Clash of Arms


The first clash came, unsurprisingly, between the British housecarls and Hengst's Death Guard, supported by the undead legion. But this day, the dead would find no fortune. The necromancer Morgatha struggled to maintain her hold over them or replenish their numbers. Some mystic force pervaded the ancient woods, rejecting these abominations of unlife. The undead wavered and dissipated like morning fog.

The battle became a brutal struggle along the main road itself. Slowly, the Britons began to push the dwarves back. At one desperate moment, arrows struck Hengst's armour—they failed to penetrate, but he was forced to invoke mighty deeds simply to preserve his life.

On the flanks, fortune also favoured the Britons. The Welsh slowly drove the undead from the woods into open ground. On the right flank, Galahad charged Modred's cavalry, and the two champions met in single combat—a duel that would cost the pretender his life. With Modred dead upon the field and his forces struggling, Hengst recognised the inevitable and withdrew to his coastal fortress.


Cavalry Melee and the death of Modred

Now the dwarf chieftain faced a grim calculation: should he attempt to hold the fortress through a siege, or abandon it and return to the Isle of Vectis to plan a new campaign for the following year?

For Sagramoor, victory had secured the southern hundreds of Arthur's kingdom, but his men were near exhaustion. His own decision loomed: should he, so late in the season—early September now—attempt to lay siege Hengst'st's stronghold? Such an undertaking would certainly require Arthur's support and, more importantly, his elite guards.

From the Annals of Caer Sulis"

"Thus ended the summer campaigns, with the Dûrlingar penned upon the coast and the pretender Modred lying cold upon contested ground. The witch Morgatha had fled, her dark arts proven insufficient against the ancient powers that slumber in Britain's soil. Yet Hengst remained unbroken, his fortress strong, and autumn would bring its own trials".


Observations from the Summer Campaigns


These two summer engagements proved markedly different from the cautious spring battles. Where the spring conflicts were drawn-out affairs of probing and manoeuvring, these were head-on clashes of terrible violence—especially the final battle, which became a true bloodbath. Many heroes either barely survived through the use of mighty deeds or, in Modred's case, failed to survive at all.

The Battle of the Mist demonstrated how numerical superiority can overcome elite forces, particularly when the battle line becomes divided. The fragmentation allowed the Britons to exploit gaps and bring superior numbers to bear at crucial points, supported by better dice rolls, ultimately giving them the edge.

The Battle Wolves' Wood was a more straightforward affair. Simply put, the dice favoured the Britons that day. Hengst should have recognised his ill fortune when he threw two double ones on ones on his risk to hero throw. This "Twist of Fate" was a warning of what was to follow. Though his mighty deeds saved him from fighting's worst effects, from that moment forward, the battle seemed lost to him.

Ironically, Modred's death also robbed Hengst of much of the propaganda value he had sought in this campaign. No longer could he claim to support a rightful British king against a usurper. He was now simply another would-be conqueror of these isles, following in the footsteps of the departed Roman masters.

From Brother Aldhelm's Chronicle"

"As summer waned and the harvest moon rose full, men on both sides sharpened their blades and wondered what autumn would bring. The war was far from over, but the balance had shifted. Whether Hengst would withdraw or make a final, desperate stand remained to be seen. The chronicler's hand grows weary, but the tale continues…"


The summer season has concluded with the Dûrlingar contained but not destroyed, their chieftain cornered but defiant. The question now is whether the autumn will bring siege, withdrawal, or some unexpected turn fate's wheel.​​​​​​​​​​​​​​​​







Saturday, 3 January 2026

Workbench 2026


Workbench Picture

As we turn the page on another year of gaming, it's time for my annual look back at what's been happening on the tabletop here at Anglian Wargaming HQ.

Looking Back at 2025

2025 turned out to be a pretty productive year, even if I didn't manage quite as many games as I'd hoped. I wrapped up two campaigns that had been running for a while: the pulp adventure 'Tomb of the Serpent' using Pulp Alley, and 'DNA', a superhero romp played with SuperMission Force.

The real star of the year, though, was Midgard. This sandbox game arrived late in 2024, but didn't make it to my table until March. Since then, it's dominated my gaming time and sparked my largest 28mm painting project in years. I've run several Dark Ages games with these rules now, and I'm currently deep into my first Midgard campaign: Mystic Britain. This pits Arthur's Britain against the Durlingar dwarves and their allies. The campaign should reach its climax early in 2026, though after the evil dwarves' latest victory, the outcome is far from certain!




The other campaign I started in 2025 was 'The Spectacular Adventures of the Leopard', set during the English Civil War in the West Country. This follows Edward Clement and his band of followers as they battle against the Preacher and his Parliamentary Forces. I'm using the ever-versatile Pulp Alley rules for this one, with the campaign plotted using a simple Snakes and Ladders board game.

What's Coming in 2026

I've got two new campaigns lined up for the year ahead.

First up is a 'steampunk' superhero campaign in which the Keepers of the Hidden Ways take on the Charnel Society in their inaugural adventure. I've been having great fun developing this alternative London, complete with a female Sherlock Holmes and her colleagues with their supernatural abilities. This will be a straightforward linear campaign with three or four scenarios making up a 'series'. The aim is to capture the feel of comic books, with new supervillain teams appearing in each chapter.

The second campaign is historical: Edward I's conquest of Wales, based on a Charles Grant 'programmed' reconnaissance campaign. Set in 1277, the English probe the Tywi Valley and meet resistance from the Welsh lords of Deheubarth. Historically, these events were a sideshow to Edward's main invasion in the north and led to the region's submission. I'm planning to use Baron's War 2nd Edition rules, with a spring start once 'Mystic Britain' campaigns wrap up. One thing I've learned is that I can only handle two concurrent campaigns – any more and I lose track of the narratives.


Projects and Ambitions

One disappointment in 2025 was not getting more historical simulations to the table, particularly following the refight of the Battle of Pynda using the Strength and Honour rules. These games need considerable research to do correctly, plus there's often significant modelling and painting involved. I plan to streamline this by focusing on 6mm or 10mm miniatures where my collection is strongest. Cynoscephalae is nearly ready for the table, and this time I'm going to experiment with different ancient rules to see how they handle these battles.

Looking further ahead, I'm working on a crusader army list and rules using the Midgard rules. With luck, I'll have something to share by year's end. I'm also converting my trial WoFun War of the Roses figures into a 10mm army, though I'll squeeze in another quick game as the army comes together.

Two longer-term projects are still in the research phase. The first is a Kiss Me Hardy campaign based on the Jack Aubrey novels, though this depends on the new edition of those rules. The second is a Glorantha project based on the wonderful RuneQuest world. The idea is to follow a small group of characters through roleplaying, skirmish games, and finally as part of a unit in mass combat. Plenty of reading and testing ahead on both fronts!

The Blog and Beyond

The blog is starting to get some decent traffic, but I want to develop it further. I'm currently looking at sharing more scenarios and campaign logs. I also write a bit of background material for my games and would like to share my thoughts on wargaming mechanisms more generally. I'm not convinced the blog is the best format for all this material, so I'm exploring Substack as a way to complement the shorter content here. More on that later.

Here's to another year of dice rolling and tape measures!​​​​​​​​​​​​​​​​



The Hidden Society - Mr Tonks

After last year, my superhero campaign set in an alternative London in 1880 is nearly complete, so it's time to start to share the chara...