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Monday, 27 April 2026

Diomedes and the Lost Book of Hesiod: A Warrior of Athena Battle Report

Diomedes was one of the many bastard sons of Zeus and, like most of his half-siblings, earned the enduring hatred of Hera, the king of the gods’ far-from-forgiving wife. Until recently, the only Diomedes known to the modern world was the King of Argos, famed for his deeds in the Trojan War. Yet the Diomedes of this tale belongs to an earlier age.

The son of Zeus and Thea, a princess of Argos, he was unloved by his mortal kin. Casting aside that life, Diomedes wandered into the wild hills of Arcadia, where he gathered around him a band of companions—each as much an outsider as he was.

The Companions

  • Eurythmicos – a sharp-eyed archer from the wind-scoured peaks of Thessaly, his arrows as swift as the mountain hawks he emulates.
  • Phoebe – a streetwise Argive with a tongue as quick as her bow, forever ready with a joke or a cutting retort, yet deadly serious when danger calls.
  • Aegisthus – a grizzled veteran whose scarred arms have wielded spear and sword for countless masters, his loyalty hard-won but unbreakable once given.
  • Xanthe – a haunting lyre-player whose melodies can soothe or unsettle, and whose passion for music is rivalled only by her unnerving delight in battle.
  • Iolaus – a silver-tongued trickster, said to hail from Crete, whose nimble fingers are matched only by his talent for tall tales and narrow escapes.
  • Atalanta – Artemis’ favoured huntress, swift-footed and wild-eyed, raised among wolves and unerring with her javelin.
  • Menelaus – a once-glorious hoplite, now a wandering mercenary, whose battered shield and weary eyes hint at legends and regrets alike.
Diomedes and his Companions
From left to right, Eurythmicos, Iolaus, Phoebe, Diomedes, Menelaus, hidden behind Diomedes, 
Xanthe, Aegisthus, Atalanta.

Field of Flowers

My first game using Warriors of Athena plunged me straight into the heart of myth and danger. The scenario—drawn from the Quests book—involved a tale of fratricide and the theft of the gods’ honey. Answering Athena’s call, Diomedes led his companions into a valley unlike any other: a place of towering, exotic flowers, thick, intoxicating scents, and lurking peril. The first mission aimed to cross a valley full of large flowers, home to some giant, mystical bees that produced divine honey. Scattered across the valley floor was a series of clues that would help Diomedes and his friends in fulfilling their mission.

Wanting to bring the story to life, I improvised terrain with oversized tropical flower props—borrowed (with permission!) from one of my wife’s fashion projects. The effect was perfect: the table looked wild, vibrant, and just a little menacing. The valley, alive with mystical bees collecting divine pollen, felt truly otherworldly—and those bees were fiercely protective of their domain.

Diomedes’ plan was simple—at least on paper: cross the valley quickly, disturb as little as possible, and avoid the bees’ deadly sting and the powerful illusiogenic pollen of the flowers. Therefore, the party planned to advance quickly and in a tight formation, nerves high. Iolaus, Phoebe, and Xanthe crept along the left flank, eyes peeled for abandoned honey pots hidden among the undergrowth. On the right, Atalanta and Aegisthus hunted for similar treasures. At the same time, the rest pressed ahead along the central path, pausing only briefly to salute a roadside altar to Hermes—hoping for the god’s favour.

 
The Bees Attack

The Bees Attack
The Mystic Bees sense an alien presence in their valley

For a moment, it looked like the plan would work. Iolaus uncovered a hidden path that promised to speed our journey. But the valley had other ideas. Maybe it was curiosity, maybe territorial fury—but soon the bees began to descend. Arrows flew, companions shouted warnings, and for a heartbeat, the swarm held back. Then, from the far side of the field, a low and ominous hum signalled that reinforcements were on their way.

Worse still, the heavy, cloying scent of the flowers began to seep into our senses, muddying our heroes’ thoughts and sapping their will.

Iolaus was the first to succumb, distracted and humming softly as he examined the blooms. Soon Phoebe and Aegisthus followed, lulled into a dreamlike state. Even Diomedes felt the pull of the narcotic perfume as the warband’s cohesion began to falter.

Xanthe's Rage

Despite confusion and the threat of the bees, the companions pushed on. But discipline finally snapped when Xanthe, driven half-mad by the flowers’ perfume and the buzzing menace, lashed out at a bee. The response was immediate and brutal—she was swarmed, stung, and nearly overwhelmed.

Xanthe Surrounded

Xanthe's desire for battle nearly ends in disaster as the bees surround her.

Meanwhile, the rest of the party staggered desperately toward the valley’s edge. Just as escape seemed within reach, Phoebe blundered into the foliage and was struck by several vicious stings, her arm erupting in a painful, angry rash.

Under a hail of covering arrows, we dragged the wounded clear. Though slowed and shaken, Xanthe and Phoebe survived—and at last our battered warband burst from the valley, gasping for fresh air and clutching what little honey we’d managed to snatch.

Saftey?

Diomedes and co had endured their first trial as Warriors of Athena—wounded, weary, but unbroken. The valley’s dangers had tested their courage and unity, leaving them scarred yet determined. But the path forward only grows darker: Diomedes and his companions must now face the monstrous Cyclops brothers, the very beasts who murdered his father and set this quest in motion. The next chapter looms, promising even greater peril and legend.
Reflections and Analysis

Some Thoughts

A fuller review of the Warrior of Athena and the Quests books can be found here with links to supported materials.

Returning to Joseph McCullough’s rules was a reminder of how enjoyable and accessible his games are. In this scenario, Diomedes and his companions earned experience points and, importantly, suffered no casualties. The former would allow them to build on their skills and acquire new abilities. Something not possible in a single adventure. Random event cards were drawn each turn, and these favoured the party: none of the more dangerous enemies appeared, and additional bees entered the game only on the far edge of the board, minimising their threat. This meant there were fewer experience points on offer, but it helped the party cross the valley faster.


The system encourages characters to develop over time. For example, Xanthe’s impulsiveness was clear—she readily attacked a bee, confirming her aggressive tendencies. Iolaus avoided direct danger and seemed more self-interested, raising questions about his reliability as a team player. Eurythmicos proved to be reliable and effective with his bow. As the campaign continues, I expect the personalities and roles of each companion to become even more defined, adding extra depth to future scenarios.
Playing this scenario also prompted me to revisit my "Song of Thalia" adventure for Rangers of Shadow Deep. These games provide excellent entertainment and spark the imagination.



Warriors of Athena & Quests – Summary Review

Warriors of Athena is a mythological skirmish game that blends small-scale tabletop battles with a strong narrative and campaign focus. This is a subject that has always interested me, and while I have tried several mythic offerings in the past, I have never felt fully satisfied with the feel of those games. McCullough's latest offering takes up the gauntlet for this genre. The mechanics will feel familiar to players of his earlier work, such as Rangers of Shadow Deep. Still, they have been refined here to support a more narrative-driven experience rather than tightly balanced match play. Another plus for me is that the rules are designed primarily for solo and cooperative play, placing players in control of heroic warbands inspired by Greek legend, where progression, storytelling, and episodic encounters take precedence. Overall, the rules are more an evolution of his existing offerings than a revolution in game design. While this might be disappointing to some, it makes entry into this new world of adventure much easier.

Warriors of Athena and the Quest Books

The Basics

The core rules are accessible, built around a D20 system that keeps gameplay fast and unpredictable. Warband creation offers plenty of scope for characterful forces, with divine lineage and equipment choices helping to shape each hero's identity. Those who are familiar with Rangers of Shadowdeep will be on familiar ground here because the same philosophy and mechanism drive the game.

The Quest Book

The Quests book is where the system fully comes into its own. It provides the structure for campaigns, introducing a layered approach of quests, scenarios, and narrative "scenes" that push the game beyond straightforward tabletop encounters. The narrative scenes are clearly designed to work best with a third-party "Oracle" acting as a gamesmaster. However, they can still be played in solo or cooperative mode using the system's automated mechanics. Without that guiding hand, they can feel more procedural, something I plan to experiment with using AI to provide greater depth to the storytelling. The Quests book also includes a bestiary of mythological foes and a series of linked campaigns that provide players with immediate content while also serving as a flexible toolkit for creating their own adventures. Like other McCullough offerings, the scenery and bestiary can include items or creatures not found in a normal collection—the first scenario, for example, includes giant bees and huge flowers. Whilst the second adventure includes the Sons of Poseidon, octopus-headed Greek warriors. Yet, this is a world of your imagination, so just swap out the description for something in your collection.

Online Resources

The game is produced to the usual Osprey high standards, although I have read some complaints about the binding, something I have not experienced. Whilst the rules lack an index, one of my personal bugbears, the contents pages are comprehensive, overcoming this limitation. QRS sheets are available from the Osprey page or from the Facebook group dedicated to the game. The Facebook group is also a valuable resource for clarifications and additions to scenarios and rules. Last, the author has his own Patreon site, where extra material can be found. Overall, the game looks like it will be well supported.

Like McCullough, other games have a campaign system built into these rules, with no need for a separate setup. Again, it follows the same outline as his previous publication, with the hero and his companions earning experience points to gain or enhance their abilities. They can also face death or suffer from life-changing injuries. The system is hero-focused, and there is no facility for an arch badie to follow the team's development, but there is your imagination.

Summary

Overall, the game's key selling point is its support for solo, cooperative, and Oracle-led play, allowing it to function almost as a hybrid between a traditional wargame and a light roleplaying system. This flexibility is one of its strongest features, although it does mean the game is less suited to players seeking tightly balanced, competitive battles.

Limitations

There are some limitations. The system's reliance on scenario-driven play can demand specific terrain or adversaries, and the core mechanics, while solid, do not stray far from established design patterns. Nonetheless, these are minor concerns in a game that is clearly focused on delivering narrative immersion rather than mechanical novelty.

Overall, Warriors of Athena and its Quests supplement, less a supplement, more an essential, combine to form a cohesive, story-driven skirmish system. It is best viewed not as a competitive ruleset but as a campaign engine for mythological adventures on the tabletop—particularly well-suited to solo and cooperative play.

Next, see my first adventure with Diomedes and his slightly dubious companions in 'Colourful Fields', the first scenario in the Quest book.

Sunday, 19 April 2026

Salute 2026 – A Return to the Biggest Stage in UK Wargaming

It has been a long time since I last attended Salute. My usual early-year pilgrimage is to Partizan, but this year a diary clash—combined with the ever-present grumbling over petrol prices—nudged me toward London instead. And what a reminder it was of just how big this hobby can feel.

First Impressions – Scale and Atmosphere


The first thing that hits you at Salute is the sheer size and scope. Arriving half an hour before opening, I still found myself joining an already substantial queue. While waiting, I struck up a conversation with a couple who had flown in from Dublin just for the event—proof, if any were needed, that Salute is truly international in appeal. Once inside, that impression only grew stronger, with a constant hum of different accents across the hall.

Held annually at the cavernous ExCeL London, Salute offers a vast mix of traders, participation games, and demonstration tables, both historical and fantasy/sci-fi. The latter had certainly grown in scope and variety since my last visit.

Salute is also a key launch event—many manufacturers time new releases specifically for the show.

Video of Quene
Waiting for the Doors to Open


The Trader Circuit – Focus (or Lack of It!)


Experience has taught me that discipline is essential at shows like this—without it, the shopping bill can escalate rapidly. Naturally, I ignored that lesson almost immediately.

My first stop was a beeline to Wargames Atlantic to pick up their new John book for Barons’ War. It’s less a traditional supplement and more a richly detailed treatment of the period. The inclusion of a Welsh army list immediately caught my attention and will feed directly into my planned refight of Edward I of England’s campaigns in Wales—more on that in a future post.

A very pleasant surprise was their newly released plastic Barons’ War command set, which proved impossible to resist.

Next came a visit to Heroics & Ros, where I picked up some test figures for a potential 6mm Eighth Army project. This was a good reminder of the value of shows: when buying online, you see the product, but you miss the conversation. The advice I received on vehicle choices and basing was invaluable—something you simply don’t get from a web order.

Inspiration on the Floor


One of the joys of Salute is the unexpected inspiration it provides. While browsing a display, I overheard two fellow gamers discussing a challenge they had set themselves: to build opposing tank forces for ‘What a Tanker!’ on a £25 budget. Inspired by one of the demo games, they were clearly fired up to try something new. It was a perfect example of how shows like this can spark fresh enthusiasm and ideas.

The Lard Zone and a Surprise Discovery


My next stop was the “Lard Zone,” home to the ever-reliable Too Fat Lardies demo games. As expected, the tables were excellent—visually striking and full of character.

However, the real surprise was the discovery of a forthcoming set of ancient rules: Vexillarius, written by David Brown. Designed for large-scale ancient battles, the game was being showcased on a beautifully presented table and immediately caught my interest.

Vexillirius

Display Battle - Magnesia 190BC

Display Battle - Magnesia 190BC

In fact, it caught my interest rather too effectively—I soon found myself purchasing a box of Warlord Epic Battles: Romans from Warlord Games, despite already owning multiple 6mm ancient armies. Proof, if any were needed, that Salute is dangerous territory for the unprepared hobbyist.

Final Thoughts


After four hours of walking, talking, browsing, and being thoroughly inspired, I finally made my way home—rucksack and bags noticeably heavier than when I arrived.






Some of the Historical Games on Display

Salute remains what it has always been: a vast, energetic celebration of the hobby. It’s a place to see the latest releases, meet fellow gamers from across the UK and beyond, and—perhaps most importantly—come away with new ideas and renewed enthusiasm.

A great day out. Exhausting, certainly—but absolutely worth it.