Showing posts with label Campaigns. Show all posts
Showing posts with label Campaigns. Show all posts

Monday, 23 February 2026

The Hidden Society - Mr Tonks

After year’ research and writing, 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 through Hengst's strengthened position at the milestone. With this in mind, he deployed his best troops at the centre and began his advance, his flanks covered by Galahad's 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 his risk-to-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.​​​​​​​​​​​​​​​​

Autumn's Respite: The Rains Come

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

"With September's turning came the rains, as if Heaven itself wept for the blood spilled upon British soil. The old Roman roads, which had borne legions in their pride, now ran with mud thick as porridge. No army could march, no siege could prosper. Both king and chieftain looked to their walls and their hearths, and welcomed winter's coming truce."

The autumn rains arrived early, and by mid-September the old roads had become clogged with mud, making the movement of men and supply wagons both difficult and dangerous. Arthur, though victorious in the field, proved unwilling to commit his forces to a siege so late in the season. Winter campaigns were the province of desperate men, and the British king was not yet desperate.

For his part, Hengst was content to sit behind the walls of Noviomagus, waiting for spring and the arrival of fresh ships from the homeland. His coastal fortress remained secure, his core forces intact despite the summer's reverses. He had lost the pretender Modred and failed to seize the old Roman road, but he had established a foothold in Britain that would not be easily dislodged.

And so, as the year turned toward the dark months, an uneasy stalemate settled over the southern coast. The campaign's first season had concluded.

From the Chronicle of Camlann:

"Thus did the year of blood draw to its close. The Dûrlingar held their coastal stronghold, the Britons held the road and the interior. Neither had won decisively, yet neither had lost all. It was a settlement born of exhaustion and autumn's rain—a peace that both sides knew would last only until the hawthorn bloomed white again."

The Chronicler's Reflection

I chose to end the first round of this campaign at this point, primarily because I lacked Dark Age fortifications in my collection—a siege would require resources I did not possess. Therefore, like Hengst himself, a seasonal break suited my circumstances admirably.

Coincidentally, this conclusion produced a strategic landscape remarkably similar to the historical Jutish settlements in post-Roman Britain: a foreign force established in coastal strongholds, the British controlling the interior, and both sides gathering strength for the next round of conflict when spring returned.

Jutes in Post-Roman Britain
The Jutes' holdings in post-Roman Britain. 


From Brother Aldhelm's final entry for the year 495:

"The leaves fall, the fires are banked, and warriors on both sides return to their halls. But swords are not yet beaten into ploughshares, nor spears into pruning hooks. When the spring comes, and the snow melts from the hills, the war will wake again. Until then, we wait, and we watch, and we pray."

The campaign continues...



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!​​​​​​​​​​​​​​​​



Monday, 15 December 2025

Ashes and Secrets - The Leopard Campaign Begins


I have finally begun my Leopard Campaign, inspired by the Portable Wargames Compendium and played—somewhat madly—on a modified Snakes and Ladders board. Traditionally the system is used for competitive two-player campaigns, but with a few small tweaks it works beautifully for solo play. The board generates narrative “fortune” events and strategic setbacks—perfect for civil-war skulduggery. 
Some information on the background to the campaign can be found here.

The Leopard

Orders from Plymouth


The opening entry of the campaign takes place in early March 1643. The Leopard—Royalist adventurer, spy, and occasional trouble-maker—is tasked with recovering a packet of papers hidden in the burned-out shell of Emmington Manor, east of Plymouth.

A favourable die roll landed him on a fortune square, giving him the option to delay departure and acquire aid. Rather than press his advantage and out-move the Parliamentarian patrols, the Leopard opted to recruit Joseph Widecombe, a Level-1 scout with an uncanny knack for avoiding trouble… or at least postponing it.

Marching Through the Mud


The ride to Emmington was quiet. Warm westerlies rolled in, softening the March weather but drenching the countryside with heavy rainfall. After several days of slow riding, the Leopard and his troop sighted the manor below—a charred ruin nestled in a muddy valley, its fields ruined and livestock long gone.

Dismounting, they advanced on foot. The yard was clogged with debris from the fire, and the thick mud made staying mounted a hazard. Muskets loaded, eyes sharp, the Leopard spotted shadowy figures edging through the distant fields.

The plan was simple: get in, get the papers, get out. Yet plans involving human beings seldom survive first contact. Isaac—still suffering from the previous night’s ale—slipped face-first into the mud, punctuating his fall with an enormous fart. The rest of the troop weren’t much better; every step was swallowed by the mud. 

Issac, take the ‘hair of the dog’ before the battle

Closing Net of the Militia


Despite the mire, the Royalists reached the manor just as the local Parliamentarian militia—led by the Hon. Samuel Massey—began closing in. Fallen beams and half-collapsed walls turned the interior into perilous terrain.

The Leopard crept into the manor itself, while his loyal companion Edgar, formerly a cryptographer and now his most dependable retainer, searched the outbuildings.

Extract from Edgar’s Diary — 3 March 1643 

Mistress Fortune favours fools and Clements alike. The yard is a bog, the house a tomb, and Isaac a menace to nose and nerve. I searched the barn first—old habits die hard; one always checks the margins. There, amid wet ash and pig-sties, I found a loose plank concealing a rusted casket. My heart leapt. But I heard shots then, close. The militia were upon us. I fear today will be an ugly day, and the papers we seek may be the least of our concerns.”

Shots in the Yard

Musketry erupted as the militia loosed a ragged volley. The Royalists returned fire with surprising discipline, scattering some of the greener conscripts. Tougher resistance came from the militia advancing through the fields—though here the mud proved to be an ally for both sides, slowing movement and blunting charges.

Inside the manor, the Leopard strained to free a heavy beam pinning an old chest. After a tense struggle, he succeeded, tearing free the bundle of documents. Objective complete… or so it seemed.

Ambush at the Rear 

The militia attack was only a distraction. Their leader, Samuel Massey, and a small group had circled behind the manor, cutting off the Royalist escape route. Widecombe was struck down almost immediately in the Parliamentary counterattack. Young Billy, seeking safety over valour, fell back to help hold the yard.

Only Maarten, the Leopard’s old comrade-in-arms, remained to block the surprise attack. He met the militia leader in a fierce sword-lock. Though evenly matched at first, Maarten slowly began to press the advantage—each blow struck with decades of battlefield experience.

Across the fields, Isaac—alcoholic haze finally lifted—managed to wound one of Coombs’s men. The skirmish devolved into a muddy melee, halberd against musket butt. Yet numbers now favoured the Royalists.

Fate delivered the final blow: Sergeant Coombs slipped in the mud, striking his head against a wall and collapsing senseless. With their leader down, the remaining militia broke.

The Royalists Escape


With the papers secured and the militia in disarray, the Leopard rallied his troop. Despite the mud, the confusion, the flatulent mishaps, and the ambush, the Royalists fought through and escaped toward their own lines. 

A strong start to the campaign—though danger came far closer than the Leopard had hoped. A couple of extra “turn cards” let the Parliamentarians tighten the noose, and despite the campaign rule limiting shooting while moving, the skirmish saw far more musketry than expected.

But in the end, the Leopard’s superior blades—and superior 

Wednesday, 5 November 2025

Mystic Britain - Chronicles of Blood and Iron: Spring 495.

Mystic Britain is my current Midgard campaign set in Arthurian Britain in the late 5th century. The background to that campaign, including the main factions in this alternative history, can be found here.

From the Annals of Caer Sulis as recorded by Brother Ashelm

 "In the year of our Lord 495, in the season when the hawthorn blooms white as bone, the shadow of the Dûrlingar fell upon our land. Hengst the Grim had crossed the waters from Vectis with fire in his heart and slaughter in his wake. The fords would run red ere summer came, and many a mother's son would find his rest beneath the cold river stones."

Spring of Blood: The Campaign Begins


Mystic Britain stands as a land fractured by competing loyalties and shifting allegiances. The coming war will test whether Arthur can unite these diverse forces against the encroaching darkness of the Dûrlingar—those fell creatures who have replaced the Jutes in our history's unfolding. The outcome promises to reshape the destiny of this turbulent realm.

For my inaugural campaign, I've chosen to play through "Modred's Coming of Age," set in the fateful spring of 495 AD. The previous years had witnessed increased Dûrlingar activity along the southern coast, but spring brought something far more ominous. Hengst, chieftain of the dark dwarves, crossed from Vectis with his host and established a fortified camp at Noviomagus (Chichester).

Arthur's spies brought word swiftly, and the British king understood immediately—this would be no mere raid. The months that followed would determine who wore the crown and whether the Britons would survive as a people.


First Moves

The campaign opened with Hengst dispatching his sons, Oasric and Penda, to secure a crossing over the Avon. Their orders were clear: find a ford, hold it, and prepare the way for the primary host. There, they would rendezvous with the traitor Modred and his men to launch a coordinated assault on Arthur's stronghold at Aquae Sulis.

When word of Hengst's advance reached Arthur, he responded with characteristic decisiveness. He dispatched his most loyal lieutenant, Sagramoor, to harry the crossing and deny the enemy their bridgehead. The Battle of the Bloody Ford

From the Chronicle of Camlann

"At the Bloody Ford did Sagramoor stand, with water to his knees and resolve in his heart. The Dûrlingar came in their hundreds, axes gleaming like winter stars, and the river that ran clear at dawn ran crimson ere the sun reached noon."

The campaign's opening engagement proved cautious on both sides. Neither commander wished to commit—and potentially lose—his best troops so early in the fighting season. The headstrong Galahad chafed at this restraint, eager to carry the fight to the enemy. Sagramoor eventually placated him with a compromise: Galahad would lead his cavalry across the river with all speed to threaten the Dûrlingar left flank, a role the young warrior embraced with enthusiasm and no small skill.

The Lines Clash

The British advance proved ponderous, and both armies suffered from poor coordination as their battle lines fragmented in the ford's treacherous currents. When the Britons finally launched their assault across the river, they achieved initial success—but the Dûrlingar line held. Then the berserkers struck, their axes carving through the British ranks and driving the attackers back across the bloodied waters.

On the British right, Galahad's cavalry had pulled the Dûrlingar line dangerously out of position as it wheeled to face the mounted threat. Rather than charging home, Galahad's riders unleashed their javelins and retired, leaving frustration and gaps in the enemy formation. The engagement remained inconclusive.

Galahad Attacks


Galahad threatens the Dûrlingar lines. 


The Death of Morfans the Ugly

As combat raged along the entire front, the Dûrlingar hero Ulfharlar threw himself into the melee, bellowing a challenge to Morfans. The armies parted as if by mutual consent, and the two champions stood alone in the stream, sword and axe at ready.

What followed was brutal and swift. Morfans charged with characteristic aggression, but Ulfharlar stood planted like an oak in the river's current. As the Briton champion Pellinor leapt to deliver his blow, the dwarf's axe found its mark in his opponent's side. The fight ended almost before it began. The Dûrlingar roared their approval and surged forward.

Morfans's death broke the spirit of the Britons around him. The Dûrlingar pushed them back across the river and gained a crucial flank overlap. The berserkers exacted a terrible toll on the British levies as the dwarven army surged forward. But on the right flank, fortune favoured the Britons. Galahad's cavalry continued to sow chaos without committing to melee, pinning the extreme left of the Dûrlingar line while British infantry closed on both front and flank. It became clear that this flank would soon collapse. The battle had become a race—victory would go to whichever side could break the opposing flank first.

After the Battle

A cautious engagement where both commanders held back their elite forces, unwilling to risk them so early in the campaign. The heroes showed less restraint, throwing themselves into desperate melees. Morfans paid the ultimate price—the only fatality among the champions. The battle also demonstrated the importance of Romano-British cavalry, a tactical advantage Hengst and his sons would need to counter in battles to come.

The Battle of Two Fords 

From the Annals of Caer Sulis:

"Twice did the rivers drink deep of Dûrlingar blood, and twice did brave Sagramoor harry them south. Yet pride oft goes before the fall, and the ravens whispered warnings that went unheeded."


Following his victory at the Bloody Ford, Sagramoor pursued the retreating Dûrlingar southward. Osric realised his surprise attack had failed utterly. To advance further, he would need reinforcements. He dispatched his brother Penda with the wounded back to their father's camp while he prepared to buy time by holding the Fords of Arun.

Soon, Sagramoor's battle lines emerged from the northern hills and woodlands.

Sagramoor had gained a powerful ally—Merlin himself had joined his retinue. The wizard proved cautious, warning that the ravens showed unfavourable omens until noon. But Sagramoor needed to maintain pressure on the retreating enemy. He ordered his army forward despite Merlin's warnings, placing his elite household troops, the comitatus, at the vanguard to storm both fords simultaneously.

Fortune smiled on the Britons, aided by Osric's poor tactical decisions. Still intent on preserving his best troops, the dwarf commander deployed his warbands in mixed bow-and-spear formations, hoping to blunt the British attack before committing his elite housecarls. The strategy failed spectacularly. The narrow chokepoints of the fords prevented Osric from correcting his deployment error once battle was joined.

The Dûrlingar warriors proved no match for the British comitatus. They were pushed back into their own housecarls, creating chaos in the dwarven ranks. The Dûrlingar line held briefly, but the warrior formations began to crumble under the relentless British advance. So, on both fronts, the defences collapsed almost simultaneously as British reserves moved forward to support the assault.

The Lines Clash

The Dûrlingar Warriors are no match for the Briton Elites

The Challenge

In desperation, Ulfharlar challenged a British champion to single combat, hoping to buy time for a retreat. His challenge was accepted, but this tim,e luck abandoned the dwarf hero. He fell into the blood-red river, adding his own lifeblood to the waters.

Osric, recognising that both fording points were lost beyond recovery, ordered a withdrawal. Rather than retreating directly to his father's main camp, he chose to follow the old Roman road to the coastal town, hoping to regroup and receive reinforcements there.

The Battle of the Old Road


Sagramoor, flush with victory, decided not to wait for support. He occupied the hills beyond the coast, positioning his army to block any Dûrlingar movement inland. Here he would await reinforcements before launching his final assault. But in this decision, he surrendered the initiative.

Osric, now reinforced by the young pretender Modred—Arthur's cousin and, to many, the rightful king—prepared to counterattack. Modred brought cavalry with him, providing the scouting and flank protection the Dûrlingar desperately needed. More ominously, Osric had gained supernatural aid: ancient, unknown warriors from ages past, ghostly shapes filled with relentless hunger for destruction. These undead would lead the assault.

From Brother Aldhelm's Chronicle:

"On that day, God and fortune both turned their faces from the righteous. The dead walked, and the living fell before them like wheat before the scythe. Even brave Galahad, unhorsed and with his standard in the dust, could not turn the tide. Sagramoor learned that victory's sister is often defeated, and they are twins who walk hand in hand."

Some days, luck simply abandons you. The gods turn away, and Lady Fortune shows her cruel face. This was such a day for Sagramoor.

As the undead crashed into the British lines, his men seemed to lose all will to fight. Shockingly poor fortune drove them backwards onto their supporting ranks. With limited room to manoeuvre between the hills, the Britons found themselves trapped and unable to seize the initiative. Slowly but inexorably, they were pushed back off the right-hand hill where their main force crumbled.

The Undead enter the Campaign
Death Arrives Causing Panic Amongst the Britons


In desperation, Galahad led his cavalry in a crushing charge against the Dûrlingar right wing, driving them back. For a moment, it seemed the tide might turn. But then disaster struck—Galahad was unhorsed, his standard falling to the ground. With that sight, British morale shattered completely.

The day was lost. All that remained was to extract the surviving forces and regroup. As June passed into the hot summer months, the Dûrlinga once again held the initiative.

Observations from the Spring Campaign


These three battles revealed important tactical lessons:

The first engagement demonstrated the crucial value of light cavalry. Galahad's horsemen crossed the ford before the battle lines closed, becoming a constant thorn in the Dûrlingar flank—threatening, harrying, disrupting—without ever committing to decisive combat.

The second battle exposed the dangers of poor deployment. Osric's mixed formations failed to achieve their intended purpose, and the confined battlespace prevented him from adjusting his strategy once combat began. The engagement was lost before it truly started.

The third battle proved that even a strong position and a winning streak guarantee nothing. Luck can be a faithless mistress. Perhaps Sagramoor should have had a contingency plan, but the day simply belonged to the Dûrlingar—they owned the dice godsfavour or completely.

One observation applies to all three spring battles: the campaign system encouraged commanders to carefully husband their elite and limited forces. The fact that Osric lost a unit of housecarls and a berserker band at the Bloody Ford may have unconsciously influenced his overly cautious deployment at Rwo Fords.

From the Chronicle of Camlann:

"Thus passed the spring of blood, and summer came with its heat and its harvest of sorrow. The Dûrlingar, emboldened by their victory at the Old Road, marched up the ancient Roman way toward Arthur's very capital. The true test was yet to come."

Now the summer season has begun, and the Dûrlingar once again hold the initiative, marching up the old Roman road toward Arthur's capital at Aquae Sulis. The fate of Britain hangs in the balance.

The chronicler's ink runs dry here, but the war continues. More tales of blood and valour await the telling… here


Monday, 1 September 2025

Enter the Leopard – Swashbuckling in the English Civil War

Meet Edward Clement, better known as the Leopard – spy, adventurer, diplomat… and perhaps a forgotten pretender to the English crown. He is the star of my forthcoming Pulp Alley campaign set during the English Civil War, and he promises to bring cloak-and-dagger intrigue to the smoke of musket fire.


Edward Clement, aka The Leopard, spy, adventurer, diplomat
 and a forgotten pretender to the English Crown.


But where did this character come from?

The seed was planted when I stumbled across Hans Holbein's famous painting of Sir Thomas More and his family. In the background, half-hidden in a doorway, stands a mysterious young man clutching a scroll. The art historian Jack Leslau argued that this figure was Dr. John Clement, husband of Margaret Giggs, More's adopted daughter, and, more controversially, that Clement was in fact Richard of Shrewsbury, the younger of the lost Princes in the Tower. 

Thomas More and Family

Thomas More and Family with Richard of Shrewsbury
in the doorway to the right.

That idea lit my imagination. What if a descendant of Clement survived into the seventeenth century? A man of mystery, royal whispers in his bloodline, stepping into the storm of the Civil War? Thus, Edward Clement – the Leopard – was born.

The Leopard's Story


Edward Clement was educated in the Low Countries and at Cambridge before entering Prince Rupert's service during the Breda campaign of 1637. When Rupert sailed for England in 1642, Edward followed, quickly catching the attention of Edward Hyde, one of Charles I's most trusted advisors. 

Court gossip puzzled over his sudden rise. Whispers of noble blood surrounded him, but Hyde saw only a helpful agent – if one with dangerous ambitions. By 1642, the Leopard had become an indispensable spy, navigating the murky shadows of the King's quarrel with Parliament. 

In early 1643, he was dispatched west to aid Sir Ralph Hopton, taking up the role of chief intelligence officer. There he crossed swords with an old nemesis: Aaron Bell, the fiery Puritan preacher who had sworn to unmask him.

The Fellowship of the Claw


Of course, no pulp hero stands alone. The Leopard commands a league of loyal companions known as the Fellowship of the Claw – a ragtag band of allies, rogues, and survivors.
  • Young Billy – a nimble-fingered street urchin with quick hands and quicker charm. 
  • Fletcher – the Clement family's old gamekeeper, a deadly shot when sober, a liability when not. 
  • Edgar – the family's secretary and fixer; once a courier of secrets and master cryptographer, now a dangerous old man who knows everyone's business. 
  • Maarten van Asbeck – a bastard son of a Dutch noble, long-time comrade of Edward, hardened by the Thirty Years' War. 
  • Milo Crumb – the hapless adventurer, often lost, often in trouble… and yet somehow always stumbling into discoveries, such as the coded Parliamentary note he found when his head struck a low beam. 
It's a cast straight from the pages of a penny-dreadful – perfect for pulp adventures.



The Leopard and the Fellowship of the Claw, from the right, Billy, Fletcher, 
Edgar, the Leopard himself and Maarten. Milo had fallen into a hole.


Bringing the Leopard to Life 


This campaign utilises Pulp Alley with only minor tweaks, many of which are inspired by the excellent community on the Pulp Alley Facebook group (special thanks to Ira Gossett and his Three Musketeers adaptation).

The Campaign Board

The backbone of the story will be a custom Snakes and Ladders campaign board. Each die roll pushes the Leopard and his companions closer to their ultimate goal – but hazards, detours, and dramatic trials lurk along the way.

The Scenario Generator

Initially, I wrote a dozen full scenarios to be played in random order, but that proved too rigid and sometimes broke the narrative. A sprawling table system followed, but that became clumsy and overcomplicated.

The final version is much sleeker: a single 3D6 table that generates mission, location, primary objective, and complications all at once. Optional tables for minor plot points and enemy leagues add spice to the game. The result feels flexible, surprising, and – crucially – keeps the narrative flowing.

Testing is underway, and I'll share the draft ideas soon. 

Enter the Leopard


The Leopard is ready to stride into history – rapier in hand, cloak billowing, secrets close to his chest. Over the coming weeks, I'll be posting more about the campaign's mechanics, introducing some other characters, including the stunning and cunning Amelie St. Simon, a noble spy, and her reckless brother, Andre. Then, the villain of our campaign, Aaron Bell, the Preacher, is a Parliamentarian spymaster with hidden ambitions. These introductions will be followed by a series of battle reports where Edward Clement and the Fellowship of the Claw take the stage. 

Adventure awaits. Will the Leopard rise as a hero of the King, or fall as another forgotten pretender? For the first chapter in a story, press here.

Maarten and Katie
Maarten and his love interest, Katie Reed. 
One-time prostitute now a kicken maid in Lady Hopton's household.




Saturday, 12 July 2025

Mystic Britain: Chronicles of Blood and Iron:


In November 2024, James Morris unveiled Midgard Heroic Battles, a game that merges historical and fantasy battles featuring iconic heroes and leaders. This exciting release has sparked inspiration for my Mystic Britain campaign, set in a dark age Arthurian world infused with intriguing fantasy twists.

As we look ahead, the stage is set for a gripping saga that unfolds in the fifth century. The narrative begins with dark dwarves known as the Dûrlingar, who replace the historical Jutes. These exiles arrived from the North on iron ships, landing on Thanet Island. With their fearless leaders, Hengst and Horsa, they embarked on a campaign to conquer Kent and Southern England.

The Timeline

The timeline unfolds in five captivating phases or campaigns, each based on my original concepts that intertwine 'historical' events and elements inspired by Bernard Cornwell's Winter King trilogy.

Decade of Conquest

In the initial phase, spanning from the 449s to the 50s, the Decade of Conquests began as Hengst and Horsa forged an alliance with an enigmatic group known as the Witches of Tenet (Drýgmál). However, anticipation builds as Horsa meets a tragic fate at Aylesford, his death trailing whispers of betrayal during negotiations with Briton warbands. This pivotal moment will shape Hengst's resolve to lead their warbands in a quest to subjugate the native populations, setting the stage for the Age of Arthur.

Hengst and his Sons
Hengst and his Sons land at Chichester. Spot the family resemblance. Figures painted by Matt Slade


The Last Roman

In the following years, from the 460s to the 70s, the 'last Roman' Ambrosius leads a counterattack. This last representative of the Roman government rallied the Britons alongside the Western Tribes and launched a series of decisive attacks along the Thames valley. The alliance succeeded in halting the Dûrlingar's advance and establishing Ambrosius as the first Dux Britannorum.

Arthur

As we move into the years 475 to 85, the young Arthur is poised to become a centrepiece of our epic tale. Following the mysterious disappearance of Ambrosius during a campaign against the Picts, the Britons declared Arthur the guardian of Ambrosius's young son, Modred. Tension will rise as the Dûrlingar are defeated at Mont Bandon, yet they continue to gain strength in the east and along the southern coast. Arthur embarks on the ambitious project of founding New Avalon and harnessing the tribal structures to forge a New Rome.

Modred - Comes of Age

From 486 to 93, Modred comes of age and challenges Arthur to his claim to the throne. Anticipation builds as Modred allies with the Dûrlingar, launching an invasion from their stronghold on Vectis into modern Hampshire, marking the beginning of my first campaign.

Arthur and his Command
Arthur and his Inner Circle on the Eve of Hengst's Invasion

The Faction of Mystic Britain

At this stage, many factions remain underdeveloped, but the foundations are laid for a rich tapestry of alliances and rivalries. Among those involved will be:

The Britons, heirs to the Romano-British civilisation, whose unity is fragile as they rally behind Arthur's banner but grapple with their tribal ambitions.

The Western Tribes, who remain fiercely traditional and cautious about Arthur's growing influence, yet join forces to safeguard their lands and their mystic culture.

Mordred's followers, who have chosen to ally with the Dûrlingar in a bid to reclaim his throne, are anticipating the ramifications of such a duplicitous alliance.

The Dûrlingar, a formidable race of dark dwarves, led by Hengst and the influential Oiscingas dynasty, now dominate much of southern and eastern England.

The Witches of Tenet (Drýgmál), whose ancient coven wields powerful sorcery, are poised to influence the tides of conflict with their mysterious abilities.

Picts of the North, whose ambitions for land in the North could bring them into the fray.

The Druids, who possess ancient magic and serve as guides and healers, stay ever present in the shadows. However, they look to regain their rightful place amongst the tribes of Britain.

The Shadows Whisperers are rumoured to be otherworldly entities living in the West, perhaps remnants of exiled tribes or mythical beings, adding layers of intrigue to the unfolding saga.

The Saxons, though less dominant than the Dûrlingar, still play a role in the conflict, either seeking personal gain or offering their services as mercenaries to the dwarves and Britons.

Whats Next

Mystic Britain is set to be a land rife with fractured loyalties and shifting allegiances, creating an anticipatory atmosphere as the factions pursue their visions of survival and domination. The unfolding war will hinge on whether Arthur can unite these diverse forces against the encroaching shadow of the Dûrlingar, with the outcome promising to reshape the future of this turbulent land.

For my first campaign, I have decided to play. Modred's 'Coming of Age' is set in the spring of 495 AD. The previous years had seen increased activity along the southern coast, and in the spring of 495, Hengst, with his army, crossed from Ynys Weith/Vectis and set up camp at Noviomagnus (Chichester). Observed by Artus spies, the British king knew the next few months would be more than just another raid but a fight for his crown and the fate of the Britons.

First Moves
The campaign opens when Hengst dispatches his sons, Osric and Penda, to find a crossing over the Avon and secure the bridging point for the main host. Here, he would meet with Modred and his men to start an attack on Arthur's stronghold at Aquae Sulis. 

Once Arthur obtained news of Hengst's advance, he dispatched his loyal lieutenant, the Moor, Sagramoor, to harry the crossing. 

To follow the campaign press here.












Wednesday, 12 February 2025

Pulp Alley & The Leopard

I recently finished my Tomb of the Serpent campaign. My next project is the Spectacular Adventures of the Leopard, a swashbuckling skirmish game set during the English Civil War. I have already played a test game, The Wayward Messenger, using the 7TV system. However, before setting out on this project, I decided to review what rules were available and which best suited my needs. Finally, I decided to use Pulp Alley. So why am I using a set of rules designed for the first half of the twentieth century for a historical skirmish game? As the Pulp Alley authors made clear, the Pulp genre included a wide range of environments, including gangsters, superheroes, fantasy, horror, and pirates, to name a few. So, in this first missive on my Leopard project, I will examine the rules I have looked at and why I went for Pulp Alley. As you will see, this is a very personal choice that fits my circumstances.

Leoprad Cover
The Leopard, Aurelia St Simon and Aaron Bell (The Preacher)



Seventeenth Century Skirmish Rules. 

There are several good rule sets dedicated to the swashbuckling period, such as Flashing Steel, Glorie, and En Garde, to name just a few. All these games provide an excellent narrative for my campaign, but none are designed for the solo wargamer. Also, why I love collecting and reading rules; for my day-to-day gaming, I try to keep to a handful of core rules. Therefore, I decided to have a set of skirmish rules that  I could use for Indiana Jones-type adventures, gangsters in the 1930s and classic sci-fi settings. This led me back to the Pulp genre.

Pulp Rules - Cost 

In recent years, the pulp genre has become rather crowded with rules. Compared to other periods, all these rules can be obtained cheaply. Most have a free version or can be downloaded cheaply from Wargames Vault. 

Also, the figure count is usually less than a dozen, and most figure rules are agnostic in what figures can be used. Pulp Alley and 7TV have figure ranges, but they are unnecessary for playing the games.

Various supplements, scenarios, and cards add additional costs. Pulp Alley and 7TV have the most support for their games, so more supplements and cards to add to the core game. If you decide to go 'all in' with cards and supplements, this makes them the more expensive end of the spectrum.

The most significant cost is the need for nice-looking terrain. However, card buildings are available, and with careful planning, MDF and resin buildings can be used for other games.

Pulp - The Rules

Here is a brief summary of the rules I have examined. Click on the rules picture for link to the rules.

7TV (Crooked Dice)

7TV Rules

7TV was designed to pay tribute to 1960s and 1970s television, focusing on campy adventures from fantasy to science fiction. Initially, each genre had its own supplement, but in 2023, Crooked Dice produced a core rulebook and now concentrates on producing serials (scenarios) that reflect the TV shows of the era.

The gameplay emphasises thematic missions and cinematic effects. Players build “casts” of characters using customisable archetypes. These are played on a set where the game recreates a TV episode. This can lead to odd play; for example, the set can move due to continuity errors.



Fistful of Lead (Wiley Games)

These rules are simple and quick to learn, perfect for fast-paced pulp action. They focus on minor skirmishes with individual character actions. The action deck (standard playing cards) mechanic introduces randomness and variety. The game offers flexible genre support, including Westerns, noir, and pulp sci-fi. Experimental solo rules, which are free to download, have been produced. Although their strength lies in multi-player games where they can handle numerous players (c. 10) without the game getting bogged down.

However, Fistful of Lead does not produce a deep storytelling experience, and the characters are underdeveloped for my tastes. I also found them challenging to customise for my Leopard adventures, although several genre/period supplements are available.

Perilous Tales 

This cooperative skirmish wargame centres around horror and exploration, perfect for Lovecraftian or supernatural pulp settings. The procedural scenario generation and simple yet thematic rules create cinematic challenges and a story-rich encounter, and they are specifically designed to support solo and cooperative gameplay.

Character design is limited because it is driven by predefined templates, which limits the customisation of games outside the horror genre. While all the games in this list are designed to create cinematic cliffhangers, in this instance, the mechanism that produces the excitement seems random, making tactics less critical than other pulp games. However, as a free game that introduces someone to pulp or for solo play, these rules are a winner.

Pulp (Osprey)

Pulp is one of the latest entries in the pulp stable and part of the Osprey Blue Book of wargames. Like all Osprey publications, the rules are cheap and well-produced. The rules offer a fast, streamlined game that is easy to learn, making it a good entry-level game. However, in terms of simplicity, the rules have lost depth in customising the characters, who are limited to archetypes.

Therefore, they miss the full storytelling potential of the genre with limited narrative depth and minimal customisation of characters.




Pulp Alley

Pulp Alley provides deep narrative gameplay, using dice and card mechanisms to represent plot points and random events. Together, these components produce an easy-to-learn game that is difficult to master. As I mentioned, the rules are designed to be highly customisable and fit with the variety of pulp genres. Character creation is good, although I would like more depth added to the character's background.
The game has solo rules and a unique card deck that produces engaging and exciting games, and it has one of the best dedicated communities of any game. The authors produce weakly, at least, videos to support their creation. While the cost is moderate if you want to purchase the cards (downloads are available), it provides an immersive experience into the world of pulp.
  

Comparing Pulp Rules


The rules choice is personal and designed to meet your or the club's needs. Therefore, the list below is designed to meet my gaming needs. I have considered the following factors: Narrative, Complexity ( I like simple to moderate rules), Flexibility, Solo play, Costs, and game/community support.

Narrative

My games must produce a good narrative that could make a good short story. In this category, Pulp Alley, 7TV and Perilous Tales edge this for me. The card mechanics in the first two add much narrative depth to the game.


Complexity

None of these games is particularly hard to learn; most are moderate to low in complexity. Boardgame Geek rates them in the mid-2s out of a total of 5. Fist Full is Lead, and Perilous Tales may have simpler systems.


Flexibility

Pulp Alley and 7TV can support any pulp genre. Pulp Alley nudges this category because 7TV's scenarios are more scripted.


Solo Mechanism

Only Pulp Alley and Perilous Tales have dedicated solo mechanisms. The other games' systems focus primarily on competitive skirmishes, so solo players must develop their own systems.


Cost of Entry

As I mentioned at the opening of this blog, the cost of entry is relatively low for this genre. 7TV is the most expensive, although they have merged most of the genre into one core book, reducing costs. Pulp Alley offers a lot of free stuff, but it will increase if you want to buy the cards and other add-on costs. For those on a tight budget, Perilous Tales and Fist Full of Lead, with downloadable rules and a few add-ons, have the edge on costs.


Support

One of the oddities of solo Wargaming is that you still want to feel part of a wider community. Therefore, online support is an essential aspect of the game for me. Support includes activity communities, forums, and online engagement. In this respect, Pulp Alley wins out with its Facebook community, weekly videos, and games.


Conclusion

Pulp Alley was the final choice for playing my Leopard campaign because of its flexibility. I only had to make minimal changes to reflect seventeenth-century technology, its solo-play capabilities, and the production of a strong narrative. In my Tomb of the Serpent campaign, the characters became more 3-dimensional as the story progressed. However, here, I had to design my own adventures, so I wanted a clearer picture of the background of my main characters. How the Leopard, his friends and foes came to life will be the subject of the second blog in this project. 






Tuesday, 14 January 2025

Workbench 2025

Well, it is time for my self-indulgent post, where I quickly review my activities this year and look forward to the forthcoming year with its usual bucket full of projects.


Workbench Graphiv


2024 Review

Overall, I have been much better at getting games to the table this year, playing fourteen games. This meant more blog activity, which has started to attract a form of following. As usual, I became distracted by some new rules and periods. Midgard, Rangers of the Shadow Deep and the Dystopian Wars are the most notable. Whilst I try to stop myself from launching into new rules and projects, I just cannot help myself. A common affliction for most wargamers and something I will have to live with and the storage problem this involves. 

I have also been ruthless in trying to reduce my games; this includes Saga, Dystopian Wars, and Spaceship Gothic. These are not bad games, but they are the ones that appealed to me the least. A gull that I hope will become part of my gaming. 


Looking Ahead

In 2025, the idea is to concentrate on 4 projects.

  1. Pulp Alley and the Adventures of the Leopard. My Tomb of the Serpent campaign ended in December, and the Mace Institute will take a break for a while. The next campaign will follow the adventurers of the Royalist spy, the Leopard. The events will follow on from my test game, the Wayward Messenger
Leopard takes on All

The Leopard takes on Parliament’s troopers in the ruins of Wythboune Abbey.
  1. Midgard. These rules came out late in 2024, but I had played them at Britcon and liked their versatility, so after playing a few test games, I will put some campaigns together as part of James's campaign test environment. At the top of the list are Mystic Britain (Arthur versus some Dwarf invaders) and the Great Army of the 870s. Later development will be in my Shadow Wars setting, the Anarchy 1138-53, and when gods clash before the walls of Troy. However, these are painting projects for 2025.
  2. Super Mission Force. My superhero campaign against the master of the gene, DNA, will end early next year. This will be replaced by a superhero adventure in a Stempunk London of the 1880s. This is an attempt to get some use of figures that have been set on the self for a couple of years. An objective that pervades my Leopard and Midgard projects as well. 
  3. Simulations. These are epic historical clashes played on the tabletop. The following are planned for next year.
    1. Mark Backhouse has produced and supplemented his Strength & Honour rules, which handle ancient warfare between Alexander and Hannibal. I have had some old 6mm miniatures for some time, so I will rebase and redeploy them. The Battle of Pynda is the first on the list.

The Macedonian Phalanx prepares to receive the advancing Roman Legions.
    1. I will continue to work through the War of the Roses battle with a refight of Tewksbury.
    2. My Peninsula battles project moves slowly forward, and Vimeiro is the first conflict to be played.
    3. I am planning a semi-historical rematch of the Lucknow campaign during the Indian Mutiny. Here, the Sharp Practice rules will be used to fight the engagements. Therefore, I am not looking at big battles but large skirmishes and trying to capture the strategic and tactical decisions.

Ad Hoc Adventures

Kiss Me Hardy, one of my favourite games, will take a break this year. I am awaiting the second edition, and in the meantime, I have decided to use a 1:700 scale, so there is a bit of modelling to do. Several single or small squadron actions will be attempted as the new fleet grows.
Rangers of the Shadowdeep, with its low cost and quick setup time, will be one of the main short games for 2025 as I continue with the adventures of Thalia Songweaver. In addition, a new fantasy city game, Traitors of Troll Gate, is due for release, which will serve a similar purpose. 

Big Projects.

Crusader battle is my attempt to adapt Strength & Honour to the first century of the crusading enterprise using some old 6mm figures. The other big project is researching the Italian Wars from 1494-1559. This is mainly a research project for 2025, but the ultimate aim is to refight some of these battles with some old 6mm I inherited from somewhere.

The Blog.

This blog has mainly focused on battle reports, which will remain because I like to write a narrative about my wargame adventures. However, I want to add more depth by reporting on my various projects in development and some of the campaign mechanisms I plan to use. In addition, I hope to do a few more rules reviews and, if I can get the download function to work, offer some download scenarios, etc.

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 wi...