Friday 30 December 2022




 A long term project I have been working on.  54mm WW1.  We play using One Hour Skirmish Wargames.

Wednesday 18 August 2021

Underground tunnels.

 I really should have documented the building of these, never mind.  Last year I made a version of Patrol Lost on CDs.  Inspired by the success of that, I wanted to see if I could make another version but using 5" inch squares instead.


Below are pictures of our first game, the figures are all Tehnolog 54mm.  I buy them from a guy on Ebay.


The template bases are from Amazon, 30 in a box.  They caome with 30 4" squares as well, I'm waiting for inspiration as to what to use them for.  The floor tiles are simply thin card and the walls are a packing foam I acquired about 20 years ago from work when they put new PCs in.  Still have a large amount left.  A lot of my terrain is built with them.






We playing a game called Burning Sands.  I kept it simple each player had one leader and four minions.  They all started at seperate entrances to the maze and eventually all met up around the middle of the thing.  I'm amazed that happened.  I kept expecting one of them to wall himself of from the others, grab treasure and escape.

Wednesday 22 July 2020

Infamy

I got myself a copy of Infamy Infamy by the chaps from Toofatlardies.  Decided to make some scenery to go with my Romans.


Wednesday 17 June 2020

Tonight's painting project:

Friday 24 April 2015

8 years!

I cannot believe it has been eight years since my last update.  Well, things have certainly moved on since 2007.  We haven't played colonials for a few years now.  These days we play a lot of Songs of Blades & Heroes by Ganesha games.  At the beginning of the year Mars Attacks from Mantic was a must play.  For the last few weeks we've mostly been playing Lion Rampant from Osprey publishing.  A fantastic set of rules.  They give a quick, decisive and above all fun game.  We've been trying a fantasy version ourselves experimenting with increased armour for undead creatures versus shooting, which worked well.  elves we give Fleet footed through woods, you get the idea.

I hope to resurrect this blog and post some pictures of the games I play and share my hobby experiences.

Tuesday 12 June 2007

The Scramble for Mowabe

The following is the set of rules we are using to play out our current campaign. It is set in the late colonial period somewhere between 1880 and 1920. If they seem at all familiar it's because they are a derivative of Battlelore a commercial boardgame distributed by Days of Wonder and written by Richard Borg.





What do I need to play?


A playing surface gridded in hexes. We use a 6'x4' cloth marked in 5" hexes, this gives a grid of 9x15 hexes.
We play using 20mm plastic figures from a variety of periods and manufacturers.
An infantry unit consist of 8 figures.
A cavalry unit consist of 6 figures.
a unit of artillery or machineguns consists of 4 figures and one model gun.
Armoured cars, aircraft, etc. are represented by single models.


Getting your units on the table.


Prior to game start each player rolls 1D6 per unit he has. On a result of 5,6 that unit will start the game on the table. In one off games players alternate deploying one unit at a time, until all are deployed. If a player has a smaller force than the enemy he may pass deploying a unit. He may do this as many times as the amount of units difference there is between the two forces.
Once all units are deployed both players roll 1D6, the highest roller must move first. At the end of the third turn each player rolls to see if any more of his force arrives, again roll 1D6 per unit, on a result of 5,6 that units arrives. In order to deploy the unit, the owning player nominates one hex on his baseline and rolls 1D6:
1-2 placed in the hex to the left of the nominated hex.
3-4 placed in the chosen hex.
5-6 placed in the hex to the right of the nominated hex.
If the above would cause a unit to be deployed in an already occupied hex, then it must wait until the following turn to be deployed. Only officers may arrive in the same hex as another unit.


Victory conditions


Each unit lost by a player counts as a victory token for the enemy. In one off games calculate a third of each force, rounded down. The result is the number of victory tokens required for a player to win the game.


Ordering units.


Players alternate turns.
The number of command dice each player has depends upon how many officers his force contains. Each player will get 1D3 per officer on the table. Regardless of how many officers a player has he should nominate two of his dice as his 'doubles dice'. If he only has one officer, he nominates one of them as his command dice, the other is rolled to determine if a double is rolled. If the dice roll a double number, roll 1D6 and consult the following:
D6 = 1: Roll 2D3, the number rolled is how many units you may order. Issue an order to one foot group or cavalry group, all other units ordered must be adjacent to this one and of the same type, in a single group. Units ordered may move 2 hexes and still battle. Terrain movement and battle restrictions still apply.
D6 = 2: Roll 2D3 this is the number of red units only that may be ordered that turn.
D6 = 3: Roll 2D3 this is the number of blue units only that may be ordered that turn.
D6 = 4: Roll 2D3 this is the number of green units only that may be ordered that turn.
D6 = 5: Issue an order to 1 unit of your choice. The ordered unit battles at +1 for the entire turn.
D6 = 6: Issue an order to all units equipped with ranged weapons. These units battle twice, but can neither fire at point blank nor move. If you for any reason you do not command any units of appropriate to the double rolled, issue an order to 1 unit of your choice.

Foot units

Red foot units: May move two or move one and battle with 4D.
Blue foot units: May move two or move one and battle with 3D.
Green foot units: May move two and battle with 2D.


Mounted units


Red cavalry units: May move three and battle with 4D.
Blue cavalry units: May move three and battle with 3D.
Green cavalry units: May move three and battle with 2D.
Red foot units are well trained, regular troops.
Blue foot units are trained militia troops or veteran native troops.
Green foot units are untrained troops and generally native troops.
Red cavalry units are well trained, regular cavalry such as dragoons/lancers.
Blue cavalry units are trained militia troops or veteran native troops.
Green cavalry units are untrained troops and generally native troops.


Weapons


Breech loading rifle: Range 3 Hit on bonus: Yes
Magazine loading rifle: Range 4 Hit on bonus: Yes.
Carbine: Range 2 Hit on bonus: Yes.
Early Machinegun: Range 4 Hit on bonus: Yes. May not move and battle.
Late Machinegun: Range 6 Hit on bonus: Yes, at ranges 1-4 only. May not move and battle.
Bow: Range 2 Hit on bonus: No
Field artillery: Range 8 Hit on bonus: No. May not move and battle.
Heavy artillery: Range 10 Hit on bonus: No. May not move and battle.
Lance: Hit on bonus if moved this turn.
Sword & Spear: +1D in melee Hit on bonus: Yes


Artillery needs to spend one ordered turn stationary in order to set up ready to fire.
Red troops ignore the first bonus hit rolled against them. If not caused by adjacent enemy.
Crew served weapons ignore all bonuses rolled against them.
Dice results: 6 = Hit
5 = Bonus hit
1 = Flag
Each hit removes one figure from the target unit. Each flag result causes the target unit to fall back one hex per flag. If a unit cannot fall back due to it's path being blocked, it will lose one figure per flag result.


Officers/Leaders


A player gets one officer per 6 units he has in his force.
There amy be only one officer per hex.
Each officer present on the table gives the owning player 1D3 for issuing orders. Officers, if occupying the same hex as a unit allow that unit to use +1D6 when battling, supports that unit.
They are self-supporting.
If an officer is accompanying a unit when it is shot at he may become a casualty, the enemy players rolls 2D6. 12 = Officer removed from play.
If an officer is accompanying an officer that is engaged in melee he may become a casualty, the enemy player rolls 1D6. 6 = Officer removed from play.
If an officer becomes a casualty the owning player must deduct one pip from his subsequent command rolls, if two officers killed -2 pips, etc.
An officer that becomes stranded on his own due to the unit he is with being destroyed, may fall back towards his own baseline up to three hexes, if he cannot fall back due to impassable terrain or table edge he is removed from play. He may evade through friendly or enemy units. However if he attempts to pass through an enemy unit that unit will attack him, ignoring terrain cover benefits. If he ends his fall back in a hex containing an enemy unit he is considered to take control of that unit immediately.


Support


A unit is supported if it has at least two friendly adjacent units or has an officer in the same hex or is in a town hex or a fortified hex.. Units that are supported may ignore the first flag result rolled against them, they may also battle back at full effect against the enemy unit that attacked them.
They may however, not follow-up if they push the enemy unit back. If a supported unit receives two or more flag results and is not able to be pushed back, due to it's retreating path being blocked, it will receive a casualty for each extra flag result and will still be able to battle back.


Follow-up


If an infantry unit pushes back an enemy unit it may follow-up into the now vacated hex, it may not battle again. However if the infantry unit is a green native unit, it will always follow-up unless the owning player rolls 4-6 on a D6 to stop them where they are.
If a cavalry unit pushes back an enemy unit it may follow-up into the vacated hex and one hex beyond that hex and battle once more. It may not follow-up again whatever the result of the follow-up combat, terrain restrictions apply.


Terrain


TYPE EFFECT BLOCK LOS? MOVE IN & BATTLE?
BUA -2 in Yes No
Woods -1 in Yes No
Scrub -1 in Yes Natives yes, all others no.
Rocks -1 in No No
Fortification -2 in Yes No

Special Units


Armoured car
May move 3 and battle with 3D. Is self-supporting. Can only be killed by artillery or close
assault. Ignores all bonus hits. If hit is achieved roll for a critical hit. Reroll any hits, if hit again is destroyed.


Soft Vehicles
May move 2 or 3 depending on type. Counts as self supporting. If hit reroll hits:
1-2= Roll 1D per occupant/tow. 6= Eliminated.
3-4= Roll 1D per occupant/tow. 5-6= Eliminated
5-6= Vehicle and all occupants/tows eliminated.
Cannot enter woods. Takes one turn to limber/unlimber or embark/disembark. Foot units may battle on
the turn they leave the vehicle. Once completed remove the vehicle from the table.


Aeroplane
May move 5. To battle it may either drop a bomb on the hex it occupies, 4D effect or use it's MG 3Deffect up to 2 range. May only stay airborne for 6 turns, including the turns where it is not ordered.
After 6 turns it must land or leave the table, we place a small D6 on the base of the aircraft when it takes off to mark off it's turns. To land on the table two consecutive hexes of open ground are needed. If it lands the sequence of events is as follows: Land in first open hex and taxi to the second hex.To take off again the aeroplane needs refueling, this requires two turns in contact with aircrew/bowser. After refuelling aircraft may be faced in any direction and requires two clear hexes to take off. All the ground sequences require orders.


Boat
May move 2 hexes. Battling depends on how it is armed. It may only carry what the model can physically can carry.


Disclaimer: This BattleLore variant is not a Days of Wonder product, but has been created with permission of Days of Wonder, Inc. Some of the text and illustrations used herein may be Copyright © 2006-2007, Days of Wonder, Inc., All Rights Reserved. Not for Commercial use.

So, finally I've started my own blog. Let me introduce myself. My name is Mark and I'm a wargamer. I intend to use this space to catalogue my various gaming projects.