Wednesday, April 8, 2026

Painting Update - WWII, Trench Crusade

Here's another update with what I've been painting.


I've been coaxed into joining a Trench Crusade campaign by a friend and some other local gamers. I wasn't really interested in the rules, but they seem to put on a fun enough game and I haven't played anything campaign-based in a while (maybe I can get them interested in some Blood Bowl?). I put together a Trench Pilgrim warband using the St. Methodius subfaction, as I liked the big mech-like Shrine Anchorites. 

The above features the warband's two Elite choices, a War Prophet and a Castigator. The two other unique models are a Shrine Anchorite and a Stigmatic Nun.


The rest of the warband consists of a few Trench Pilgrims and a couple Ecclesiastical Prisoners. 


I've also been working on the Germans for the Chain of Command campaign. Above is a standard infantry squad. It's smaller than the American squad by a couple of riflemen, but has an integral light-machine gun. 

Wednesday, April 1, 2026

Bits and Gits - Space Gits AAR

Recently I was delighted to hear that a local club was going to be running a Space Gits event, where you could show up, build a few gits, and play. As it's part of my 6x6 challenge and I had some gits painted, I showed up to get a few games in. 


Both games were simple affairs using the quickstart rules - three orcs each, either with blasters and headbutts or pistols and hand weapons. 

The goal was to collect as many bottle caps as possible either in 30 minutes or when everyone was knocked out. 


The biggest draw of the game is its dexterity-based gameplay. Players move and shoot in the direction that the dice roll, representing drunken orcs stumbling around and firing wildly. Even damage is represented by dice towers that have to move with the orc they're attached to, and if the tower falls over, the orc drops to the ground, drunk and inchoate!


It's definitely not a serious game, and you have to be in the right mindset for it. There's going to be a lot of eyeballing whether a die is aligned with an orc you're shooting at, or if you've got to fudged a little movement. 


Hilariously, we had to move over to a side table in the second game, which meant a reordering of the table and a tarp that made moving way harder! Apparently our orcs chugged a few more beers during a smoke break...


I'm hoping to play more games soon! Since games should only last 30 minutes on average (and will likely end sooner), you could easily run a campaign in a single day. 

Wednesday, March 25, 2026

Big Day - Fire in the Sky AAR

This past weekend was Cold Barrage. While I wasn't able to make it to Saturday, I had decided to volunteer as a gamemaster on Friday, running Fire in the Sky.

Amazingly, three people decided to sign up! We had enough time to run through three scenarios from the rulebook with some slight modifications. 

First, I ran the players through a quick history of Operation Argument (or Big Week), then a quick walk through the rules. After answering some questions, we hopped into the first scenario: Rolling Thunder.


The Allied player started with three squadrons of P-47s, defending three squadrons of B-17 bombers. The Germans have two ME-109 squadrons (one of which has one-shot rockets attached) and one FW-190 squadron. 

The Germans appear randomly (both in time and deployment space) behind the B-17s, with one squadron starting on the table. 


The initial German attack was successfully, with the rocket-equipped Me 109s knocking out two B-17 sections before being wiped out in return.

Unfortunately, Lady Luck seemed to be against the Germans in this scenario. While they managed to shoot down a couple of B-17 sections, the Germans were eventually either shot down or had to retreat. The Americans claimed a solid victory. 


The second scenario, Zerstorer Ace, gave the Americans three P-51 squadrons, while the Germans would be attacking with two Me 109 squadrons and one Me 410 squadron. The Me 410 squadron leader was also an Ace, which meant his could reroll failed Firepower rolls and Saves and could modify his Special Ability die roll by plus or minus 1.

This was another uphill battle for the Germans, as their activation cards saw them go in piecemeal against the Americans and were picked off. The slower Me 410s were the last to go in, but their anti-bomber guns and rockets weren't enough to shoot down the amount of B-17s needed to even the score. 

Which meant another American victory!


I decided to change things up for the final game and skipped to the Dora Dora scenario. The Americans had two squadrons each of P-47s and P-38s (my favorite twin boom plane!). The Germans originally had three squadrons of Me 109s, but I swapped squadron out for two squadrons of FW 190s. 

For this scenario, the Germans could deploy their squadrons as they pleased. 


During this scenario, the Germans had better luck with activation cards. They also spent a good amount of time circling around the American formation in a large group, rather than approaching by separate squadrons. 


It was during this third game that the Germans solidified a potentially devastating tactic: get in close, wait for the Americans to approach, then use a Reaction to slip towards the B-17s and then attack. This led to one squadron of B-17s being wiped out!

However, the American players still had Lady Luck rooting for them, and while this was the closest game of the three, the Americans still scored more victory points by the time the last German squadron was cleared from the skies.  

Overall, the players said they had fun and one (a board game designer working on his own strategic-level game focused on the 8th Air Force!) commented on how the game had enough period-specific distinction to feel correct. I was also complimented on my work with the miniatures, which was very kind.  

I feel like I have a handle on teaching the rules. I have two immediate improvements that I know I have to make: 
  1. I need to make the German players more aware that they can use their Reaction to beeline towards the B-17s (they just can't attack them during the Reaction)
  2. Squadron Leaders are NOT needed to perform combat actions such as Side Bounces, Rear Bounces, or Focused Attacks. This stemmed from me extending the condition that Squadron Leaders are needed to fight head-on for zero action points, or are needed in order to attempt Reactions, to other complicated aerial maneuvers. 
I also need to redo the unit labels, as I messed up some of the plane designations. A friend also suggested adding Axis and Allied symbols to the labels for better recognition on the table. I did this in marker before the game, but proper symbols would be an improvement. 

That said, I believe I have a good enough handle on the rules that I plan on running more games this year, and can hopefully make this a successful 6x6 goal. 
 

Wednesday, March 18, 2026

Painting Update - WWII

 I'm back with another painting update! 

1:100 scale World War 2 American infantry, including platoon commanders, a sniper team, additional BARs, and bazooka teams.

I've continued apace with the 15mm WWII project for Chain of Command. Two more infantry platoons have been finished, in addition to the platoon commanders, a Sniper Team, additional BARs (which are an option for the American player to add to their infantry squads), and two bazooka teams. 

1:100 scale World War 2 American infantry. A medium machine gun team and a heavy machine gun team.

I also completed a medium machine gun team and a heavy machine gun team. 

1:100 scale World War 2 American infantry. Three engineering teams.

These are a trio of engineering teams that represent options for the American players to help clear German defenses.

1:100 scale World War 2 American infantry. A light mortar team and a heavy mortar team.

The Americans can also bring a light mortar team and a medium mortar. Technically only the heavy mortar's forward observer is on the table, but I put together a heavy mortar base as a reminder for players that it's available.

1:100 scale World War 2 American tanks. Three Shermans.

Four M4 Shermans are the last of the American models to work on. No fancy versions here, as the only enemy armor in the campaign are a pair of Marders on one table. Their main concern will be anti-tank guns, panzerschrecks, and panzerfausts.

Wednesday, February 11, 2026

Painting Update - Atomic Tank, Space Gits, WWII

Here's my first painting post of 2026! I had to delay a bunch of varnishing, as the temperatures haven't gotten above freezing for some time now. 

Having finished the Robot Legions models from the Atomic Tank starter set, I moved on to the Galacteers force. Above is a pair of Heroes, a trio of Missile Tanks, and a Mobile Command Center

And to round out the force are Heavy and Regular Infantry Units and a pair of the titular Atomic Tanks.

I've also painted a small gang of Orcs for Space Gits with basic equipment. A local club is planning for a campaign in a few months, which is convenient! 

My main project for the first half of the year is to paint American and German platoons and assets to use with the 29 Let's Go! pint-sized campaign for Chain of Command. The above is one of three American infantry squads in 15mm. 

Wednesday, February 4, 2026

Brought to Heel - Wrath of Achilles AAR

With much of the mid-Atlantic states locked down by snow and ice, the local gaming club had to cancel the planned game. I reached out to Rocky and asked if he wanted to play at his place. 


He agreed, and brought out a ruleset of his that I haven't had a chance to play yet: The Wrath of Achilles. Specifically designed to play out the Trojan War, it has plenty of chrome (interventions of the gods, prayers, very specific units for Homer's characters). The game doesn't use dice, instead relying on chit draws of various types of metal in increasing worth. And it's best suited for two players, which means Rocky doesn't get to bring it out very often in group settings. 


I decided to take command of the Trojans, with Rocky leading the Achaeans. This battle was set early in the war, with all the major personalities present. The hordes of Achaeans had plenty of units with big shields, while the less-numerous Trojans had more units with slings and bows incorporated. 

The game would end if either side lost eight units or their camp (for the Trojans, the gates of Troy). 


As the Trojans, I pushed hard to control the hills which would anchor my left flank. 

The Achaeans made their way across the Scamander River. I hoped that the Will of the Gods would go in my favor early in the game, as there was a chance that the Scamander would rise up against any units in the river, forcing them to take a morale test. Unfortunately, the Greeks managed to cross unopposed. 


Greek skirmishers approached the Trojan lines, hoping to cause some early hits and maybe through the defenders into disarray. The Trojans fought off these attacks, forcing the skirmishers to retreat or even flee.


The Trojans' return fire did cause some problems in the Achaeans' line, forcing Rocky to halt a turn and regroup. The Greek Nestor was felled by an arrow launched by Pandarus. 

With thundering voices and crashing spears, the Greeks launched their attack into the Trojan line. 


In the grinding melee, the Greeks' martial skills began to show. Sarpedon and his troops were forced back, sundering the Trojan line in two and resulting in the loss of a frontline unit. The Trojan right flank was further harried, being forced back. 

The biggest upset, however, was Achilles and his Myrmidons being chased off by Asius and the Thracians!


Agamemnon was all too happy to prove that he didn't need swift-footed Achilles. Asius was chased from the hill, forming another hole in the Trojan line. And cowardly Paris retreated from his position next to Hector. 


King Priam's view from the wall of Troy was rather dismal. Sarpedon and Hector were the only warriors holding back the bulk of the Achaeans. The Trojan right was in complete tatters, and Odysseus was pushing for the gates. The only place the Trojans held with any real certainty were the hills, but if Hector and Sarpedon began to fall back the defenders would be flanked. 


Further combat only saw more losses on the Trojan side, until they hit their army break point. And then failed their test! Thankfully none of the major Trojan characters had fallen, and the path to the city entrance was clear. The Trojans retreated, leaving the field in the hands of the Greeks. 

As it's Rocky's set of rules, I asked if he had any tactical advice that would have helped me in the course of the game. He noted that the core of the Trojan line should be Hector flanked by Paris and Pandarus, who all have ranged attacks. Hector's inspirational aura would help keep Paris and Pandarus' smaller units in the fight, flanked by other large combat units. He also noted that I could have sent the two Trojans units who could form shieldwall into the hills, which would have locked them down and kept that flank safe, without losing the initiative of the agile units. 

Alternatively, I could have put most of my strength on the open right side of the battlefield and pressed hard for the Greek camp, which would have ended the game. A riskier choice, but maybe something to try for next time. 

Wednesday, January 7, 2026

1066 and All That - Song of Battle AAR

My first game of the new year was one of Rocky's offerings, "Song of Battle", which is meant for larger battles in the Dark Ages.


The scenario for the game was a "What if" Battle of Ouse Bridge in 1066 between Harold Godwinson and Harald Hardrada/Sigurdson. Historically, the Battle of Stamford Bridge was decided when the Anglo-Saxons surprised the invading Norwegians, who rushed to battle without their armor. In Rocky's version, the Norse were aware of the Saxon approach and had time to gear up.

Both armies sought to break the other side through unit losses; additionally, the town and road exits would contribute to losses if held by enemy units.

The Anglo-Saxons were commanded by Harold and his brothers Leofwine and Gyrth, with an army consisting of huscarls, dismounted mounted fyrd, and regular fyrd. The Norwegians were commanded by Sigurdson, Harold's traitorous brother Tostig, and the Norwegian noble Eystein Orre, and commanded an army of huskarls, bondi, and mercenaries from Scotland and Flanders.


As the town was fairly open and didn't impede combat, Harold took his command up the center, facing off against Orre's smaller force. 

Sigurdson's larger force held the Norwegian left flank, protecting the army's road exit from Leofwine's command. 

On the Saxon left, Gyrth's fyrd faced off against Orre's bondi and mercenaries who held the riverbank.


Harold's glorious charge into combat was hampered somewhat by his huscarls panicked by some arrows fire by the bondi. 


He was joined by another unit of huscarls who suffered the same lack of nerve!


Harold's other warriors had a better time of it, forcing back their opponents. 


The Norwegians did attempt a rear charge into the retreating huscarls, but my dice luck swung the other way and they managed to hold. That allowed Harold to rally one unit of huscarls to a better morale state, while the rest of the troops reformed. 


Sigurdson's troops crossed the water to engage with Leofwine's fyrd units. 


Orre's troops were holding against Harold's huscarls, but the grind was beginning to go the Anglo-Saxons' way.


Outside of the town, Sigurdson's warrior punched a hole through Leofwine's line, threatening to collapse the flank. 


Harold's troops were chased out of the town again! 


Having spent the entire battle shuffling forward, Gyrth's command finally made their way to the river, somewhat outflanked by Tostig's bondi. 


With his troops spent, Orre commanded them to go into shieldwall to block Harold's advance on the Norwegian's line of retreat. 


Leofwine's troops were still fighting, but his line was collapsing in the face of Sigurdson's warriors.

We had to call the game due to time, with an inconclusive result. Post game discussion was that it could have gone either way. Harold was likely to win in the center, but would have to then turn to face Sigurdson's troop. 

I did enjoy Rocky's rules, as they gave what could have basically been a shoving match some tactical flair. Units could decided when to go into shieldwall, trading offensive capabilities and movement for better protection and steadiness. Leaders could use limited resources to intervene at critical moments. 

I'm looking forward to trying this again; I suggested another "What if" of Harald Hardrada against William's invading Normans.

Thursday, January 1, 2026

6x6 Challenge for 2026

 Happy New Year, everyone!

A little less than a decade ago, Alan over at The Stronghold Rebuilt blog ran a "6x6 Challenge" in which participants would aim to play six games six times over the course of a year and record them in some way (blog posts, social media posts, etc.). The chosen games could be miniature wargames, board games, card games, or role playing games. They could be games that see regular play or games that you'd like to get a chance to play more of.

I thought I would resurrect that challenge for myself this year, with a mix of historical and fantasy/sci-fi miniature wargames. This should reduce my "hobby butterfly" tendency to flit between projects. Six games that I can focus in on should provide plenty of hobby engagement over the year. 

I will allow myself a mulligan in case it looks like a certain game just won't see the table, or if something comes up that really catches my attention.

So, here's the six games for my 6x6 Challenge in 2026:

Fire in the Sky

Fire in the Sky is a set of WWII aerial rules for engagements larger than dogfights. Rather than individual planes, players control squadrons and flights. I spent a bunch of time last year painting a bunch of 1/600 planes, and I intend to see them used on the table. What I'd really like is to take them to the annual "Wings & Things Arts & Crafts Festival" in Cape May. 

Chain of Command

A third set of WWII rules! Chain of Command received a long awaited update last year, and I really enjoyed playing the "29 Let's Go" campaign with Ted a few years back. Since that campaign doesn't require much in terms of extra support options for two basic platoons, and only one side really needs to worry about tracking casualties, I'm going to be playing out the campaign in 15mm this year.

Atomic Tank

I reviewed the rules for Atomic Tank last month and I'm genuinely excited to try out these rules. Hydra Miniatures plans for more releases supporting the Galacteers and Robot Legion, so my starter set can expand as I play. Maybe we'll get to add new armies!

Clash of Rhyfles

Ever since discovering the world of Alwyd and the delightful Quar, I really wanted to play more with them. Wargames Atlantic has been busy releasing plastic boxes full of Quar, and I want to get them to the table. While I do have miniatures for the setting's go-to factions with some Coftyrans and Crusaders, the new box set featuring Western Arnyaran and Creevish troops is great place to start. 

Starship Troopers

This is an set of rules still in development from the Little Wars TV crew. It's intended to recreate the battles from the Starship Troopers movies, with platoons of rifle-armed, footslogging Mobile Infantry facing off against hordes of arachnids. As it's designed for solo-play, I could complete this relatively quickly, but I do have a second platoon painted and ready to use with another player. 

Space Gits

Last year the creator of Gaslands, Mike Hutchinson, released a new game called Space Gits; effectively, an updated version of Gorkamorka with dexterity based gameplay. A single box of Ork Boyz (the older, better version) gives two warbands, so I'd like to give it a go. 

And I have two extra games that will act as mulligans or bonuses:

'O' Group

Yes, a third set of WWII rules! I spent a large part of 2025 painting French and German battalions for use with the 1940 supplement. I determined to get them used this year! It's helpful that this is coinciding with Battlefront's return to Early War, so I'm hoping that I can get some useful kits in plastic. 

Battletech

I have a decent collection of Battletech mechs and vehicles that have been collecting dust for some time. Rocky's interested in playing the Alpha Strike version of the game, so that may be a focus for this year.

That's it! Let's see how it goes. And if you're interested, try your own 6x6 Challenge!

Wednesday, December 31, 2025

A Year in Gaming - 2025

I hope everyone has had a wonderful holiday season so far!

As it's become a yearly fixture of my blog, let's take a look back at my hobbying done in 2025.

Here what I played: 

  • Bingfa - 3
  • Clash of Rhyfles - 3
  • Fire in the Sky - 1
  • General d'Armee - 2
  • Lionheart - 1
  • Live Free or Die - 1
  • Men of Company B - 1
  • 'O' Group - 1
  • Pike & Shotte - 1
  • Right Cruel and Fell - 1
  • Saga - 3
  • Starship Troopers: Sector Sweep - 2
  • Tercios - 2
  • To the Strongest! - 1
  • Tricorn and Bonnet - 1
  • Wars of Eagles and Empires - 1
25 games isn't a bad tally. It's a better number than last year's 9 games, and closer to what I was averaging prior. I think the heady days of 100 games in 2018, or even 61 games in 2019, may not be achievable anymore. Had I been able to attend Cold Wars and the entirety of Fall In this year, I would have been able to add a few more game to the list. Hopefully I can make it to all three conventions next year.

And my painting list for the year:
  • 3mm Aircraft - 181
  • 6mm Infantry - 11
  • 6mm Monsters - 8
  • 10mm Infantry - 34
  • 10mm Vehicles - 6
  • 15mm Artillery - 7
  • 15mm Cavalry - 1
  • 15mm Equipment - 6
  • 15mm Infantry - 167
  • 28mm Infantry - 28
Finishing all the miniatures for my Fire in the Sky project took a large part of the year, but I also managed to complete the Germans for my 1940 'O' Group project. I do have some more to add the Germans and French to complete what's needed for the campaign, so that's another goal for next year. 

And here's a quick visual recap of the games I played:

Bingfa 

Clash of Rhyfles 

General d'Armee

Lionheart 

Live Free or Die 

Men of Company B

'O' Group 

Pike & Shotte

Right Cruel and Fell

Saga

Tercios

To the Strongest!

Tricorn and Bonnet

Wars of Eagles and Empires

So that's 2025 done and dusted. Have a Happy New Year, and let's look forward to more hobbying in 2026.