Sunday, 9 November 2025

GAMING WITH GRIDS

 This month (actually 2 months) I shall mainly gaming with grids!

We've played a good variety of games at the club over the last two months, and by sheer coincidence they have all been grid based games.

First off, we tried a new set of 'big battle' Samurai rules, for the Sengoku period, called Heiho. I had high hopes for these, as the basic unit is the mixed arms 'sonae', rather than separate units of ashigaru and samurai etc., as seen in most rules.

For the first game we dispensed with any terrain so we could concentrate on the basic game mechanics, and used the starter armies from the rulebook. I was pleased to see that I could field two armies using my armies based for Peter Pig's 'Battles in the Age of War'.


The first game went OK and was promising enough to warrant a second go. This time I tweaked the armies to represent a cavalry heavy Takeda army versus the Tokugawa. We also added some paddy fields, wooded hills and a central village.



The Takeda honjin (HQ) in its maku enclosure

The Tokugawa equivalent

After 2 battles, we were slightly underwhelmed. The basic idea was good but the rule mechanisms were too fiddly in places. I also wonder about the both the playtesting and proof reading behind these rules. The rulebook is littered with what appears to be hangovers from earlier versions. On the plus side, they did give me some ideas and incentive to create my own homebrew rules - I was even inspired to paint some more figures. They also provided ideas for Korean and Ming armies - both of which have been sitting in my 'pile of opportunity' for over 20 years!

We then moved on to a couple of weeks of WW2 aerial combat, using 'Fire in the Sky'. A great rule set and a clever take on large scale actions where players run several squadrons, and the smallest unit is the section of 3 or 4 aircraft. They're also fast play and several games can be played in the evening and still have time for the pub.


A B17 bomber box. Each model representing 3 aircraft (in a slightly mad 1/144 scale).

Tail end Charlie is in trouble as the Germans move in for the kill.

The following week it was back to another favourite and the Wars of the Roses with 'Bloody Barons 2'. Another great game and a run out for my 10mm collection.

Stepping down in scale again, we moved on to a spot of 2mm wargaming with 'Strength and Honour'. We had a couple of gripping games pitting my Republican Romans and Pontic forces against each other.


Just to round off our excursion into gaming with grids we then moved on to playing 'Lost Battles' in 15mm. We played the Cannae scenario and the Romans were decidedly thrashed. It was good to see some veteran figures on the table - most were Peter Laing figures and were painted almost 50 years ago!


And that rounds up our excursion into gaming with grids. It's back to 'normal' for our next game. That said, I have been messing around with some solo gaming, testing a potential Christmas game - and what do you know, it uses grids!
Not only that - it's a space ship game. That will definitely raise a few eyebrows at the club.


Federation ships face off against the Empire of Vectron.




Monday, 22 September 2025

Men who would be Kings, "Up the Sudan."

 

Following on from our 'Blood and Steel' in the Sudan game we trialled an alternative 'co-op' style game - this time with 'The Men Who Would Be Kings'. Whilst I see 'Blood and Steel' as low level skirmish game, I think TMWWBK has a slightly larger feel to it. B&S works well as 1 figure represents 1 man, with the whole force under a single officer. By contrast, each unit in TMWWBK has its own officer and I prefer to think of it as a company.

In this game both players ran the Egyptian force whilst the Mahdists were controlled by a heavily amended Mr. Babbage. In the original game, every time an 'Imperial' unit moves it must test to see if any Mahdists 'pop up'. In this version the Mahdists begin on 'blinds' (some of which may be dummies) and must be spotted before engaging.


The Egyptians escorting some baggage camels across
the table. Regulars on the right with Irregulars
and mounted Bashi Bazouks on the left.

The Dervish deploy randomly but it seems that even
the 'AI' system recognises the efficacy of the khor.

On the Egyptian left the Bashi Bazouks
seem reluctant to move.

.......but on the right, the Egyptian Gendarmerie move
to the head of the khor and spot the Dervish massing.

The Gendarmerie charge down the khor
to be met by Dervish cavalry

.....meanwhile who knows what lays in wait further
down the khor. The Dervish maintained this threat
for the remainder of the game.

The  left is under pressure
but the Mahdist attack peters out

On the right the Fellaheen and Bazingers
throw back attack after attack

By the evening's end we've almost cleared the field



.....but the next wave is massing on the table edge!





With Farthingale Pasha

Three bold British Officers lead an Egyptian column against the Dervish.  What could go wrong?

A 'proof of principle' game set in the Sudan - played with 'Blood and Steel', this was to be a cooperative game against an 'automated' opponent. In the event, the three players each controlled a part of an Egyptian force, whilst I ran the Dervish using an adapted version of the 'Blood and Plunder' solo system.

The sands of the desert... The double line of rocks delineate a khor
(or wadi or donga if you prefer), a potential hidden approach
for the Dervish. Rocky areas are hard cover and patches of thorn
bush scrub are soft cover - both types of cover are difficult going.

The view down the khor from the Egyptian lines.

Egyptian fellaheen in the centre with parts of a Turkish
battalion on the left. The Mahdist hordes appear over the
horizon whilst Farthingdale Pasha stays safely in the rear.

The Mahdists move forward making good use of the khor.

On the Egyptian right a mixed force of Fellahin, Bazinger
and Abyssinian Scouts head for the cover.


In the centre a unit of Mahdist camelry charges forward.

.............and hits the Turks.

The camelry are probably a feint as the main attack
seems to be on the Egyptian far left.


Aside from some riflemen in the rocks opposite
the Egyptian right is largely unopposed.



The Dervish horde seems endless but.....
eventually they succumb to horrendous
casualties, fail the army morale test and break.

Wednesday, 27 August 2025

Peculiar doings in Port Royal

 With a new fleece mat for my Port Royal game it's starting to look good.

And yes, the cobblestones are a little large but I'll live with it!

It's a good looking game, that has high terrain demands with a very low figure count.

And I've named each figure, although "La Loup's" name tag needs glueing back on!

Actually I probably went too big at 3ft -4ft here.  A 2ft square game works well too, but I have the big cobblestones for it. 

And I used the fountain model to mark the board centre, critical for deployment 

Thursday, 21 August 2025

Washing the Spears again

 A straight forward Blood and Steel game.

Lt Colonel Pea followed his orders to reconnoitre the Zulu positions.  His force consisted of Mounted Infantry, NNC foot and a single company of British Regulars, veterans of 1/13th.

The Zulu are up in the hills.  The "British" approach from the valley below.

And the Zulu are revealed in six large groups, all Married Warriors

And the Zulu open the moves with a lot of running to ground.

The Imperials fire is not too effective thus far.

And Colonel Pea rides off towards my baseline.  Can't really catch him though.

I used the rocky slope to stage charges out, using that extra 2" charge to effect from the Married guys 

And my Generals stay back, counting the guns.

The carbine fire does kill some of the Zulu but it's not enough in a six turn game.

And the Zulu charges cause mayhem.  Both sides lose heavilly

In fact the NNC struggle against the Zulus numbers

Horrendous casualties, but the Zulu have larger numbers and can afford to lose more.

With the NNC all but wiped out and a single standing mounted group the British Regulars are isolated.

Trading losses seems effective for the Zulu.

But the Colonel gets his strike points against the Zulu for getting to their board edge.  He leaves his men to die though!

The Zulus stand, but the Imperials are struggling.

And even for a force of 64 Zulu, the loss of so many stings.  The game is drawn.  It's a salutary lesson to us all.

Great game Blood and Steel.  The Mahdists are up next week.  Should be equally blood thirsty.