Friday, 31 July 2026

Raise the Black!

It seems that I've developed something of a tradition; come summer and it's time to get the pirates out for a spot of 'Blood and Plunder'. Previously, I've started a couple of solo campaigns, set in the buccaneering era, using the campaign system in the 'No Peace Beyond the Line' supplement. Whilst these have been great fun, I always seem to run out of steam after a few games. I also never get around to writing the games up.


Spanish under Don Lardo raid the Logwood Cutters camp

Logwood Cutters emerge from the jungle

Big punch up on the beach

Spanish flee back to the boats

Hence, this time, I've decided to come up with my own system that hopefully  allows me to maintain the momentum and drop in and out as needed. This campaign will be set in the 'Golden Age of Piracy' and use real events, with a nod to 'Black Sails', as a backdrop. This will be very much a freeform system and won't have any formalised campaign rules as such. Instead I will play as a single ship's captain and follow his adventures through the height of the Golden Age. The narrative will be guided by a sort of choose your own adventure system. I will come up with a series of decision points for our would be pirate captain and dice for which action is taken. The only book keeping will be to track the status of the ship and crew, the captain's popularity and how much booty has been amassed.

The actual games will be played using 'Blood and Plunder', 'Oak and Iron' or 'Port Royal', depending upon the scenario.

The campaign begins in 1715, in King's Town, Jamaica. The War of the Spanish Succession (or Queen Anne's War in that part of the world) has ended, putting a large number of privateers out of work. In an attempt to prevent them turning to piracy, the governor of Jamaica, Sir Archibald Hamilton, has issued a number of Letters of Marque to hunt down pirates.  

So we start with our Captain, Bartholomew Pea, in command of a privateer sloop funded by Fezziwig the merchant. The first step is to fit out the ship.

 Vessel - Bermuda sloop with reinforced bulkheads.

Equipment - 6  light cannon, 4 swivels, sweeps

Officers - Bartholomew Pea (Experienced Pirate Commander, Brawler); William Manderly (Bosun); Jack Brass (Scheming Quartermaster); Barnaby Bowles (Sailing Master); Chippy Woodes (Carpenter)

Crew - 8 Veteran Sea Dogs, 8 Jamaican Privateers (2 with blunderbusses and a grenadoe), 7 Jamaican Privateers, 7 Pirates (2 with blunderbusses)

Putting this through the Firelock Force Builder comes to 195 points. It's not the optimal crew as many of the unit abilities overlap with the officers but I wanted 'characters' for narrative campaign purposes.

The action starts in July 1715 - hurricane season. Probably not the best sailing conditions but this covers the hurricane that wrecked the Urca de Lima treasure ship and kickstarted the Golden Age (also a major plot point in Black Sails).

Weather Bahamas    Oct - April north-easterly, mild, dry

                                 May - Sept south-easterly, hot, wet

                                 June - November hurricane season

July 1715

King's Town

Jamaica

Dear Uncle Ebeneezer,

I have grave tidings to import. Father has been arrested as a Jacobite. Truly he has been outspoken concerning the Hanoverian king but I don't believe they have any actual evidence of Jacobiteism. Nevertheless, they have taken him to England and I am afeared he will swing. Our properties in Jamaica have all been seized and I am left destitute. A friend of father's, Captain Bartholomew Pea, has taken me in and I am to be his clerk. The Captain is an experienced privateer from the recent war but I suspect he is not a man of letters.

Pea is in possession of Letters of Marque and Reprisal, issued by Lord Archibald Hamilton, and is authorised to hunt down pyrates. I am to repair on board The Fancy, a 6 gun Bermuda sloop that Pea ahs outfitted for the voyage. He has reinforced the bulheads and added four swivels and sweeps.

The officers seem a friendly crowd and consist of the Quartermaster Jack Brass, Bosun William Manderly, Sailing Master Barnaby Bowles and Carpenter Chippy Woodes.

The crew number around 26 and are all sailors of various experience. About half are Jamaican Privateers trained in the last war. The next largest group are all experienced sailors from various sources but veteran Sea Dogs all. The final group are mostly Nassau men, an unruly bunch and usually to be found in their cups.

I am told that we will soon sail on our first cruise and I hope to make my fortune.

                                                                                                            Your Nephew, Jeremiah Quilp

Tuesday, 21 July 2026

A pilgrimage to Gaming Figures, Redcar

In the spirit of supporting, local gaming shops, and in a desperate quest to build my Carib faction for Blood & Plunder, I drove down the coast to Redcar.

I could have added a side excursion to Pendraken Mimiatures, but my mission was the Carib Faction so it was a run to Redcar and a walk along the beach before some games shopping. 

Right on the Sea Front

Turn left inside...

Wargames shop and hub

Overwhelming range.

The haul.

Firelock Games have gone expensive.  Gavin tgd owner is running lower on stock since the prices are daunting.

I picked up some "fatigue dice" two packs.

Three packs of Caribs to add to my Port Royal group, giving me 24 plus Caribs, easily enough for a 100 point force.

A casualty pack, for Port Royal more than anything else, but it colours a game nicely.

A blood and plunder activation deck.  Probably didn't need it but...

And a Blood and Crowns Activation Deck to replace my home made one.

And one last dishonourable mention.  The huge Seagull that stole my baguette sandwich.  I named him Steven Sea'Gull.   The other birds were terrified of him.  He swooped in, whipped my baguette, and made off with it.

A helpful passerby informed me, "Oh yeah he does that all the time!"

Visitors to the seafront beware!

Friday, 17 July 2026

Sharpsburg ACW

Confederate General Robert E. Lee's Army of Northern Virginia fought Union Major General George B. McClellan's Army of the Potomac near Sharpsburg, Maryland, and Antietam Creek on September 17, 1862 

This was the first field army–level engagement in the Eastern Theater of the American Civil War to take place on Union soil. It was the bloodiest day in American history, with 22,726 dead, wounded, or missing on both sides. 

The Union Army suffered heavier casualties than the Confederates, but the battle was a major turning point in the Union's favor.

Sharpsburg.  The Club President did an excellent job with this terrain.

The Union come on against a defensive Rebel position

And they march on the Antietam creek to our front.

A top down view 

The first Union assault on the improvised defensive line.

The Confederate reinforcements come on.

And Lee throws back the assault standing with Hill's Division.

The Rebels block the tord

An assault on the Dunker Church position.  Seen off.

The Yankee cavalry gets too close, and is routed.

A great card run for the Confederates sets up our defence.  The Union are rocked back.

And two rolls of double 6 in one game halves the Union morale.

The end shot, with the Union falling back on all sides.

And the Young Napoleon retreats   ole Bobby Lee has whupped them fine...

Great game, and what a fabulous look.  

Thursday, 16 July 2026

Infamous, Infamy

Deep in the German Forests our Roman Infamy forces clash, first game a Roman Legionary force with a renegade Auxilia group.

 
That 6" square area is the Roman deployment zone...

We advance the legion into broken ground using the Auxilia in skirmish order to guard the flank.

The Renegade Auxilia group come on.

Loads of spear chucking.

And the big clash.  The Legion and Auxilia are pretty evenly matched.

Endgame at that point.

On to game two.

The Romans face a German Ambush.

The terrain.

That 6" square deployment zone again.  Difficult to plan with that much restriction.

We split right and left.  Trouble is my Auxilia have had to deploy in thick woods, as sitting ducks, and can't easily get out of it.

The Germans come at us.  This is the Ublique scenario
  We have to get an engineer party off table.

The Germans move an ambush point on top of us.

I double step the Auxilia out of the woods, but only get one move.

The Germans catch us in the rear.  Of course.

And a ragged battle ensues both sides.  To be honest it felt as though we were lucky to hold following the ambush, but couldn't continue to even up.

A win for the Germans, but it's a closer system than this battle gives an impression of...

Saturday, 25 April 2026

A holiday in Brittany this summer!?

 

⚔️ BRITTANY, 1341-1364

Blood & Crowns Mini-Campaign

Set during the War of the Breton Succession 1341 to 1364


1. 🎯 CORE CONCEPT

“Armies are stable — loyalties are not.”

  • Each player has a fixed 200-point force
  • Alliances, contracts, and objectives change every turn
  • Cards drive payment, politics, mercenaries and chaos

2. 🎭 PLAYERS (4 FACTIONS)


🟥 House Montfort (English-backed)

  • Aggressive, mobile, longbow-focused
  • Bonus: cheaper English support
  • Goal: Secure the Duchy, destroy Blois influence

🟦 House Blois (French-backed)

  • Heavy cavalry, prestige
  • Bonus: noble loyalty rerolls
  • Goal: Secure the Duchy, eliminate Montfort

⬛ Free Company Captain

  • Flexible mercenary force
  • Bonus: can switch sides freely
  • Goal: Gain wealth + titles

🟨 Breton League (Towns & Nobility) although this could be non player.

  • Defensive, political
  • Bonus: fortifications & income
  • Goal: Prevent either side dominating Brittany

3. 🗺️ CAMPAIGN MAP

Use 6–8 regions (e.g. Rennes, Nantes, Brest, Vannes, Dinan, countryside zones).

Each region provides:

  • Income
  • Levy (optional reinforcement)
  • Influence (for victory)

4. 🧱 ARMIES

  • 200 points per player (Blood & Crowns)
  • Fixed retinue for the campaign
  • Themed by faction (English / French / militia / mercenary)

Armies:

  • Persist between games
  • May gain honours (cards)
  • May suffer temporary effects

5. 🔄 CAMPAIGN TURN (3–5 TURNS TOTAL)

Each turn represents ~ maybe 6 months.


5.1 🃏 Card Draw

  • Each player draws 2 cards

Cards are:

  • Currency
  • Titles and honours
  • Scenarios
  • Mercenaries
If you draw a scenario you must play it.  Scenarios with higher scores trump lower.

5.2 🤝 Diplomacy & Contracts

Open negotiation:

  • Hire other players
  • Trade cards
  • Form alliances

Deals are binding for that battle only unless stated.


5.3 🗺️ Campaign Actions (Choose One)

  • Attack a region
  • Support/defend an ally
  • Raid
  • Fortify (defensive bonus next turn)

5.4 ⚔️ Scenario Selection

Each player plays one Scenario Card (1–6) face down.

Reveal simultaneously: 👉 Highest card determines the scenario


🎲 SCENARIOS

1 – Meeting Engagement
Random deployment, no advantages

2 – Ambush
Defender scattered, attacker gains surprise

3 – Relief of a Stronghold
One side fortified, relief force possible

4 – Raid & Burn
Small game, destroy objectives

5 – Escort / Intercept
Protect or capture baggage/noble

6 – Field Battle
Standard Blood & Crowns


5.5 ⚔️ Battle Resolution

  • Fight using Blood & Crowns
  • Allies may participate
  • One player claims the region (pre-agreed)

5.6 💰 Rewards

  • Gain income from regions
  • Bonus cards for:
    • Victory
    • Objectives
    • Key locations

6. 🃏 CARD SYSTEM

Card Types


💰 Gold

  • Used to:
    • Hire players
    • Pay mercenaries
    • Influence outcomes

🎖️ Titles & Offices

Persistent bonuses + Victory Points

Examples:

  • Knight Banneret (+1 combat)
  • Marshal (+reroll)
  • Warden (+defence bonus)

🪓 Mercenary Companies

  • Add units temporarily
  • Must be paid each turn
  • May desert or switch sides

🇫🇷 French Support

  • Knights, gold, commanders
  • Strong cavalry bonuses

🏴 English Support

  • Longbows, gold, veterans
  • Strong ranged bonuses

⚓ Naval Support

  • Coastal movement
  • Genoese mercenaries
  • Cinque Ports raiders
  • Blockades
  • Bombardment

🗡️ Intrigue Cards

  • Bribes
  • Delays
  • Betrayals
  • Secret treaties

7. 🤝 ALLIANCES

  • Players may combine forces in battle
  • Rewards must be agreed beforehand

Optional:

  • Secret deal cards revealed at battle start

8. 💥 OPTIONAL RULES

Uncertain Loyalty

Before battle, allied contingents roll:

  • 1–2: delayed
  • 3–5: normal
  • 6: bonus activation

Fickle Loyalty

After battle:

  • Roll for key nobles
  • Failure → may switch sides next turn

9. 🎖️ SUPPORT COMMANDERS

Powerful one-battle characters.


🇫🇷 Bertrand du Guescelin

  • Retinue: men-at-arms + crossbows
  • +1 in Ambush / Raid
  • Terrain advantages

🏴sir Robert Knollys

  • Retinue: longbows + men-at-arms
  • +1 in Raid / Field Battle
  • Gains bonus gold for victories

⚔️ Sir Hugh Calveley

  • Mercenary wildcard
  • Can change sides
Others possible, Sir John Chandos,
The Dolphin, the Duke of Anjou...

Use:

  • Duration: 1 battle

After use:

  • 1–2: gone
  • 3–5: returns to deck
  • 6: retained

10. 🏆 VICTORY

After 3–5 turns:

Score:

  • Regions controlled
  • Titles held
  • Gold
  • Contracts fulfilled

Special Wins

  • Montfort / Blois:
    Hold Rennes + 3 regions → claim Duchy

  • Free Company:
    Most gold + at least 1 title

  • Breton League:
    No faction controls >50%


Hidden Objectives - setup cards

Examples:

  • Control 2 ports
  • Betray an ally
  • Win as defender
  • Gain most wealth

11. 🧾 COMPONENTS

  • Campaign map A3 plastic covered
  • 4 armies (200 pts each)
  • ~50 cards total:
    • 6 Scenario cards
    • Gold and loot cards
    • Title cards
    • Support cards
    • Intrigue cards

12. 🎭 DESIGN INTENT

  • Fast campaign (3–5 sessions)
  • Minimal bookkeeping
  • Maximum negotiation
  • Constant shifting alliances

👉 Plays like: Kingmaker + medieval warfare + backstabbing.




Friday, 27 February 2026

The Ōhaeawai Pā Reconnaissance

Game 2: The Ōhaeawai Pā Reconnaissance

Campaign Context

Following the skirmishing around Kororāreka and the Flagstaff, British commanders advance inland toward the newly constructed pā at Ōhaeawai. Intelligence suggests a strong position, well prepared for an assault



Version 1

Version 2.  Much better I think.

The Māori defenders fully expect an attack.


Forces

British Reconnaissance Column

  • 1 British Officer (Major or Captain)
  • 2 Line Infantry Units
  • 1 unit sailor boys
  • 2 Militia Units
  • 1 Colonial or Armed Police Unit
  • 1 Field Gun with crew (6-pdr or similar)
  • Optional: local guide or interpreter

Māori Defenders

  • 1 Greater Ariki 
  • 1 Lesser Ariki 
  • 4 Warrior Units
  • 1. Shotgun unit
  • 1 Paheka unit
  • Ōhaeawai Pā defenses: rifle pits, palisades, traverses

Māori players should feel confident they can punish an assault.

“The British are advancing on the Pā and appear to be preparing for an attack.”

They must keep two groups as a Pa garrison.


Table & Terrain

  • The Pā occupies one short table edge.
  • Dense bush and broken ground dominate the approaches.
  • low ridge or spur sits 18–24” from the pā — this is the true British objective.
  • Narrow tracks and gullies channel movement.

Objectives

Māori Objectives

The Māori win if they:

  • Prevent both British objectives by Turn 6
  • Force the withdrawal, capture, or destruction of the artillery
  • Kill the British Officer
  • Inflict serious casualties (British morale collapse or 50% losses)

British Objectives (Primary)

The objective is to probe the Pā, test the defenders’ reactions, and—most importantly—identify and secure ground suitable for a breaching battery.

The British win if either condition is met:

  1. Battery Siting

    • Move the field gun onto the designated ridge
    • Unlimber.
  2. Reconnaissance

    • A British officer must approach within 12” of the Pā works
    • Then withdraw safely to British lines

Both may be attempted, but neither requires storming the Pā.


Special Rules

“Holding for the Storm”

For the first two turns, Māori units within the Pā may not leave it unless fired upon.

  • They are waiting for the assault.
  • After Turn 2, all restrictions lift.

Possible House Rules

“Harassing Fire”

Māori skirmishers in cover may:

  • Fire and immediately withdraw 2”
  • Once per game, conduct a sudden close-range volley before retreating

This tempts the British to overreact.


“Firing into cover”

All troops:

  • If a unit is seen at the edge of New Zealand tree, shrub and fern area cover it is revealed and in line of sight for the remainder of the game, even if it then "takes cover" away from the edge.

End of Game & Campaign Effects

If the British Succeed

  • Game 3 becomes “The Bombardment of Ōhaeawai”
  • British artillery begins the next game already emplaced
  • Māori morale suffers a small penalty (they were outmanoeuvred)

If the Māori Succeed

  • Game 3 becomes “The Failed Battery”
  • British must assault with limited or no artillery support
  • Māori gain confidence bonuses and improved fieldworks

The Ōhaeawai Pã

That is a horrendously strong position!

The British Regulars advance quickly, using the ridge as cover.

And the Captain pushes them on

The Militia press forwards too, but the terrain channels attackers into killing zones.

The Sailor boys go a little mad and charge out of cover

But we sight the battery.

The Maori realise we aren't attacking.  They begin to swarm forwards.

But fire from the regulars and militia does some damage, staggering what us now a Maori attack.

The Sailor boys jump back into cover!

My Officer exposes himself as he gets within 12" of the Pã line.  

The Militia give up on the third objective.  We consolidate into a defense.


The Sailor boys charge.  The Maori recoil shaken.

But the shotgun armed Maori charge the victorious sailors, who are themselves knocked back.

In fact they are recoiled onto the objective.  A few key dice decides it.

The Regulars recoil from the weight of Maori fire.

And turn 6. It's the end game 

The Maori have suffered from the British fire.

But the British only hold one objective, the other being contested, and have lost 25% of the force

The battery is however sighted.  But it's a defeat snatched from the jaws of victory.  

And the Port Royal Chronicle called it a "stalemate."  The 25% of our force lost and the fact that the Maori didn't know the objectives until half way through, and then still won one and contested a second, indicate it was actually a pretty grim loss.

The miniatures are pretty though for a random eBay buy!  Some of my better painting and a nice enjoyable terrain project.