Three Line Defense

February 16, 2026

A week and a half ago, I managed to get a game in using the One Hour Wargames rules and my own 3-hit modification. I randomly determined a scenario, which came up The Three Lines. This is a defensive scenario which has Red with an army of 4 units defending a bridge followed by a game between 2 woods and finally a hill. Blue has 6 units that enter the game on Turn 1.

Red Army consisted of 2 infantry, 1 cavalry and 1 gun battery.

Blue army consisted of 3 infantry, 2 cavalry and 1 skirmisher.

Red setup with an infantry forward guarding the bridge, the other infantry unit and the cavalry unit guarding the gap and finally the artillery occupying the hill.

Blue moved up initially with all 3 infantry units moving online across the river. The Red infantry and artillery managed to score hits on two separate units. Blue did pass the subsequent morale checks on their turn and returned fire scoring only 1 hit. However, red was equally unlucky and failed a morale check, forcing the lone red unit back a half move.

Blue crosses the river

Blue took advantage and pushed units across the bridge. Red wasn’t having any of it and managed another hit. Soon the first Blue infantry took its 3rd hit and was removed from play, only to be reinforced by Blue’s last infantry. Eventually, Red’s 1st infantry was destroyed but they seem to have over performed causing a fair bit of damage.

Red gets pressed back
Red gets pressed back

The light infantry managed to get across the river but was hit by artillery fire and had to retreat to the river bank. It would rally and occupy the left section of woods delivering fire on the Red infantry unit covering the gap. Blue’s main line did advance but a 2nd Blue infantry unit was destroyed int he process. This left 2 cavalry and 1 infantry unit to do the heavy lifting.

Not looking great for Blue

The 3rd blue infantry traded blows with the last Red infantry unit but eventually quit the field first. The red infantry w soon finished off by a Blue cavalry unit. The Blue and red cavalry units clashed back and forth. One of the Blue cavalry units was destroyed before the red cavalry unit quit the field. This left the artillery in possession of the hill and the 1 cavalry attacking from the front while the light infantry positioned itself on the flank.

Blue manages to turn things around. The battle hangs in the balance.

At this point, it was the end of turn 13. With only 2 turns left, it did not look like Blue could prevail. It was a narrow victory for Red.

Blue falls short.

So, there are two things I assumed but did not actually realize are not in the rules. First, there are no line of sight rules. The way they are written, these rules allow units to shoot through other units. I decided that this was not a possibility. I measure from the center of the shooter to any part of the target. If no unit or terrain intervenes, this is clear line of sight. For shooting over units or terrain, the obstacle must be closer to the shooter than the target or the line of sight is blocked.

Shooting into melee was the second thing that is not covered. I thought it would not be allowed. Again, the rules are silent on this. However, this meant that Blue’s light infantry and cavalry could not gang up on the artillery which seems counter intuitive. My solution is that so long as this is a new melee (first round of contact) and there is a clear line of sight, the unit can shoot. It is important in the horse and musket period as cavalry retreats if it cannot break the target unit. It is important in the ancient and medieval eras as well because units get stuck in. Archers can get 1 shot off during a charge but will tend to stand around until the melee is resolved.

It was a fun game that went right down to the wire. The scenario ends itself to solo play as most of the Red units could not move until Blue approached within 4″.

So that is all for today. Until next time, good gaming!

Rivers by Eric Hotz

Game Mat by Battle Systems

Trees by JTT

Hill by Battlefield Terrain Concepts (BTC)

Figures are mostly Minifigs 2nd gen that I started painting when I was 13 years old. There are also a few Napoleonettes and Falcon Figures.


My plans for 2026

January 22, 2026

A bit late getting started but being a task oriented person, I thought it might be motivational to set out my plans for 2026.

3D Printing: I’ve been perfecting my print methods for printing 28mm miniatures. I have 2 projects here. The first is for the Battle of Five Armies using Dragon Rampant. I’ve selected most of the miniatures from BriteMinis. These miniatures are easy to print as they require no supports. They also have a nice looking old-school vibe. A few of the miniatures come in part from Fat Dragon Games. They also require no supports. I’ve replaced some of the goblin wolf riders with the torsos from a few of the goblins FDG offers. The printing is largely done. I have to do a fair bit of painting now.

As well, I’ve done a Viking kickstarter from 3DBreed. This was a great value as it came with full armies of Vikings, Saxons, Irish, Franks and Byzantines. Fantastic value for the $40 or so I paid for the kickstarter. The armies post campaign are about $40 each now. I’m planning on building armies, initially for a game called Brethren. It is a small skirmish game featuring about a dozen models per side but can probably accommodate up to 50 models per side. These armies are already printed. I’ll get up to 40-50 models per army and play Lion Rampant for a larger game. I think most folks know that one written by Dan Mersey. Finally, I’ll build the armies up even larger to play On Bloody Ground. This game is kind of WABesque. There are hits and armor saves using D6. Weapons do matter. Not so much a historically accurate game but it looks like a fun game with a historical backdrop.

I’ve also dragged my 15mm ancient armies out to try out a game by Jim Webster called Ancient Rules: Ionia to Carthage. I’ll be doing Heraclea as my test battle. This is a great battle to test rules out with because it features both the Hellenistic and the Roman army systems. Essentially, if it existed in Ancient times, it was on this battlefield.

Rome
Pyrrhus

The armies have been setup for some time, surviving the occasional errant box of Christmas ornaments that was temporarily placed on the game table. The season has passed and life is slowing down, so hopefully I can get a game in.

I want to concentrate on the smaller scale army gaming with DBA on a grid as well as with 1 Hour Wargames using my 3-hit mod. I have the grid mat for DBA which is 4’X4′. I’m going to use 15mm armies mounted on 65mm trays. These can also be used for 1 Hour Wargames battles on a 2’X2′ board with all rates and ranges reduced to 2/3 the originals.

Finally, my plan going forward with the blog is to try to get 2 posts in a week, to include gaming, painting, and all sorts of other musings about the hobby. Until next time, good gaming!


Brunanburh

April 11, 2025

After pouring through a derth of information on the great battle that made England, I’ve come up with this simple scenario for the Battle of Brunanburh. The battle should be double in size, pitting a Scots-Welsh-Norse army against a double sized Anglo-Saxon army.

The battlefield should probably be a board 5-6 feet in length by 3 feet in depth. The ground is relatively flat with maybe a woods on one flank and a water feature on the other. Which flank is which should be left up to the players. As for the location? We just don’t know. It does seem that terrain was not an issue because even the poem in the Anglo-Saxon chronicle does not really mention anything. One thing we can say with at least some certainty is that the armies probably came by boat. Constantine and Olaf escaped by boat. Assuming the welsh contingent was from Strathclyde, that king would be Owain I. No mention of what happened to him.

There will be two armies per side. The Norse army is a land army. Roll once on the 6 unit land army table. This is Olaf’s army. For the Scots-Welsh army roll once for a 6 unit army on the Welsh-Scots table. Norse setup on the left and the Scots-Welsh setup on the right. For the Anglo Saxon army, roll twice on the Anglo-Saxon table. These are controled by Aelthelstand and Edmund. Edmund’s army will setup on the left and Aethelstan’s army will setup on the right, facing the Norse. It is likely that Aethelstan raised a norse contingent, perhaps from York. Replace one Great Fyrd unit with a Norse Bondi unit from the norse land army list.

Each army has a general. Constantine and Olaf control the Coalition armies. Aethelstan and Edmund control the Anglo-Saxons. With the exception of Aethelstan, they may only exert influence over their respective commands. Aethelstan may exert influence over units from either Saxon command.

Armies should setup within 12″ of the respective base edges and no closer that 6″ from either flank edge. The battle is fought until one side has been routed from the field. An army is routed wihen half of its units have been destroyed. This is a per-army basis. So if Olaf’s army takes 50% casualties, his army is routed and that leaves only Owain/Constantine to fight on.

I’ve been rebasing and painting over the past couple of months. I have the troops for this fight and hopefully will fight it out soon.

If you want to fight this out as a standard game, the coalition get a 3 unit Scots-Welsh army and the Norse contingent gets a 3 unit Norse land army. The Aglo-Saxons get a single 6 unit army and will still replace a great fyrd unit with a Norse land army unit, this time a Norse Dreng. Each army will have 1 general.


Game Mechanics I DO Like

December 28, 2024

A few days ago I posted about game mechanics that i do not like. The logical follow-on, of course, is game mechanics that i do like or, at least, work well in my opinion.

Hits and Saves: This is largely a combat mechanic. For me, combat should be resolved in, at most, 2 dice rolls. GW is famous for their “dicey” games with 3 or more dice rolls to resolve a single hit. 2 rolls should be plenty. The problem with multiple rolls is that you really, REALLY, drive down the chance to hit, making some of the more well armored units practically invulnerable. For instance, say you have a 50% chance to hit and your opponent has a 50% chance to save. That works out to a 25% chance to actually get hit. That is a reasonable hit probability to my mind. A third die roll would yield a 12.5% chance to hit. A fourth die roll would make it just a 6.25% chance to hit. That is roughly like needing to roll a ’20’ on a D20 just to hit. So, for me Hit-Save is OK. Hit-Save-Save-(Save?), not so much.

Card Draw Activation by Formation: Car draw activation does work for me with some stipulations. Say you are simply activating by unit. You get to move and/or fight with a single unit. It is risky to be too aggressive as the enemy might get one or more activations to outflank and overwhelm your one unit before you can react again. If you activate by a grouping of units, say a brigade of four regiments and a gun battery, you get to apply some tactics to your turn and can even setup so that you have a chance to repel an enemy counter attack through a lucky card draw. On to Richmond, an American Civil War game uses card activation where each card represents a specific division of two or more brigades and usually a gun battery or two. When the card is drawn, that specific division moves. I also like where a card draw represents your side’s move but you can select any formation you want to activate so long as it has not activated that turn.

Morale: I like to keep the morale system firmly tied to the activation system. Units should be able to move as you please so long as they are not as they are not under attack. Once the latter happens, they should have to pass a morale test before they can move. The results of the failure counts as that unit’s move for the turn. On to Richmond and Fire and Fury both use this sort of system. Don Featherstone or, perhaps, Tony Bath used this system in their early wargames. I simplified what they were trying to accomplish and use them in my Old School re-writes. This system works really well.

Leaders: I like that leaders can influence morale to encourage (ie give units a bonus to pass a morale test) to move into combat. I also like to give a chance for a leader to get hit in combat if the player decides to use them. Most games give leaders a command radius which I view as the distance a leader can reasonably move to give orders and encouragement to a unit. The risk, at least in my games comes with a simple D6 check. On a ‘6’, the leader is hit and may not be used to modify the morale check. On a further D6 roll, 1-2: Leader’s horse is hit. The leader is out until the end of the next turn. 3-4: Leader is wounded and is out until the end of the next D6 turns, 5-6: Leader is mortally wounded and is removed for the game.

That’s about all I have for this post. I’m not sure what the next post shall be but I have a couple of games I’d like to review and am working on one of my own, dealing with the the “real” Dark Ages. If I don’t manage to post before the beginning of 2025, have a Happy New Year. Util next time, good gaming!


Game Mechanics I Don’t Like

December 23, 2024

For me, I need games to move quickly. I need them to be simple. I am the sole provider of miniatures games for my friends these days. So game mechanics, for me, must lend it self to group games. I am not fond of the meta game (the game within the game) either. Here are some game mechanics that I dislike.

Bidding: You will never get me to like bidding. It is a meta game mechanic. It favors people who understand gambling and can be slow to resolve, especially if there are multiple rounds of bidding. It also is not really analogous to anything in real combat situations. For me, it just does not make sense.

Alternating Activations: I don’t actually dislike this mechanic but it is a sure way to slow down a group game. 1 player moves a unit while, say, the other 5 players wait around. Rinse and repeat until the turn is done. This can be a slow process especially since each player will continuously have to re-engage at random intervals.

Predictable Morale: I’ve seen some games that use suppression markers to build up and then at a certain point, the unit becomes worthless until rallied or it routs off the table. Behavior of troops can and should seem quite random when they are under duress. When they are not, units should perform as the player wishes. It’s too easy to tell when a unit is about to quit the field.

Random Activation: I’ve played a couple of games of Black Powder including 1 game of the Pike and Shotte version. In both games I was “unlucky” and my units stood there and got obliterated. Great fun! Or not. There is a lot to like about Black Powder but it’s command system is not one mechanic I like. Lion/Dragon Rampant uses a similar system but units are more likely to activate depending on what you want them to do. It is difficult to get archers to charge into a melee for example. The latter is really designed for head to head play and works very well for what it is…unless you are very unlucky!

Junk on the Table: I am not a fan of lots of tokens or devices or special gizmos that resolve combat in games. A good game to me requires, miniatures, dice, a ruler, a game board and a selection of terrain. There are a lot of good commercial games out there like Star Wars Legion that have proprietary stat cards and gizmos that are required to run the game. I’ll likely never play them on my own but would be happy to play them at a convention. I can accept a few tokens to track casualties or health points but high numbers will lead one to employ dice or dials. Dice are unsightly and dials are another gizmo you have to craft or purchase.

These game mechanics listed above are the ones that I do not like for various reasons. In the name of moving a game along, it is why I avoid them. As usual, your mileage may vary. I suppose a next logical post will be “Game Mechanics I Do Like.” Until then, good gaming!


Friday Grab Bag a day early

January 2, 2020

It’s been a while since I’ve done one of these posts but I do rather like writing them.  Mainly, it’s been time, life ad the complete lack of energy that’s been keeping me from writing these as well as other items.  My back/leg is feeling much better.  I still have a small amount of numbness in the bottom of my foot but each day, the feeling has returned more and more.  Most of the time I can walk without a limp.  I’m pretty happy about this.

PCS has a game and line of miniatures called Mortem et Gloriam for pre-order.  The first release will include a line of miniatures that will cover the failing Roman Empire of c450AD.  Romans and Goths and Huns! Oh my!  The figures look quite nice from the couple of photos I’ve seen.  They are plastic so maybe they won’t be for everyone.  The associated game seems to ustilize cards and chips.  It is not really my thing but may be of some interest to someone.  The miniatures, while I have no desire to pre-order, are of interest to me.  One day, I’d love to put on a game of the Battle of Chalons.

Hunnish Nobles, I presume. Courtesy of PSC Games.

I think I’ve figured out a way to keep a project from stalling.  It requires 4-5 projects to be going at one time.  For instance, I’ve stopped painting AWI right now and have been painting some ships for the Russo-Japanese war.  Well, I am a little tired of that too.  So, I do have a bunch of Elves and Orcs I’ve been planing on using for the Battle of Five Armies.  I think I shall bring those fellows out and paint them some.  When I get tired of that, I still have my WW2 Western Desert project.  That one  is close to being usable for small game scenarios.  Then, if my instinct is correct, I’ll circle back to one of the other projects, hopefully the AWI.

 

 


The IJN of 1905

December 26, 2019

I’ve been printing out ships on my 3D printer over the last couple of months and have even put brush to plastic!  I based them on some artist matting board and painted in the sea foam.  The masts had to be added to most of the ships.  I used a bit of Plastruct plastic rod 1mm radius.

Battleships and 2 armored cruisers by thingiverse designer “marcusmole”.

Armored cruisers by thingiverse designer “bigwig_mark”.

The ships were all 1:5000 scale but I enlarged them to 1:2400 scale (208%).  The battleships road a little high so I dropped them below the print bed by 1.5mm.  That is a common trick to shorted the height without actually knowing how to design a 3D model.  The armored cruisers were designed too wide so I ended up narrowing the model by 20% (I think).  I also shortend the model (Z-axis) because I did not know I could just lower the model below the print bed.  This left the funnels too short.  So I ended up replacing them with my own funnels with tiny bits of plastic rod.

The Fuji (2nd from the left) was also designed way too wide.  In reality it was not any wider than the Mikasa (left). I narrowed it by 25% and it looked spot on.  I am quite happy with the way these turned out.  I’ve got some cruisers, destroyers and torpedo boats to paint and then it is on to the Russian navy.  I already have 3 Russian ships for the action off Ulsan.  They need primed and painted though.

 


A Quest into the Bad Land Part 2

November 11, 2019

Continuing from part 1.  Bertie had made his escape.   The rest of the party would follow up.

Things were getting hot. 13 new minions were reinforcing the enemy. They all seemed to be coming from one tribe now. This would be a tight escape.

Drastic measures he said. Roll three dice he said. And this is how a second reinforcement card was drawn…with another 15 minions, this time blocking the path ahead.

Maynard gets his act together and throws a well aimed fireball despite the -2 manaflux.

A couple of arrows from Jack’s bow, another fireball and Sir John had mop-up duty.

Stepping over the chard and hacked remains, the rest of the party made it to safety.

The party escaped a surprisingly tough fight.  One member was knocked down but his wounds proved superficial.  In the end, with some loot from bodies and the treasure cache, the party ended 97 coins and a total of 5 XP, 1 from finding an item of interest and 4 for completing the mission.


Progress so far…Braddock’s Defeat

November 11, 2019

I’ve decided to put some armies together for the French and Indian War and the American War of Independence.  For scenarios I am using the book Seven Steps to Freedom by Charles Wessencraft.  It outlines 7 phases of the American Rebellion starting with it’s roots in the F&IW.  The first scenario is Braddock’s Defeat and the Battle of Turtle Creek/Braddock’s Field or simply Braddock’s expedition.

The rules used in my games will be A Gentleman’s War.  Normally this is a head to head game and the card play really only lends itself to that style of play.  However, if  I get a number of players around the table, I will probably use a card system more similar to The Sword and the Flame.   The Wessencraft book game rules use a low figure count per regiment at around twelve figures per similar the A Gentleman’s War so this has turned out to be an excellent purchase.

Here is a couple of shots of the first few regiments.

Two English regiments. Each has 12 figures.

Two French battalions lined up as a single regiment. 20 figures total.

This is how I can normally get a lot of figures painted and on the table.  I plan on painting to the scenario.  So I have 4 Indian Warbands to pain, another 3 English regiments and 3 continental regiments.  I also need one or two light cannon depending on how I decide to crew them.


The Invasion Has Begun

December 15, 2018

I am just running my Featherstone re-write through the paces.  I’ve played a good bit and the rules work quite well.  I want to make sure all of my addenda get put into the rules as written.

I am using the scenarios from 1 Hour Wargames.  I’ve randomly determined which battles will be played.  Blue is the aggressor on the first battle.  The winner of each battle becomes the aggressor of the next battle, the counter offensive should it be the defender.  This first scenario is #26 in the book: Triple Line.  The aggressor must cross a bridge and defeat a numerically inferior force (6 units to 4).  Blue has 2 skirmisher units, 3 line units and an artillery battery.  Red has 1 skirmisher unit, 2 line units and 1 artillery battery.

I limited the artillery to 8 rounds of ammunition.  Skirmishers shoot at one range band farther though at long range they still just shoot at long range.

Turn 1: Blue advances with a skirmish screen, 2 units in line and another in column of march. The artillery comes up on the right and so is not eligible to file this turn. There is a short exchange of fire at long range with just 1 casualty inflicted on a Blue skirmisher unit.

Turn 2: The right blue unit flank marches and the unit in column charges over the bridge, driving the Red skirmishers back. Long range infantry fire is ineffective but the artillery rips through the ranks causing several casualties.

Turn 3: The assaulting line unit manages to form line but is met by a hail of musketry and artillery fire. While at 50% it does manage to hold its ground as the second line unit crosses the river and form line.

Turn 4: Blue wins a critical initiative. They are able to bring their last line unit over the river and form up. They are also able to make a retreat lane. Blue’s general moves up to help rally the wavering line unit but is killed in the process. The line unit manages to hold on but is still disordered. Artillery on both sides continues to inflict casualties.

I did not represent generals on the field since they are fast enough to move anywhere they want.   Every time they are used, roll a D6.  On a 6, they are hit while trying to influence combat.  Roll again.  On a 1-2, the horse was shot from beneath them.  On a 3-4, they are wounded and are out for D6 turns.  On a 5-6, they are mortally wounded and carried from the field.  If they are wounded while influencing melee, and their unit loses the combat, the commander is also captured.

Turn 6: red wins the initiative and tells blue to move first. Blue creeps their skirmisher through he woods on the right to gain a flank shot on red’s left most unit. red’s skirmisher fail a morale check and are obliged to retreat to the woods. Blue inflicts casualties heavy casualties on Red’s right most unit through artillery fire and some casualties on the left most with long ranged musketry. Red’s return fire is mostly ineffective though artillery managed two hits on Blue’s left most unit.

Turn 7: Blue’s skirmishers do not rally and can’t move. They press the attack on red’s right and despite taking flank fire from Red’s skirmishers manage to hold and deliver close range musketry to Red’s right hand unit. Red’s fire’s and misses with its artillery. The other side of the line is a rather even exchange of infantry fire. Both sides have just 2 rounds of artillery fire left.

Turn 8: Blue wins the initiative and orders a bayonet charge on the already wavering Red unit on the right flank of Red. Red’s unit routes and takes several casualties knocking it down to it’s last stand. However, disaster strikes and Blue fails a morale check with the same unit and routes back to the bridge. (I am off here somehow). This may be a picture after 2 turns of action. Hmmm). Blue’s artillery inflicts casualties on Reds remaining line unit as does the long range fire from Blue’s other two units. red returns with a hit or two. Both artillery units are down to the last round.

Turn 9: Both batteries inflict some more casualties with their last rounds. Blue continues to whittle down red’s remaining line unit. Red in desperation, presses blue’s skirmisher unit near the bridge.

Turn 10: Blue wins the initiative and charges Red’s wavering line unit. Red’s unit breaks and runs leaving Blue’s skirmisher and line unit close to an otherwise defenseless artillery battery. The resulting musketry fire inflicts 3 casualties.

At this point, it was clear that Blue would win.  They still had 2 line and both skirmisher units on the field and Red had only their skirmisher unit though their last line unit did rally with a ‘6’.  It likely would not have withstood the onslaught of Blue’s remaining units.  Next battle will be battle #1 which is a fight between 2 hills.  It’s a pretty uninteresting map but will test the rules on open ground.

The figures are mostly Minifigs 2nd gen with a few Minifigs 3rd generation.  Trees are by JTT trees.  Hills are from Battlefield Terrain Concepts.  The rivers and roads are craft foam flocked with railroad flock made by someone at the flea market at Cold Wars.  I am ashamed to say I did not get the gentleman’s name.  They are a clever and inexpensive way to make roads and rivers.

 


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