Monday, January 26, 2026

Binge Weekend, Part 2

Well, we didn't do Charge! today, but we had a good time. Five attendees this time, and we played Waterloo with Command and Colours, then a small action from Pontiac's War with Fistful of Lead.

I didn't participate much in the first game; I got the British "center," and most of the cards our team drew covered the left and right. But I did get a feel for the game. Card-driven games aren't my favorite, they feel like you have less agency. Though to be fair, that is the nature of Murphy in combat. What felt weirdest was moving units in less step with each other than they would have been in real life - it's easy to isolate a regiment here if you're not careful. That's why the rules allow you to avoid retreating if you are "supported" by other units in touch.

The figures are very attractive, the customized board more so.

I was tempted to "borrow" it for Portable Wargames.

The Prussians arrived quickly for the scenario.

We stopped around three hours in, once it was obvious
that the Allied reinforcements could flank Napoleon.
Mark Ritchie ran the Fistful of Lead game, with some lovely buildings:
The sides were about even - 25 assorted Indians with three chiefs (chieves?) vs. a mix of British line troops and Rogers' Rangers.

Based loosely on the Battle of Bloody Run during the siege of Detroit, in which a British relief force under Captain Dalyell was ambushed and driven back.

British start to cross the creek.

Appropriate card deck for the occasion!


Bloody melee at the crossing.

While Rangers and light infantry engage on the left.

My officer ably directs matters whilst exposed.

My partner really drew this hand!

The decimated British retreat back over the creek.
So the historical result achieved at any rate! A good game, and I've also familiarized myself with Command and Colours, a popular ruleset for Paperboys.

A busy weekend. See you next week!

Saturday, January 24, 2026

Binge Weekend

Sometimes the local club (renamed, as of Wednesday, the War Office) has "pocket" conventions of its own, two or three days straight of gaming. I made Friday evening's round of Wings of War:

Fokker in period camo

James McCudden's SE5

I feel like Snoopy as I get the hell shot out of me

I wanted to steal this carrying case

I also tried to talk Steven into loaning me a handful of Red Tails P-51s for a library display in February; we'll see!

Today I came late owing to other commitments, missing John's Cruel Seas scenario (but see our new Facebook page for coverage of that). John next ran Zona Weirdos, a fairly simple build-your-own-team skirmish game with dice-step mechanics, postapocalyptic vibes and a Necromunda-esque campaign. With just four figures a side, with practice we might one day try an all-day campaign.

Steven's and my table, somewhere near...
Chernobyl

The table next to ours
My vaguely Nurglite team of explorers
The goal was to explore the board, collecting left-over scrap and blasting zombies and each other as we went. There was also a counter that went up for every shot fired; at the end of a turn it might produce anything from a storm to stygian darkness to an irradiated product of monstrous mutation. It can probably be played solo.

Very much in the vein of
"Kick in the door and fight the zombie."
Two of my daring (read: stupid)
chaps get in each other's way
as they check out the Nissen hut

My leader kills the opposing team medic
as he crosses the room to come to the aid
of a fallen comrade
About four turns in, me beleaguered (Steven's team collected
a sniper rifle and used it and better positioning to gain ascendancy

My bruiser has cleared this house
with a grenade

Zombie dead pile (they can shoot in this game!)
A relaxing afternoon of blasting each other in an irradiated hellhole. The players next door had a more terrifying time from the sound of it, as they uncovered some large monsters in the course of their game. It's not in shape to publish yet, sadly, but that means we may get more chances to playtest. So the future is bright, for the War Office too!

Tomorrow, I run Charge! Dare I hope for as good a reception? I'm torn on the scenario, so we'll see. Wish me luck!

Sunday, January 18, 2026

Speedpaint Markers!

Got them markers last week. I have about twenty now, only about five repeated colors. I haven't got all those available at present. Most importantly, I have no white or gold. I'll wait on the FLGS, who don't get shipments frequently or orders quickly.

So far, I've tested them out on a Quar Crusader, a Warhammer wall and fence, a strip of Black Powder Epic ACW infantry, and an Age of Sigmar Stormcast Eternal.

The undercoat for all is Army Painter Matt White spray, which ended up a little dusty. I had a bit of a scare when I misjudged the wind and the stuff blew back at me, but a quick visit to an emergency clinic reassured me. It probably helps that I am heavily hydrating myself these days. Anyone who's ever spoken to me knows I'm a motormouth, which doesn't help my throat if I'm talking on and on about hobbies or interests...

That said, I will try paint-on primer for a while, and wear a mask next time I spray.

Uniform: Orc Skin
Weapon, buckles: Polished Silver
Bootstraps and pack: Pallid Bone
Boots and straps: Hardened Leather
Skin: Zealot Yellow, Magic Blue
A poor photo, it looks a bit better in person. The Crusader uniform is supposed to be a pale green, and this was the closest I had. I think the gun came out best, but with more practice I think it will work. I don't think these pens are capable of doing the distinctive spots, however; they look more like blotches to me.

Stone: Gravelord Grey
Wood: Dark Wood plus a layer of Sand Golem
Metal bits: Polished Silver
Grass: Orc Flesh
I'm most proud of this terrain piece. It really looks good, though I say so myself. The downside is that the pen tips were damaged, mostly by sticking them into gaps and cracks. I've learned to be a little gentler, and luckily it's easy to change the tips.
Coats and caps: Magic Blue
Trousers: Caribbean Ocean
Weapons: Hardened Leather, Polished Silver
Boots, hats: Grim Black
Skin: Crusader Skin

Not happy. Probably has something to do with the poor undercoat, but looks more grey than blue, and the marker tips aren't quite precise enough.
Shoulderpads, shield: Magic Blue
Skin: Crusader Skin
Straps: Hardened Leather
Haft wrappings: Familar Pink
Hammer and base: Runic Grey
Tactical bricks: Blood Red
Hair: Pallid Bone
Shoes and joints: Grim Black
Armor: Sand Golem
I enjoyed this one. Not having white, I left as much of the markings as untouched as possible. Not having gold, my brother suggested Sand Golem as part of his non-metallic metal recipe. Doesn't look half bad to my eyes.

Overall, I think the experiment was a success. While the paint isn't as bright and could certainly use extra highlighting, I loved the lack of mess and the speed of coverage. Even occasionally shaking a pen or pressing more paint into the nib, I wasn't constantly adding paint to a palette or dipping or cleaning a brush. Also, I had more room to work - no need to cover the table, find space for a water cup and a dozen bottles of paint. The pens are just stacked in a box to one side. They don't drip, either, though it's still easy to touch something you didn't intend to.

You do need to be careful with the nibs. They're reasonably durable, but be gentle when painting heavy texture. They are a bit large to use the side unless it's something like large armor plates, so it's easy to work the point too hard.

Not sure how I should store them - point up, point down, or sideways?

I'll keep using them - for individual minis and details on terrain. I look forward to trying them on historicals. Until next time.

Sunday, January 11, 2026

DBA, a Bit of Fistful of Lead, and a Bit of Painting

Went up to Krieg Haus 2 yesterday, There were seven or eight people there, but we used three smaller tables instead of one big one, so it didn't feel quite so crowded even in the smaller space. Jim ran DBA and Mark ran Fistful of Lead.

Me, I (or my minis) ran headlong into heavy fire.

A few of the armies on display.



Having been reading up on pike-and-shot lately, I wanted to try Swiss. I ended up doing a mid-Swiss-mercenary army, with seven Pike bases plus a Pike general (who had to be proxied by a Blades unit with huge sword), two Blades bases (halberdiers) and two Psiloi (crossbows). My opponent, Stephen, fielded Hundred Years War troops - mostly archers which turned out terrifying because they can shoot twice a turn!
Opposing deployment ...
... and mine.

Turn One, approaching the hill as the English hastily climb it.

Turn Three, almost there. My only shooting units are too far to help.

Turn Four, my assault is pushed back.

And back...

And back...

In DBA, you roll a die to see how many units you can activate. You can keep all units touching and count them as one (see both deployments) but if units are forced to recoil or flee this can be broken up and suddenly you have three or four discrete groups instead of one. If you then roll a two on the activation die, your army becomes less effective.

My pikes, strong though they were with a bonus for attacking in column, were fighting uphill (minus one to their roll) and as my force broke up and the victorious enemy moved into the gaps, they had greater support (more minuses).

My command element is surrounded... game over.
My mistakes:
  • I was under the mistaken impression that both sides deployed terrain, and was hoping to raise Difficult Hills for my (Hilly home terrain) Swiss to block lines of sight. Nope, once a low hill was raised, that was it.
  • And I'd conceded it to my opponent during the choose-an-edge phase.
  • My deployment also isolated my camp. If my opponent's mounted troops had tried to take it, there's not much I could have done to stop them.
  • While my General's base counted as Pike, it didn't look like one (the center figure is hefting a massive sword instead) and so I failed to support it with more Pike and it was isolated and easily surrounded, losing me two victory points. Lose four and the game is over.
  • In the first turn of combat, I fought with only one row of Pike, not realizing they had a bonus to fighting in depth.
  • I kept marching up the hill into steady bowfire; even weak enemy bases were able to hold me off with support and an uphill bonus.
  • My shooty guys never really got into action. At one point, I could have used them to flank the HYW army, but I only rolled one move for that turn and decided instead to march six pike blocks back into action instead.
Suffice to say that for such a small, quick game, DBA is more complex and tactical than it looks.

On a better note, my Swiss had to proxy their camp with a small square of cloth - a required objective for any DBA force. Afterwards, I asked Jim if I might try making some Paperboys-style base camps for his 15mm DBA armies and he jumped at the prospect. We agreed to trade small DBA hills (of which I could use more for my own 18mm Wofuns) for bases, and I will use the robust 32-pound paper, magnetic bases and various camp elements, appropriately reduced in size, from the Paperboys website and Helion books. For example, the Roman Invasion volume has druids and ritual items that could serve well for any Celtic army.

I had to leave soon after, but I was able to take a few turns at Fistful of Lead. It was a Northwest Frontier scene based loosely on The Man Who Would Be King:


The minis belonged to a member of the club who died last year,
but who loved the period and the movies it spawned.


The scenario had about 45 figures on the board, with British outnumbered by Pathans who spent most of their time charging across the board and (unsuccessfully) providing cover fire with rifles.



I crept up close to get into charge range but
lost nearly everyone. Still an incredibly fun game...

... that makes me eager again to get that damn Picacho Pass
scenario on the table. This spring. Really.
You believe me, right?

Paperboys-wise, I have finished assembling my Fyrd. Just need to slip them all into an envelope and send to Peter, but I'll need to wait til I'm back at work tomorrow to print the labels.
The command strip - my low-class mob only gets a couple flags.

Finally, I picked up some Speedpaint markers from the FLGS, which has finally got them in (and they seem popular, as some colors were already gone). I also received the starter set of ten basic colors. More on them next post!

Catch you next time...