Tuesday, 20 January 2026

Small ship actions in WWII

Arthur surprised me this week.  It turns out that when he was locked away in his room, he was busy designing a new game!  Inspired by Peter Dennis' Paperboys, specifically the ships, Arthur built a collection of small WWII ships.  He melded this with the profiles from the Wings of War/Wings of Glory WWI air game to come up with a game.  Here are the 2-d ship models he built for Soviet Bronekrater patrol boats.


A German E-boot.


And a German armed trawler, a Kriegsfischkutter.


We managed to fit in three fast scenarios.  

The games were fast and fun.  Lots of crazy results including collisions between ships:


Ships crashed into islands as well.  There are some fun critical hits, as ships can catch fire and take damage over multiple turns, or take mechanical damage which prevent guns from firing or prevent the ship from turning either to the left or right for a number of turns.


Ships were restricted to firing forward - not necessarily historically accurate but gave the players an interesting challenge .



Arthur has plans to refine the game further, but the game he presented this evening was fast and fun.

Sunday, 18 January 2026

Tlingit Warriors

 Brand new from Eureka Miniatures - so new that they haven't even been released yet - are these 28mm Tlingit warriors.  As an aside, Eureka has had 15mm Tlingit for quite a while now.  

Arthur and I have been interested in Tlingit and other First Nations of the Pacific Coast for a while now.  We've been following James Morris' Mogsymakes website articles, as well as related material in Wargames Illustrated and on Youtube, on the conflicts between the Russian American Company and the Tlingit in the late 18th and early 19th Centuries.  We enjoyed our visit to a modern Tlingit community at Carcross, Yukon this summer.  I've also been looking at other materials, such as Graeme Menzies' Trading Fate, which examines the history of how relationships between First Nations and the British, Spanish, Americans and other explorers and traders led to the modern international borders.

So here are the first eight warriors.  I am not confident that I have gotten everything accurate but I'm doing the best that I can!


First up are three archers.  The warrior on the left has a coat of armour made from Chinese coins sewn onto leather.  These would likely have been a bit weathered and not as shiny as I made them, but it's more fun for them to be bright.  




These two warriors have wooden helmets carved to present a ferocious and terrifying image to their enemies.  Again, I've made the colours brighter than you'll find on surviving museum pieces with the theory that when new, the colours would be more vibrant.




The final three (for today) are warriors with iconic elements of Pacific coast FN, including the large daggers, wooden slat body armour, and a war club studded with orca teeth.





I'm going to take some time before I finish up the next group of these warriors.  I want to do some more research, and I'm not satisfied with the quality of my painting.  I really want to do these warriors justice!


02 Hundred Hours - Sabotage

 I'm enjoying 02 Hundred Hours from Grey for Now Games.  On Tuesday, Oliver and Tyler came over and we tried the Butcher and Bolt scenario.  Things went pear-shaped for the attackers in turn 2 when Tyler's SAS trooper decided to shoot one of the sentries, but only wounded him, moving the alarm track from 'calm' to 'alarm raised' in one step!  No photos from that game, unfortunately, but things went poorly for the attackers.

Last night, Lisa came by and we tried Scenario 3:  Sabotage.  In this scenario, an SAS team infiltrate an enemy base to sabotage stores.  Rather than using Germans as the defenders, I decided that this time, the raid would be on Italians.  

Here is the table.  The SAS want to blow up the ammo and fuel storage in the centre, in the compound surrounded by barbed wire.


Italian sentry on patrol.


Italian officer checks up on the sentry patrolling with guard dog.


Another Italian sentry on patrol.


He spots the SAS sergeant!


Meanwhile, the other SAS team members move in from behind the garage.


The sentry shoots at the SAS sergeant, but misses.


The SAS and the Italian officer see each other! 


The guard-dog handler moves toward the SAS sergeant.


SAS troopers advance and silently kill the Italian officer in close combat.


The SAS team enters the supply compound and places demolition charges.


Meanwhile, Italian reserves move up and engage the SAS raiders with rifle fire.


The charge detonates, and the ammo dump is destroyed!  Unfortunately, the SAS officer got caught in the explosion, although his colleague avoided being hurt.


With the demo complete, escape and evasion is the next task for the SAS raiders.  The Italians move to stop them.  After an intense pursuit, two of the SAS raiders escape but the Italians subdue the others.



All in all, a fun action as the raiders achieved their primary objective of destroying the ammo dump but at the cost of more than half of the raiding force.

We made a few errors which will be corrected next time.  I was confused as to how the reserves could move on the table - I thought they were not allowed the 'Advance' action as they had no enemy in 15", but once they come on the board they are allowed to 'Advance' to the table centre.  I also missed that reserves were supposed to pass a 'Smarts' test before coming on the table.  I'm uncertain about the demo rules - once the demo charge is placed, the countdown will go pretty quickly, so it will be very difficult for the demo expert to get clear of the detonation.  I figure I'm missing something.  Any insights appreciated!

Sunday, 11 January 2026

Scatter Terrain and Corpses

 Here's a variety of new bits to scatter around the table.


First up, Doug gave me these dead Nazis.  Quite timely, as I am just getting into 02 Hundred Hours, and during the initial, sneaky portion of the game, bodies of dead guards need to be tracked as a sentry stumbling across a dead body can lead to the raising of the alarm.  The body in the greatcoat is probably meant to be French, but I cheated a bit to paint him to match the Pulp Figures Impassive German Guards.


I picked up these Green Stuff World tree stumps from Magic Stronghold.  Great little pieces to fill out a table, providing cover and character to the tabletop.



And finally some graveyard bits, again gifts from Doug.  Here are some items that can be scatter terrain or markers as needed.  Maybe the shovel is a tool that a character can use if needed to dig up a grave...


And some markers for exhumed graves!  Two of these contain bodies, but one is for an empty grave, and another for some hidden treasure.  Plus a macabre pile of bones.

All in all, a handy pile of scatter to fill in different tabletops.


Saturday, 3 January 2026

Devilry Afoot - Hunt the Right Bunny!

 Last night was Trumpeters' first meeting of the new year.  Corey came over from Victoria eager to put his new were-rabbit onto the table, so we collaborated to host a couple scenarios for Devilry Afoot.  Fletch and Walt joined in the games.



Corey created a scenario he titled 'Hunt for a Hare'.  The short summary is that strange things have been happening at Farmer Ben's place every time there is a full moon.  Something odd is going on with the rabbits.  The players need to hunt the rabbits - as rabbits are small and fast, the only way to achieve this is by shooting them (so the hunters need to bring shooting weapons).

My hunters - Daphne the Goodwife, with her dog Scoob, and Fred the Soldier.

Walt's Slava Hetman, a gentleman, with his retainer, and the scholar Volodomyr Beley (in the blue coat).


Corey brought the preacher Brimstone Jones and his soldier friend the Shiny Hat.


Fletch's hunters were Dr Goldstein, a scholar, and his soldier friend Ensign Tuck.


The farm, with bunnies scattered around.  The little bushy area in the centre is actually a carrot patch!  Rabbits activate when the red markers are pulled from the cup.  A d10 is rolled for each rabbit, then the bunny moves 4" in the direction the d10 points.  If they reach the carrot patch, that's where they stay, and if they reach the edge of the board, they bounce back into the play area.


The game begins, and the hunters move onto the board.


The scholar is very confused, not realising that the bunnies are busy eating the carrots in the carrot patch behind him!


Then he turns and sees them :)


Meanwhile Dr Goldstein and Ensign Tuck chase rabbits through the livestock paddock.


Back to the carrot patch, where the wererabbit has been revealed!


The wererabbit charges scholar Volodomyr!  Smoke puffs are placed to show which matchlocks have fired and need to reload.


The wererabbit takes down Volodomyr, and is then felled by a fusilade of matchlock fire.  Success for the hunters!


As the first scenario finished quickly, we quickly reset the table with a cemetery in the center. This is the 'Danse Macabre' scenario from the DA rulebook.  A revenant has appeared, and appears to be raising more of the dead.  The hunters must enter the hallowed ground, and then quote scripture to make the dead return to their rest.  Here Ensign Tusk faces a revenant playing a bone flute.


Meanwhile Brimstone Jones confronts a spectre at the edge of the hallowed ground.


More revenants appear, including Jerry Garcia!


Revenants combine to attack and subdue Ensign Tuck.  Brimstone Jones successfully banishes the spectre!


The hunters move into the hallowed ground!  Some quote scripture, while others hold off the revenants.


Finally the hunters succeed in quoting scripture.  The Word of God takes hold, and the revenants return to their eternal slumber.  All in all, a fun pair of scenarios to start the year!