We managed to fit in three fast scenarios.
will's toy soldier blog
Tuesday, 20 January 2026
Small ship actions in WWII
We managed to fit in three fast scenarios.
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!
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.
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.
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).
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.
Then he turns and sees them :)
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.
More revenants appear, including Jerry Garcia!