Sunday, 12 July 2026

Friday Night - "Wars of the Republic" Dark Ages Game

 No Valkyries this time - Julian did not want his troops distracted from the job of killing the enemy, like what happened last time. For this game, it was Saxon invaders versus the Arthurian Romano-British.



I was assigned the Romano British - less units but better quality. 


I had eight units which gave me 8 "Commanders Gaze" points plus one for the commander




John and Julian had the Saxon invaders - 12 units - so thirteen CG points







The battle commenced and I advanced into the space between the two wooded areas, sending my light archers into the woods as my cavalry swung left to confront an expected attack from Julian



My solitary heavy cavalry unit (Arthur and his Round Table companions) pushed the Saxon lights back.


The Romano British had three units of "legionary trained" heavy infantry - they do enjoy significant advantages over any Saxon unit.


The "legionnaires" have already dispatched one unit of Saxon archers and are now bearing down on the rest of Johns command (the archers in the woods are mine!)



Legionnaires smash into an already disrupted Saxon unit - 4 5 or 6 is a hit and Saxons have an armour value of 1 ....


So, they are all dead!



Meanwhile, the left side Romano British unit chased off Julians archers, but as they had "entered" the wood to do so, went into open order and lost some of their formidableness. 


Julian meanwhile had sent three of his four light cavalry units into the woods, where the leading unit engaged my archers (bottom right)




The Saxons thought this was their best chance to charge the open order legionnaires - but I pointed out to them, because I was "in the woods" I got to add one to their armour - so three hits required for each damage, rather than the four required if they are in a fully formed formation - still "quite" formidable!


It didn't go so well - the Saxons piled in with supports to get extra dice, but I think even then, they only had seven - so even if they scored seven hits, that would only translate to two damage (3 hit = 1 damage) whereas the Romano British were rolling three dice but each hit was a kill.
Interestingly, in these rules, all damage suffered by the primary attacking or defending unit is shared equally on all the supports - which makes you think about whether to support certain units. I think I scored three hits, so three different Saxon units all suffered three hits!


This seemed to be another occasion when the Saxons should go well - the Saxon commander and his elite household troops get on the flank of my other legionnaire unit. They get extra dice for that of course but despite a frantic search of the rules and much wailing and gnashing of teeth, neither John nor Julian could find anything that said flank or rear = degradation of legion type armour - so these guys in formation were a 4 - John rolled 7 D6 and scored two hits - so no kills at all, and I got one hit on him in
 return




When a unit takes casualties, it has to do a discipline test and then a leader test. If you throw a 1, the leader is killed...... and if your overall leader is killed, you have to test every unit. AND if you have already suffered two previous leaders dying, you have to roll a 6 or the unit breaks and flees!


If you look carefully, you will observe one single unit of Saxon cavalry in the woods - every other unit failed the morale test!



The victorious Romano British!














Thanks to John for all the lovely close-up shots as usual. A fun game for me, not so much for the Saxons - maybe next time, Julian will let me bring my Dark Ages Dames again?!  Let's hope this post appears within a decent time frame - my previous one took three days and has half the usual number of comments as a result - so if you have not seen it and read this - hit the "previous post" tab below!

Tuesday, 7 July 2026

A Monday Night Solo AI WW2 Scenario

I very quickly got my Red Army scouts into action, by asking Co Pilot to create a skirmish level scenario set on a 90cm x 90cm table with Red Army scouts - this is what it suggested  



This was followed by several pages of ideas on how to represent searching for the missing pilot and the type of terrain - I then asked it to create a map, which it also did - nothing especially clever that I could not have come up with myself - but it did it all in 10 seconds and all I had to do was read it and change anything I wanted to!











The missing "Night Witch" Red Airforce pilot! (thanks to Steve J for sending her to me a while back!)




My version of the map Co Pilot provided


Using my go to AS9 home brew rules, with random activation by turning playing cards, I set the game up. The Germans got the first three activations but were moving very cautiously (being such a small area, I only rolled 1 D6 for movement in inches)


The Germans reached the first potential "hidden pilot" - if their roll matches the number on the piece of paper, it's going to be a short game! It didn't - phew!


The Red Army scouts finally get underway - the women have been joined by a few RKX 3D printed male colleagues for this mission.


One squad is agonisingly short of the search point in a ruined cottage




Battle Honours officer leads from the front


The Wehrmacht move forwards into the wooded centre of the table, that contains another two search points


Not that one!


Nor the next one in the woods


The scouts move again, searching the ruined cottage 


But it is the officer's group who finally locate the hidden pilot in the village house!


"Comrade pilot, we are here to bring you home!"


The Germans emerge from the woods and spot the Red Army scouts


The officers group begin retracing their steps, accompanied by a grateful pilot.


The scouts assault the advancing Germans but are bounced back, suffering a casualty


The race is on - the Germans pursue the scouts in an attempt to prevent the pilots escape


Both German groups open fire, now the scouts in the wrecked house have two hits on them



Next turn, the other German unit fires at the pilots' group, getting a wound on the pilot and a hit on the escorting group. Two hits on the pilot and she will be dead!


The Russians get a turn - they fail to rally off any hit points but fall back towards their own lines




The Red Army scouts make it back to their exfiltration point with the wounded pilot - mission accomplished!



"Verdammt Russen!"



The rescued and rescuers!


Another fun little game and the Bad Squiddo squad escaped the curse of recently painted figures by winning the game - Urrah! The AI scenario proved to be a pretty good one and can easily be adapted to another era - the Last of the Mohicans perhaps? - or a different environment - Vietnam or ultra-modern Iraq or Afghanistan etc. Lots of possibilities for sure.