Friday, 3 October 2025

Bored Games: The Return

Yeah so, as stated before I haven't been doing blog posts for a while, but I need to re-start the 'paint all the miniatures and post them' project. I have by no means been completely out of wargaming and hobbying: I've actually painted a few things, played quite a few games here and there, and done a few projects.

Hex & Counter Design

One of these projects has been making maps and counters for hex & counter wargames, which I have ideas to either upload to Vassal and play online that way, or else print out and DIY to play physically.

I've worked on various of these games, but mainly focussing on really excellent Multi-Man Publishing/The Gamers titles such as Tactical Combat Series (TCS) and Battalion Combat Series (BCS), which I think are works of genius rules-wise and have vast potential for customisation.

TCS 1980s US Marines.

TCS modern Australians.

Works in progress: TCS Guyanese counters. 

Experimenting with shaded '3D-ised' counters for BCS.

Tiny Printed Strength & Honour

I have also started putting together a very compact, portable and low-cost printed version of Reisswitz Press/Too Fat Lardies' Strength & Honour, which I want to get into and explore fully with a campaign or two.

Very simple counter art: units for the Nicopolis 48 BC introductory scenario. Nowhere near as good as some commercially available printable armies, let alone 2mm miniatures themselves, but good enough for trying out the rules. (These will be printed at 4cm x 2cm).

A stylised Roman marching camp, again 4cm x 2cm. The maps will also be printed, with 2.5cm squares.


Thursday, 2 October 2025

Fallout Heavy Water Revival: Back in the Blog

Basically I haven't really had the cause and enthusiasm to post things to this blog for a really long time. However I thought I'd better get back to doing it, because apparently there are still more miniatures to paint, games to try and loose ends to be tied.

This is one of those loose ends

More than 12 months ago some people at the local club were getting into Fallout: Wasteland Warfare, painting up a lot of nice 28mm miniatures and some incredibly detailed terrain. I had a game and I think I posed something about it: it was a fun experience. Fallout I would describe as RPG-lite, with interesting and efficient combat rules and a humourous aspect.

So I figured that if my mates were enthusiastic about it, I should give it a go. Not having any suitable 28mm miniatures, I borrowed a mix of plastic parts from some other friends and put together a figure, promising these friends I would show them pictures of the miniature once it was done. A lot of stuff happened in the meantime, and I can't recall if I ever did show them the miniature.

Due to various scheduling conflicts, interstate travel etc. I never did get to use this character model, but maybe one day he will get on the table.

So anyway, here he is:

Waldemar "Darkness" Beauregard

Waldemar is a scout character with good night vision, which he keeps sharp with protective goggles. The basic model is a Warlord/Bolt Action US para with the head of a WH 40K Genestealer cultist. Someone said it might make people think he has slight radiation sickness.

He has a pipe rifle, which of course was a Sten gun (in the arms of a British para) with the magazine cut off (the Sten looks suitably low-tech and improvised).

I modelled on a Christmas scarf onto Waldemar from green stuff. Mainly this was to help join the head to the body, but I feel like it fits with the 'comfy 50s'/'post-apocalyptic zombie survival' aesthetic of Fallout (I really don't know much about Fallout, but this is the impression that I get). It's like a Coca-Cola advertisement painting of a family with an open fire, Christmas tree with presents, snow outside the window, father in the recliner smoking a pipe etc.

The camo pattern is just something made-up that looks cool and might have evolved from pea-dot or modern digi-cams or whatever they are called now. He starts as a deserter from The Brotherhood.

Waldemar is not a nice guy, but I gave him a base with some nice swampy grass clumps anyway, suitable to the table my friends made.


Wednesday, 24 July 2024

The Liveries of Others III - One last section of Germans awaiting delivery

I painted these guys ages ago for a wargaming friend. It's been a while since our last game, so I haven't been able to hand them over yet. Some of these guys were obviously modelled with camouflage smocks and helmet covers, so I had to paint them up as mid-late war.

Battlefront metal miniatures, all.



Camo at this scale is usually considered kinda pointless, but I still like doing it anyway.


Revenge Against The Eldar - Battlefleet Gothic Part 8

Again, this battle occurred long ago, so most of the details have been forgotten. Nevertheless, for completeness, here it is.

A Raid Against a (Dark) Eldar battle station

Stinging from the rebuke of Imperial sector command, and seeking vengeance for their defeat in the defence of Glon Station, the Falcon Guard kept an eye out for any opportunity to strike the hated Eldar.

Not long after the Glon disaster, an Eldar orbital station of some sort had materialised near an Imperial world in the sector and begun attacking its population. As soon as this was reported, the Falcon Guard raced to the scene to get their revenge, deploying it's main fleet and Chapter Flagship Mormaer, in addition to escorts and strike cruisers from the patrol fleet.

The Space Marine fleet, including the Battle Barge with Terminators, a standard strike cruiser, a carrier-cruiser (Gathering Storm) and numerous escorts.

And get their revenge they did: destroying the Eldar station in brutal close-in bombardments and boarding, including lucky vital critical hits on the Eldar station's shadowfield generator, which rendered it vulnerable to attacks and Terminator teleport assaults. As it turned out, the Eldar in question were Drukhari, and not the Corsairs who had attacked Glon. However, this was of little consequence, and a victory was a victory. The Flacon Guard were not yet redeemed in the eyes of the sector commander, but they had performed an important duty nevertheless.

The weakness of the Dark Eldar space station was that much of its fleet had to deploy through a webway portal created by the station itself. So when the Falcon Guard destroyed the station, this prevented any more Dark Eldar from coming through.

The Falcon Guard surround and attack the Dark Eldar station.

Prelude to a dogfight.

Angel Sinistre absorbing the brunt of enemy firepower.

The Fall of Glon Station - Battlefleet Gothic Part 7

This battle happened a long time in the past and I haven't got to it until now, so unfortunately have forgotten most of the details.

Eldar Raid an Imperial Space Station

In the outer orbit of the gas giant planet of Glon was an Imperial Navy supply station. Among the assignments of the Falcon Guard given to them by the Imperial sector commander was to guard the supply station for Imperial Navy fleet operations elsewhere. A large number of Eldar Corsairs were known to be in the area.

Unsurprisingly, the Eldar Corsairs, including a powerful Void Stalker battleship, elected to strike and destroy the Imperial station. The Falcon Guard patrol fleet detected the Eldar approach and moved into position, while the Imperial Navy station went on red alert.

The Eldar attacked and quickly managed to destroy the main Imperial space station - their highly accurate and difficult-to-hit torpedoes and bomber squadrons, in combination with large weapon and pulsar lance batteries, proved too much for the (stationary) space station.

The Eldar also managed to inflict significant losses on the Falcon Guard patrol fleet escort ships. In response, the Falcon Guard were able to cripple or destroy one or two Eldar ships and eliminate a few of their escorts. However, the Eldar had clearly achieved their objective and retreated, victoriously, from the raid.

The Falcon Guard received a severe rebuke from the sector command for their failure to protect the important supply station at Glon.

The Falcon Guard patrol fleet line up to defend the Imperial space station (Custom 3D printed miniatures)

The Eldar raiding fleet, with the awesome Void Stalker battleship fifth from left.

Eldar firepower and ordnance practically destroys the Flacon Guard Gladius squadron.

The Falcon Guard Vanguard Cruiser holds off massive Eldar attacks.

Gladius frigates dodge Eldar torpedoes.

Trading fire with the Eldar.

Glon station (3D printed miniature borrowed for the game).


The defensive minefield belts were not particularly useful against the Eldar, who could easily manoeuvre at will and just 'not go there.'

The Falcon Guard Strike Cruiser Vigil of Caliban batters an Eldar cruiser.


Tuesday, 16 July 2024

Cod War Gone Hot: 15mm British and 'Icelanders' for Force on Force

Many years ago I bought some second-hand Team Yankee 15mm British and Dutch infantry and painted up a few, intending to use them in Force on Force games set in an alternative history 1970s campaign I called 'Cod War Gone Hot.' This would have represented a war between the United Kingdom and it's neighbour Iceland over territorial waters and fisheries, envisioning an escalation of the 'Cod Wars.'

While I also bought a few 1/300 aircraft and 1/3000 ships from Heroics & Ros and Navwar respectively, I never got far with the project due to competing priorities and lack of interested gaming partners. Maybe one day I'll get back into it, but for now, this is all I've got to show for it.

My recent encounter with hex games, specifically Tactical Combat Series - Goose Green, prompted me to finally upload pictures of the similar-era British infantry, in a sort of segue-related post kind-of thing...

The British Paras

British LMG team taking cover.


Around two sections of Brits, plus a pair of 84mm Carl Gustavs at the back (Battlefront miniatures).

SLRs with two different sets of furniture.

Although it does not show up very distinctly in photos and low-light conditions, painting the British camouflage was a lot of fun.

If the project ever continues, these guys will be accompanied by more Battlefront miniatures, probably including Scimitars, Warrior IFVs and Fox armoured cars.

84mm Carl Gustav team.



The Icelandic Army

Of course real world Iceland does not have a military (the closest they've got is a coastguard of a couple of boats and some rescue aircraft and helicopters). In the Cod War Gone Hot campaign setting, Iceland has a tiny but well-trained and motivated military including infantry and armour with equipment from Belgium, the Netherlands, Germany, Austria and Nordic countries, a navy based on Norwegian missile boats and German submarines, and an air force of Swedish SAAB aircraft (Mainly SAAB 35 Drakens because they look the coolest). While they would stand no chance in a total war against the UK, their aim would be to hold off long enough for international intervention and mediation from Britain's potential rivals (including Norway, the USSR, and even the USA if the latter thought it's Keflavik airbase was threatened).

These are the Icelandic Army troops who would have faced the Brits in the campaign. I gave them grey trousers and plain green jackets. I made Argentine-style goggles for two of them out of tiny pieces of paper (this was tedious). If the project continues they would have Marder IFVs, and ambush armour such as SK-105s and Stridsvagn S-Tanks.

Hex Encounter - Getting into online board-gaming

A gaming mate and I have recently got into boardgaming online using the program Vassal. Although they lack the tangible visual awesomeness and the hands-on hobbying offered by miniature wargaming, the 'hex & counter' games of earlier decades have an appeal all of their own. This post will be a wordy one, as there aren't any miniatures to photograph. Here is my first true encounter with hexes...

Tactical Combat Series

We have tried out and played two scenarios from the Goose Green campaign for the Tactical Combat Series (TCS). This is a battalion-level game designed in the 1990s by a guy named Dean Essig which was produced most recently by Multi-Man Publishing (MMP) but whose rule and scenario/campaign booklets can usually be found free on the internet. The nicely-made Vassal module for Goose Green has its own visual appeal (not quite are great as actual physical miniatures and 3D terrain but the best 2D can offer), and is intuitive and easy to use, with all the helpful QRS and charts needed included. The TCS rules themselves, while very long, dense and fairly complex, are not surprisingly also very comprehensive and detailed, covering a wide range of contingencies, and seem quite realistic in terms of the combat and decision level for the player as battalion commander. We also found that we managed to pick up the rules quite well, learning-by-doing as we worked through the scenarios.

One of the main strengths of TCS are the very clever way it deals with uncertainly, the fog of war and command and control limitations through a pre-game (and during game sometimes) pre-planning system where players must develop 'OP Sheets' for their companies and platoons - drawing their planned movements, timings and actions on a hex map. This gives units (usually platoons down to individual weapons teams or vehicles) some scope for independent manoeuvre and firing, but within the strictures of the battle plan.

New OP Sheets (i.e. new plans) can be created during the game to respond to changed circumstances, but it can be difficult to implement the new plans, especially when units are already in action, or if the leadership is not particularly skilled. This system means that you have to think carefully in the time leading up to the game to draw up a plan for your operation - a badly planned operation can result in bloody disaster(!) and you can't cheat by using your player's 'god's eye view' of the tabletop battlefield to run your units around getting the most efficient shots at the enemy with all the right weapons. Sometimes you might need to scramble to implement a new plan to pull your men out of some messed-up situation, reorient your defence, or halt a failing or misdirected attack to mitigate losses.

Other strengths of TCS are the combat mechanics. There is a neat but effective Overwatch system that does not get too bogged down in actions and reactions. There are realistic combat modifiers that take into account unit stances, bunching up ('stacking') and terrain. There is an emphasis on laying down suppressive fire, use of cover and defilade (including the cover of night, smoke and fog), and morale. Speaking of morale too: this is a strength, as the morale system efficiently combines both individual unit and battalion-wide morale in believable and nuanced way.

The most problematic things I found with the rules were firstly the artillery or mortar smoke firing system (overly simplistic and strangely difficult to actually get mortars to do their primary job, per British doctrine anyway, of providing a smoke-screen). We also had more difficulty than we should have trying to identify lines of sight across contour lines. The rules are very detailed about this, but it all seems unnecessarily complicated and I think there ought to be a better way to explain them, or show terrain on the hex maps in a way that there is no uncertainty (perhaps with the use of light hill-shading?) I pretty much just ended up winging it, based on what I've seen reading real world contour maps. However, both these issues can easily be solved by house-rules or scenario-specific alterations.

Bloody Goose Green

So we fought the 'Bloody Goose Green' scenario from the Goose Green TCS module and bloody it was. I commanded the British 2 Paras, with the support of two Scimitar light tanks, and my opponent took the Argentines with Commandos as reinforcements. Looking at the scenario, it seemed like the Brits probably couldn't win using the primary victory conditions, because of the distances and number of objectives that must be captured and held, and the very high impact of casualties (I knew I'd be taking some). Therefore, I planned an operation to rush down the south-east side of Goose Green to take the main towns and airfield, regardless of casualties, thus achieving the secondary victory. The Argies hunkered down in defensive positions in their main trench line at Darwin Hill, around the airfield, and at Goose Green itself.

My original (overly detailed) plan for 2 Para's advance down to Goose Green.

Dawn

The plan called for a rapid advance in cover of darkness (and smoke) to get into Darwin settlement quickly, bypassing the Argies' trench lines and hilltop defences. However, in the dark the lead elements (Charlie Company and the Scimitars) ran into Argentine infantry who were making a pre-planned withdrawal from their forward position back to Darwin Hill. The Brits inflicted heavy losses on the Argies in this initial firefight, but one of the Scimitars was destroyed by a 66mm from a brave Argentine platoon and the firefight delayed the Paras' advance.

Early stages: the 2 Para recon units run into withdrawing Argentine platoons.

The Paras advance stalls

The advance in darkness was further slowed by the bridge to Darwin being out, then over-cautious Brit platoons bunching up, and finally a critical mistake by D Company's artillery observer which dropped 105mms on the British spearhead - pinning it down at a crucial moment. Dawn broke then, and the mortar smoke cover - which the plan relied on - never materialised. The dug-in Argies and their artillery inflicted heavy casualties on the pinned and flanked Paras stuck in a bottleneck until finally some platoons managed to break through using superior skill and morale.

What an absolute mess: 2 Para gets stuck in a bottleneck, ambushed on three sides, unable to see the enemy, hit with artillery (the enemy's and their own) and eventually bombed by the FAA and losing their commander. However, they still managed to break out by sheer force of heroic willpower.

H. Jones meets his fate

More disaster struck as Argentine aircraft napalmed the advancing British column and killed COL H. Jones! All British plans were wiped out with him and the platoon he was with, and so the Brits were stuck for several more hours in a terrible position until MAJ Keeble could take control and the Paras finally broke through (relying more on their own courage than anything else).

The airfield, the AA, and the Scimitar

From there, the badly-shot-up Paras continued on to the airfield, and this is where the low Argentine morale (and the heavy casualties they also had suffered in the Darwin fight) showed. The last remaining Scimitar tank played a key role in providing overwatch to eliminate Argentine AA guns and allow the Paras to advance to take the airfield and prepare to move on Goose Green itself.

Argentine counterattack

A desperate Argie counter-attack by Commandos and the FAA personnel was mostly wiped out when it ran into the British and was caught in open ground. Incredibly though, the FAA, particularly their HQ section, covered by an AA gun's fire, managed to overrun and wipe out an entire British platoon from Charlie Company!

Outcome

However, the rest of the British forces finished off or forced the surrender of the remaining Argentine infantry units, and it was inevitable that they would take Goose Green, so we called the game there. It was a British victory, but at huge cost: I estimated that 2 Para had lost about 60% casualties, including their commander, plus one tank, with several platoons completely destroyed. The Argentines had fought very well, despite their low starting morale. They effectively used their firepower and entrenchments and exploited the disastrous failure of the initial British plan. Argentine casualties were very heavy (maybe twice the British, though including many surrendered units), but Argentine conscripts, airfield defence personnel, and other unlikely candidates were the heroes of their campaign.

Verdict on Tactical Combat Series and hex & counter gaming

I will definitely keep looking for future opportunities to play TCS either on Vassal or in real life, and got working on making my own module for a fictional 1980s Cuba scenario. TCS offers incredible scope to customise, design your own campaigns and forces, and explore possibilities, and gives players a wargaming experience that is just right in terms of tactical nuances and command challenges.

I also plan to look at TCS's larger relatives: Battalion Combat Series and Operational Combat Series, for wargaming at higher levels, and look into a way to link these all together in a campaign setting. I also hope to do a lot more hex & counter and other 'retro' military boardgaming in future, as, although you can't paint the playing pieces, it's all very interesting just the same.