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All my rule sets are freely downloadable from our club website's Downloads page





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Saturday, 25 January 2025

A Channel clash

 Today, at my choice, we had a Coastal Forces game at our club (Using my rules LINK ) As ever, we defaulted to a south bound convoy on the English East Coast.

Lawrence was on our right, at the rear of the convoy.

Phil was on the left (The green counters are Observation markers)
The convoy was represented by markers, until the ships were spotted.
Lawrence started at full speed - but slowed down to his electric motors as he got within observation range of the convoy.
Phil's boats spotted an escort, an Algerine class minesweeper, obviously transiting to the south coast. 
My boats were moving slowly, on electric motors again, to reduce the chance of the convoy spotting us before we could attack.
The minesweeper was sailing on obliviously, - of course, she could have spotted us easily with her radar, but she had it off, as our NAXOS gear would have been able to accurately locate it...and thus the convoy. 
My boats got lucky, spotting both a 2000 and a 3000 ton freighter.
Lawrence at the rear spotted a ship too, but only a collier from Newcastle!
Lawrences boats pushed on, struggling to keep up with the convoy without her diesel engines.
I was wondering whether I should loose a fish or two?
Phil hadn't spotted any merchantmen yet, just that escort.
My boats spotted a 1500t freighter and another collier.
Lawrence was turning to parallel the convoy's route.
My boats, with more than enough targets, was ready to attack, though I would have liked to have a tanker to shoot at!
One of Phil's boats was spotted by the Algerine, and dodged as a 3" shell flew over.
Lawrence's boats increased speed, the time for stealth was over!
My right hand boat loosed a torpedo at a 3000 tonner.
Lawrence was closing the distance rapidly.
My boats now both had a fish running.
Phil decided to have a pot shot at the minesweeper!
The alert crew spotted the attack and the ship veered left to comb the torpedo.
The German had aimed well.
One of my targets spotted the Torpedo I had fired at it, and began combing it.
Phil's torpedo exploded near the Algerine, damaging her, but not affecting her maneuverability.
The first torpedo fired somehow managed to slip between the two 3000 tonners!
Lawrence had shot two fish which were chasing the convoy.
My last two torpedoes followed up the first...and were largely unseen by the convoy lookouts.
I would like to see the British escape THIS fish!
Phil had spotted the tanker near the front of the convoy and one boat attacked it, Phil, being Phil, decided to engage the minesweeper with her cannons!
The Tanker looked doomed...
The torpedo I had fired squeezed past the bow of the 2000 tonner.
The second torpedo hit the rear of the other 2000 tonner.
The other torpedo hit a 3000 tonner amidships.
As expected the second hit on the tanker broke her back...
The crew would not have much chance escaping the resultant conflagration.
Lawrence got a hit on the 2000 tonner.
With all our torpedoes shot off, Lawrence an my boats headed back to France.
Lawrence got 2 torpedoes against the 3000 tonner, but both exploded near and only damaged her severely.
Phil's las torpedo, was a second dud for him ( we surmised some French workmen had sabotaged them!!!)
So it ended well for the Scnellbootwaffe, Phil won with the Tanker scoring 6 pts, I was second with 5 (A 3000, and a 2000 tonner) and poor Lawrence only scored 2 with a 2000 tonner. But I think we all had fun, so really, we all won!

Next week Lawrence and me are all of our group available, and Lawrence kindly agreed to have a second playtest of my new Dr Who rules. Phil also very kindly gave me some lovely 3d printed Silurians and Zygons! I look forward to painting these and adding them to my collection!!!

Saturday, 11 January 2025

Sword Weirdos 3

 Today we were asked to play Sword Weirdos again. We had a couple of games in a sort of knockout format with the winners of the first games playing each other while the first game losers played each other too.

I will detail my first game against Lawrence, later on Phil will add his first game against Rhoderick.

The 2 tables together. Phil and Rhod were playing in the jungle!

Lawrence used a Necromancer and 4 minions.
I used Conan, Valeria, Subatai and Akiro. I advanced in the first turn.
Lawrence also led his party past a building...trying to get an advantaged position.
I got my party behind a rocky hillock.
Lawrence spread out taking position in the ruins.
Akiro spotted an enemy in the Dwarven ruin.
...and zapped him with a Magic Missile!
First blood to my guys!
The Necromancer raised the dead warrior as a zombie!
Subatai and Akiro were trading shots with...
...the enemy archers!
As can be seen Conan and Valeria were closing with the enemy swordsmen.
One of them charged Subatai, but failed to hit him!
Akiro had staggered one of the archers.
They shot back when they had recovered their mojo!
Poor Akiro wasn't hit, but had to dive for cover!
Conan attacked the second warrior, but despite having every advantage (well, he is Conan after all!) - he failed to hit!
I sent Valeria to help Conan, but she missed too!
Subatai drew his Slashing Sword and disemboweled his attacker!
At the end of this turn I was slightly ahead, but it could definitely go either way!

The following turn, Conan minced their opponent, and Valeria dealt with the Archer...they weren't dead but driven back and down!
That was the end of the game, 5 turns.
I had won this one, but who would I be facing in the next round?

Phil's game will appear here as soon as he can... well, here you go!

Table view for our parallel games of Sword Weirdos.
While Barbarians and Necromancers clashed at the far end among the ruins, my greenskins would take on some snakemen in the jungle.

75 point force: Truffles the Hog (and Pedro), my leader. They've got the 'monstrous' trait, which means opponents have to make a willpower test to close with them. Orc barbarians Grundles and Jimmy the Heid, goblin archers Rolf & Mervyn.
The warband has the 'fanatic' trait, which gives everybody a willpower buff.

Their initial opposition: Rhod's new snakemen.

They're all high-dice characters with bags of abilities, but there's only three of them, thank goodness.  Their leader (the chap with the lime-green sword and tower shield) also has the 'monstrous' trait. 

Looking at the colour choice one might be forgiven for thinking Rhod has a deep-seated hatred of the human retina, but no: they're actually painted as the snakemen characters from 'Masters of the Universe'. Nerdy cool points awarded.


Early doors... as I push forward, this snakey hunter gets line-of-sight on Jimmy the Heid and unloads his crossbow at the luckless chump. The 'two footprint' counter shows that he moved twice. Ordinarily that would entail a hit penalty but the 'hunter' class ability negates that. He gets two 'reload' tokens though, because his weapon takes two actions to reload.
Talk about an easy target!
Jimmy catches the bolt on his legendarily massive heid and drops like a sack of taties, both 'staggered' and 'downed'.  
Fortunately, his next activation sees him shake off his daze and duck behind cover.
Both sides push forward. The snakemen seem intent on seizing the ruined house. My greenskins move to attack from two sides, Rolf and Mervyn covering from the right while the beefy melee types swing left.
*Note round-counting pink die atop the crag. Once past round 4, we must dice every round for game end.
Rolf exposes himself for a shot at the spearman... 
He gets a hit, but a poor damage roll merely forces the critter to dash for cover.
The reptilian crossbowman already having acted this round, Mervyn leaves cover to twang an ineffectual arrow at him, hitting nothing but foliage.
Round 4 - perhaps the last of the game -  commences with neither side having achieved anything concrete.
Mervyn and Rolf threaten to bracket the serpent chief. Rather than risk a crossfire he wisely elects to seek shelter in the ruin.
Denied the target hed hoped for, Mervyn tries a speculative shot against the cowering spearman, with stellar results: staggered and downed!
There's nothing Grundles likes better than a helpless foe! His barbarian charge ability gives him the extra move distance he needs to reach the groggy ophidian and lop off his head!
Snakey crossbow vengeance looms for Grundles... a hit strikes home!
..but an underwhelming result roll merely forces him to flee, severed snakehead clutched jealously to his bosom.
The coldblooded crossbowman having acted, Truffles and Jimmy the Heid are free to dash for the ruins without fear of potshots. 
Jimmy's barbarian charge ability gets him into contact  and a successful willpower test allows him to close with the monstrous serpent.  He swing his scimitar... and misses. He swings his axe... and misses.  Jimmy is in a LOT of trouble.
Jimmy the Heid can only stand flat-footed as the Viper King lunges at him... and strikes home!
His damage roll...
Is a 2.
A result which elicits an immediate attack of opportunity from the intended target!
It takes Jimmy a moment to realise he's not dead, and not being one to overthink matters, he CLEAVES the reptilian rascal atwain with a phenomenal riposte!
Our continuation roll dictates that round 5 will be the final one. However, the orcy bois are content to let the surviving snakeman flee ignominiously while Truffles rolls in their chieftain's spilled guts like a spaniel in fox poo.


The End! - Thanks to Phil for his entertaining account!

Naturally, the second game Phil trounced me too! - only Conan survived!