I think I can just recall buying these chaps in the past few years, but I wouldn't swear to it. Maybe they were a gift (I think that accounts for the archers). Regardless I have started painting them all (two or more packets of Old Glory - AC1 and AC2). Still more to do, and then there is some cavalry.
One Sided Miniature Wargaming Discourse
Saturday, June 21, 2025
Abbasid Arab Infantry
Wednesday, June 18, 2025
Museum Pictura again and again
I was keen to play this delightful game again after the stress of Gallipoli. Richard laid it on with all the expansions. After playing we realized we were doing the exhibiting of pictures wrong and decided to play again. It is not a complex game, but that are a lot of moving parts.
Richard has provided this summary and commentary.
Here is the adjusted total broken down by where the points came from:
Main Game: Mark: 221 Richard: 215
Crystal Palace: Mark: 32 Richard: 51
Vernissage: Mark: 66 Richard: 114
For a total of: Mark: 319 Richard: 380
The big difference in the scores in the two expansions all came down to the Patron cards. I don't think we'd managed to pick up a lot of Patrons in previous games, but we sure managed to pick up a big collection each this time. Once I saw the opportunities available for having a lot of Gallerists and statues multiplying the effect of collecting the Patron cards, I made an active effort to get into a position to get the Patrons. That was the biggest factor affecting the final scores.
One might sum up the difference in the museums thusly:
The Soirees organised by the British Museum attracted the wrong crowd, with, mostly, a bunch of freeloading journalists turning up and promising all kinds of press coverage. In the end, we all know they were there for the Champagne and Canapes. Still, they did save 19 points in discard pile penalty.
In contrast, the New York Museum's events attracted the most discerning gallerists who were falling over themselves to be seen with the museum's "A List" patrons whilst admiring the tastefully arranged statues within the museum.
Friday, June 13, 2025
Burgundian Ordonnance versus 100 Years War English
Time for my Burgundians to face Dave's English again.
Thursday, June 12, 2025
A Near Run Thing on Gallipoli
Richard and I played the second scenario that comes with this game. It was indeed a near run thing with the game going to the last turn, last move, last combat and last card to give the Turk (Richard) a victory.
Richard provided the following commentary.
The Turkish Assault scenario was certainly a bloody affair.
The Turks certainly had some great cards in turn 1 which set them up for a chance at winning, despite which it all came down to card advantage in the final close combat, so a very close run thing, which is what the scenario is called.
On turn 1 the Turks definitely benefitted from having a Co-ordinated attack card and the Keep Moving card which allowed two Turkish rounds in a row. This allowed them to clear Russell's Top after a series of artillery bombardments which weakened the defenders who were then overwhelmed by a Turkish assault. Coupled with Night Attack played immediately after, this limited the British ships' ability to interfere with the assault on Turn 1.
On turn 2, with yet another Co-ordinated attack card to play, clearing out one of the British ships with the Submarines Attack card as well as pinching a card through play of espionage, turn 2 was also a good one for the Turks. The crucial element, however, was playing the Underground Mine card on Lone Pine and removing the wire. This allowed a steady flow of Turkish units to move directly to Lone Pine, something which couldn't be done with adjacent spaces which were all wired and meant the Turks were kept at bay or entered the spaces in insufficient strength.
Turn 3, was all about shooting it out and getting as many units into Lone Pine as possible.
A few gamey atrocities were committed by both sides, with the ANZACs stripping ANZAC Cove of defenders and the Turks responding in kind moving a couple of units out of Gabe Tepe.
All in all, a very intense game, which is what it's meant to be I guess.
The Game itself:
This campaign is quite difficult to game I think. They certainly did a better job than the GMT Game Gallipoli of a few years back. I had that and sold it before even punching out the counters. Very drab looking and just not inspiring to look at.
The only thing I really dislike is the limited number of remnant counters. I'm not sure of the rationale behind this. I am going to post a question on BGG to find out the designer's thoughts.
Also, it seems like the British naval firepower is overwhelming strong. I don't remember reading anything which emphasised this, but that might just mean I haven't read enough about the nitty gritty of the fighting to remember it.
Otherwise, it's a very entertaining game (if somewhat stressful), the counters and map are nice and it does play very quickly. The close combat card system adds a final nerve-wracking element to game play and almost nothing is ever really a done deal.
Post Script
The questions re British naval power and the use of remnants were quickly answered in Boardgame Geek https://boardgamegeek.com/thread/3525126/article/46192326#46192326
Thursday, June 5, 2025
Later Seleucid versus The Tudors
Thursday, May 29, 2025
Stolberg Corridor - Observations
Ever since I acquired the Command Decision rules that contained a campaign for the Stolberg Corridor, it was a project I wanted to do. This has now been completed using the Rommel rules and worked well.
The campaign I created using the base material, additional information and adapting for the Rommel rules had a few challenges and this post is based on these and other observations from the game. It also serves to provide closure and to publish the scenario.
Given the 15mm scale and ground scale of one hex is 1 km there would always be a need for some suspension of disbelief, but in looking at the images the labels are a bit too obvious unfortunately. They could probably be smaller and on a darker base.
The Rommel rules worked well over a nine-day campaign game although we stopped after day eight, nine sessions in total. The games changed over time and were also made interesting by the need to plan for the next day.
The rules for pillboxes and dragon's teeth also worked fine.
The use of ops dice to provide support points at the end of the day also worked out fine.
The reduction in available tactics was okay, but events could possibly need some tinkering.
The size of the battlefield was manageable.
I have updated my documents for this scenario, and they can be found here:
Stolberg Corridor Campaign for Rommel
Stolberg Corridor Campaign Labels
The AAR for each session can be found in these posts:
Wednesday, May 28, 2025
More Rescued French Napoleonic Infantry
Not sure of the brand, but they had a Minifigs feel about them. On the base of the infantry figure is the code 30F while the flagbearer has the code 25F which the drummer also seems to have (maybe reflecting a command set?). The Napoleonic 15mm Wargamer | Facebook consensus was Minifigs.
I rebuilt one flagpole and was going to replace some broken bayonets but thought better of it. They look good as they are.
UPDATE
Thanks to James we have the definitive reference for these figures.