Saturday, May 23, 2026

Imperial Elegy - No Bots

 Six players: Jeff Prussia/Germany, Richard Great Britain, myself as France, Simon Austria-Hungry. Stefan Russia and Russell as the Ottomans.

Richard has provided this AAR on the first four turns.

Turn 1

Metternich plots to take over Italy and ally The Kingdom of the Two Sicilies.

Meanwhile a Nationalist Wave immediately unifies Italy, scuppering Metternich's cunning plans. Austria has to re-calibrate and looks to the Balkans.

Britain puts down the Sepoy Revolt and moves to absorb Afghanistan.

Britain acquires Shanghai from the Qing.

The Second Opium War sees Britain gain Guangzhou and France Indochina from the Qing.

Britain ally Egypt.

Prussia absorbs Hanover and Saxony after a War of Unification.

Everyone industrialises.

Prussia invokes German Unification as a National Goal.

Turn 2

Prussia ally Bavaria.

Prussia declares a War of Unification but does not use the Bismarck card meaning other powers can come to the aid of the attacked power. Prussia absorbs Schleswig-Holstein after France, Britain and Russia ignore the pleas of the Danes. Bavaria joins to Prussia and the Prussians take control of the Germany flashpoint with a +1 Card marker.

A diplomatic war rages over Persia between Russia and Britain. Russia wins for now but burns up a lot of cards to do it.

Austria becomes Austria-Hungary and Hungarians are granted full citizenship.

Russia completes the Trans-Siberian Railroad.

Britain conquers Baluchistan.

Britain ally Greece after play of Powder Keg.

The Ottomans move into the Triple Entente everyone else is neutral.

The Liberals are up to their old tricks, and reserve armies are scaled back across the continent.

Everyone industrialises except the Prussians and Austrians.

Turn 3

Prussia attacks France to liberate Alsace-Lorraine. The French surprise the Prussians by playing a 4 card for war budget (Austrian Military advisers are suspected of meddling on behalf of the French) which gives them a total war budget of 8 including 3 for industry level and 1 for 2nd Empire

The Prussians mobilise their reserves, France reinforces the frontier and then Prussia wins a decisive victory, but then halts their offensive. They had the opportunity to press on. Would they rue this decision?

France with their superior war budget regroups and counterattacks. The causes casualties, but attack fails, but they press on. This time causing the Prussians to retreat from Alsace Lorraine. France wins a defensive victory and with their defeat of the Prussian Naval squadron imposes a blockade on Prussia in addition to demanding reparations.
Prussia will be -2 cards for next turn.

The dream of German Unification looks to be snuffed out? Or maybe there will be a comeback?

Austria grants rights to Serbs, Bosnians and Italians.

Austria sees a Second Industrial Revolution and all powers benefit from a +2 DRM to their industrialisation rolls this turn.

The Meiji Restoration brings Japan into the game and the Russians sneakily ally them after a to and fro sleight of hand with placing their diplomacy markers in various locations.

Russia ally Ethiopia.

Italy expands its influence and establishes a naval base in New Guinea.

Russia moves into the Triple Entente, joining the Ottomans. Strange bedfellows indeed.

The Liberals have been at it again and more reserve armies are disbanded. (Ed this was actually before the Franco-Prussian War, but as we have seen failed to stop the conflict.

Everyone Industrialises.

Turn 4

Prussia licks their wounds and only have two cards to play plus their home card. They build up their army and industrialise.

The Scramble for Africa sees the Ottomans seize East Africa and Britain and France continue the carve up. It's nearly all gone by the end of the turn.

Britain plays Urabi Revolt and seizes control of Egypt and the Suez Canal. This gives them control of the Africa flashpoint.

Austria grants Romanians full citizenship and then engages in a diplomatic offensive in Romania. Russia looks on passively. Austria then ally Romania and then incorporates them into the Empire. Russia is now cut off from the Balkans.

Italy establishes a naval base in Aden and adds influence in Madagascar.

France takes control of Mexico.

France, Russia and Ottomans are in a fully committed Triple Alliance, with lonely Prussia in the Entente. (Ed: France was forced into this by the aggression of Prussia).

With variable National Goals, it's unclear which power is doing the best. It's virtually certain that Russia will not gain bonus VP for controlling Istanbul with Russia and the Ottomans in an apostatic alliance. Prussia has a difficult road ahead in trying to unify as Germany. It will take another war with France and they now have powerful allies to Prussia's East. Any chance of bonus VPs for Prussian Colonial Spaces looks virtually impossible with Britain and France claiming almost everything on offer. So it will be a very tight race assuming a Great War doesn't break out.

Play adjourned with turns 5-7 to come.

Friday, May 22, 2026

Classical Indians versus Late Imperial Eastern Romans

A friendly game against John's Romans.  It took a while for the Indians to get their act together and evict the invaders.

The Romans out scouted the Indians and deployed on a hill with a wood on the right flank.

The Roman cavalry advances, as do the Indians who try some shooting as well.

Everyone starts advancing now.  The Indians can still not hit their target, 
but the Romans land a devastating volley on the Indian light cavalry.

Getting close now and the Indians finally land some shots but of limited effect.

But they had been saving themselves for the Roman heavy cavalry that has just been obliterated
after it made a desperate charge to avoid missile fire and was then pursed by elephants. 

The Roman light cavalry is not proving very effective.
Indian archers have repulsed one legion,
but the other is making headway against the Indian foot.

Brave Indian chaps holding up those Romans.
PSC Romans and Tin Soldier Indians.

The Indian general is slowly returning to the fray.
(It's hard work turning those elephants around)

With half their army destroyed the Roman morale collapses.


Tuesday, May 19, 2026

Before and After Dark Ages

 I was gifted these figures on the understanding that they might benefit from a bit of re-lifing.

This is the "before" shot.

And now the "after" shot.

I am so pleased with these chaps that I've taken a whole lot more photos to share.

I rebased as light foot rather than skirmishers as it made two Basic Impetus units.
However, I did keep them on the WRG bases.

I don't know who the figure manufacturer was.

Some spares remained as skirmishers.

A random collection making up a base of heavy infantry.

The flag was "found" on the Internet.


Two randoms became generals.

Busy pointing the finger.

Some surplus Tin Soldier cavalry.





Saturday, May 16, 2026

Wildcatters

A second chance to play this excellent game with Richard, Russell and Simon.

The situation at the end of seven rounds.

Richard was yellow, Russell red, Simon blue and I was green.

Final scores:


The conversion of shares during game play is interesting.  A Wildcatter would cost at least 4 shares, a VP from a Consolidation Chip would be 8 shares for 1 VP up to 20 shares for 10 VP.  With exception of VP on Area Cards everything is on a sliding scale, generally 16 VP if you have the most, then 8 VP for second and 4 VP for third.  Refineries are different again and require a significant investment in workers but potentially providing 20 shares.  

The main aim in this game is to piggyback on other players and not try and develop a whole region yourself.  Tankers are a prize asset for targeting oil deliveries to continents.

Fascinating game and I'm looking forward to playing again.

Wednesday, May 13, 2026

Boats for Torpedoes and Tides

After my two games with Cardboard Standees, Simon gave me a present of some model MTBs for me to construct.  Much appreciated as I was undecided about my next step, particularly scale.

This is the first one made up.
Very fiddly, but I was happy with the results.
1/700th.

Four S-Boats
ID is discreet but yet to be tested.

Four Vospers

The box art

Did I say fiddly? 
 These are two PT boats still on their sprues.
The box contained four of each type.

Luckily, I did the S-Boat first as it had the fewest pieces. If I'd tackled the Vosper first or heaven forbid the PT Boats, I might not have continued.  

Next task is to schedule another game.





Saturday, May 9, 2026

Imperial Elegy - Great War

In our game of Imperial Elegy we had avoided the Great War.  However, it could easily have occurred and so we gave it a play through.

Richard has provided this AAR.

From Black Forrest Cateux to Sachertorte 

A Great War of Sorts

Having finished the official game last week, the players decided to fight a Great War on the basis of game end positions. Obviously the Powers are compromised in terms of the type and disposition of units as a Great War was unlikely to have broken out in the last turn, but in order to help us through the rules for the outbreak of the war and the Great War combat rules, the players decided to reconvene and work through the situation as a rules learning exercise.

To recap, Britain and Russia are in the Triple Entente, Germany and the Ottomans are in the Triple Alliance and France and Austria ended the game in the Neutral space.

This situation actually creates some interesting possibilities for the Neutrals as there is an opportunity for Neutrals to join the war. 

A neutral power can stay out altogether or join in the Winter phase which is at the end of each Great War turn. (There are 6 turns in total). There is currently one space available in each alliance. If both France and Austria were to choose the same alliance in the same phase, it is resolved on a competitive die roll the winner going into the alliance of choice and the other to the other alliance.

When there is a Great War, the Powers in the winning alliance win collectively if their Power hasn't surrendered during the war. If neither Alliance wins, the Neutral with the highest VP wins - which would be France.

The VPs for Britain and Germany are adjusted at the start of the Great War as both had "No Great War" as a National Goal. This means Germany starts on 9 and Britain on 6. It is theoretically possible for Austria to win, if they stay neutral and a particular mandatory card comes up during the Great War and the Triple Entente wins as Britain would lose 1VP to 5, behind Austria's of 6.

So what of the prospects?

The state of the combatants at the outbreak of hostilities:

Germany - 5 Standing Armies (1 stuck on the Shandong Peninsula) 3 Reserve Armies. 2 Dreadnoughts and 2 Squadrons

Britain - 1 Standing Army, 3 Indian Armies 5 Dreadnoughts, 6 Squadrons

France - 4 Standing Armies, 4 Reserve Armies, 3 Dreadnoughts, 4 Squadrons

Austria-Hungary - 5 Standing Armies, 0 Reserve Armies No Navy

Russia - 6 Standing Armies, 7 Reserve Armies. 2 Dreadnoughts, 4 Squadrons

Ottomans - 5 Standing Armies, 2 Reserve Armies. 1 Dreadnought, 3 Squadrons

Based on the pre-war dispositions, things look very bleak for the Triple Alliance. Further adding to their woes, France has indicated a leaning to join the Entente at the earliest opportunity. This means they forego the possibility of outright victory to a shared victory assuming they don't surrender during the Great War. Austria needs the Entente to win and have a particular card played in their favour to win.

With the odds heavily stacked against them, can the Alliance pull off an unlikely victory? Surely impossible! They will soon be facing the Russian steamroller in the east, France itching to join the fight in the West, Britain's destined to doom their tiny foes? ...or maybe not....read on... 

The German Strategy

Things look very bleak in Berlin. Defeat is almost certain once France enters the war on Turn 2. The only hope is to quickly knock Russia out of the war. This is a tall order given the difference in the sizes of the two armies. The Russian's Achilles heel, however, is their stability. If the Germans can seize 4 keys the Russians will collapse. Germany is going to mobilise much faster and should be able to strike very quickly in the opening phases of the war, however, everything needs to go the German's way as the front will bog down into trench warfare from the second turn onwards.

Germany will need to maintain a monitoring force against France and possibly Austria who also have an interest in an Entente victory. This means that the Ottomans will need to adopt a Russia first strategy also.

Alas, the Empire in Asia and Africa is going to have to be let go. Asia is already a lost cause, but Africa has initially more favourable prospects. Still an all in effort against Russia is going to be required to have any chance.

Turn 1

The Germans mobilise their reserves and are poised to strike eastwards. Russia calls up their reserves and adopts a forward deployment, The Germans launch an overwhelming attack on two Russian armies in Belorussia and achieve a decisive victory sending these armies reeling and what's worse, the decisive victory costs the Russians a stability moving from 4 to 3. (Dropping to zero knocks a belligerent out of the war).

The Ottoman submarine fleet unleashes against Britain, causing them to lose 2 CP of war budget, but bringing the US closer to the Entente.

Britain redeploys an army to South Africa to head off an Ottoman Expeditionary force moving South to German controlled Rhodesia. They move their enormous navy into each of the world's oceans ready to set up a blockade.

The Ottomans build up their forces and take up positions against Russia on the Caucasus.

The Germans continue their mobilisation, raising new armies and moving the bulk of their forces east as there is one turns respite from intervention by France.

Russia also continues mobilising and builds new armies.

Russia plays their minor power card to activate Japan for Britain.

The Germans march into Russian Poland and West Ukraine spaces. Losing a key normally causes a stability loss, but Russia can ignore the first key lost due to their Scorched Earth rule. So just one stability loss to the Russians. Russia's stability is now 2 and they will suffer a -1 Battle Modifier in any combats.

The Ottomans attack and expel the Russians from Georgia. They move their fleet into the Black Sea.

The turn ends and France and Austria enter the war as belligerents. France on the side of the Entente and Austria on the side of the Alliance.

The Germans declare Sachertorte the new favourite and the name Black Forrest Cake is reclaimed.  

The colonial war is resolved in Asia and Africa. With an overwhelming preponderance of everything, the entente inflicts losses on the Germans in the Shandong Peninsula and takes Manchuria. In Africa the forces are less lopsided and a stalemate ensues.

Turn 2

All keys now have trenches, which makes them significantly more difficult to capture.

The Germans continue their build up in Russia. The Russians are now having to split their forces as they face the Ottomans advancing from the Caucasus and Austria from Romania.

Britain builds up her forces whilst the Ottomans launch a bold and risky Amphibious invasion of the Crimea. Miraculously they narrowly defeat the Russian army there by the slimmest possible margin and their navy flees to the Black Sea where they are immediately engaged by the Ottomans.  With the loss of another key, Russian stability drops to 1. Any further loss of stability will cause the Russians to surrender.

The Ottomans win a decisive naval victory over the fleeing Russian fleet and as a result Russian stability drops to zero and they immediately surrender.

These remarkable Ottoman victories tip the scales heavily in favour of the Alliance. How will Britain respond? With her navy of course.

As the players had not been expecting to fight a Great War, the disposition and types of units were not necessarily ideal and in some cases represented a significant liability. This was the case with the small German fleet based at Schleswig-Holstein.

The British launch a massive naval operation with their entire Dreadnought fleet and attendant squadrons. The Germans are somewhat protected in their harbour and the British suffer mine damage to two of their dreadnoughts. The German fleet is annihilated, and this causes them to drop three stability. One for each Dreadnought lost and one for the British Decisive victory. German stability is smashed from 6 to 3 and brings them into negative Battle Modifier territory.

With the benefit of foresight of a Great War, the Germans would not have bothered with Dreadnoughts and in any case would have dispersed them to avoid the possibility of a Decisive Victory against them and the stability loss associated with it.

In further embarrassment to the Germans, the French land an army in Schleswig-Holstein causing another -1 to German Stability.

The Germans rush armies to prevent further incursions and are now forced to garrison spaces on the Baltic to prevent further raids. The French withdraw preferring to preserve their army from certain destruction.

Elsewhere, the Austrians redeploy to Italy to threaten France, and the Ottomans are set to move against Egypt.

The Colonial war sees the last Alliance unit eliminated in Asia and the Entente takes control of the Shandong Peninsula. In Africa, the Ottoman Expeditionary force is defeated and two Ottoman colonial spaces are claimed by France.

Turn 3

The war grinds on and Austria declares war on Piedmont-Sardinia which is promptly crushed despite French intervention and support, but an important Southern front is opened against France.

France launches a successful attack into Alsace Lorraine, but suffers heavy casualties and withdraws to avoid attritional combat which they are ill placed to absorb.

Britain moves armies to France to shore up the front in the event of a German breakthrough.

At this point the players agreed to discontinue what was essentially a learning game. (There were still two possible turns to play). A lot of valuable rules insights came to the fore and these will be invaluable for future games where a Great War breaks out.

Continuing the war would have required both sides to commit to heavy attritional style trench warfare and as a result of the support rules, there were the barest of net Battle Modifiers available, meaning that all combats would have been extremely risky.

Playing out the Great War is a game within a game and completing it would almost certainly double the length of a standard game depending on when it broke out. As mentioned, it was very useful to go through the exercise as it highlighted a lot of mechanisms and rules which had not come up in the game so far. In particular it shone a very bright light on things NOT to do!




Friday, May 8, 2026

Classical Indian versus Huns

My first game in the club's 2026 Basic Impetus Ancient League.  Stephen's Huns ran out of luck.

Not surprisingly the Huns out scouted the Indians 
who deployed between two woods with some gentle hills in the vicinity.
Terrain was to play no part in the battle.

Both sides advance and the Indians start shooting.

The shooting quickly turns deadly.

Very deadly.

The Huns look to be in trouble.

But it is taking time to land a final blow.

But the Indians prevail.