Monday, June 1, 2026

Imperial Elegy - No Bots

Well actually a Bot did takeover the Ottomans and caused plenty of headaches, more's the pity.

We did finish, but in the end the Great War occurred and we lost heart to continue, maybe...

Richard has again provided this superlative AAR:

Turn 5 

Sleepwalking into a Great War

With the Ottoman player unable to attend today's session, the Bot took over and certainly made its presence felt.

There was a lot of Empire building going on at the start of Turn 5. Britain resumed its Colonial mission and laid the planks for colonies through the centre of Africa stretching contiguously from Cairo to the Cape.

A diplomatic incident saw Russia lose Japan as an ally. Britain then swooped in and quickly allied Japan. Britain is very active diplomatically and also allies Denmark, Belgium and the Netherlands and takes control of the Low Countries flashpoint.

France steadily invested in her armies and navy ensuring 2nd place in Power Projection and the resultant +1 DRM to industrialisation rolls.

Austria continued to invest in her people, granting rights.

The Poles stage a revolt in Galicia after Russian Provocations.

The big move of this turn was sprung by the Russians. Cunningly waiting until the Austrians were out of cards, they declared a war of conquest with the aim of claiming Romania which had recently been incorporated into the Austro-Hungarian Empire. The Russians called upon their committed alliance partners France and the Ottomans. France refused to participate, but the Ottomans gladly joined in. The Austrians seeing the writing on the wall did some fast talking and offered a negotiated settlement without a shot being fired. Possibly a wise move as a combined Russo-Ottoman force may have been able to force their way to Vienna and inflict a major defeat. Romania is ceded to the Russians.

The Ottomans make diplomatic overtures in Oman and eject the British mission and subsequently take control of the naval base.

France places diplomatic influence on Italy. Italy moves into the Triple Alliance at the end of the turn.

Italy establishes a naval base in Aden.

Turn 6

A series of diplomatic wars break out between Britain and France over the Netherlands and between Russia and Britain over Persia.

A New Administration in Prussia abandons Unification as a National Goal. 

The Austrians fidget excitedly with a card they are dying to play. 

Further Polish revolts occur in Russia and whilst able to support their compatriots inside the Austrian Empire, the Austrians quickly subdue the Poles as do the Russians later in the turn. The Russians had to lose stability and the Austrians pounced with the Revolution of 1905 card causing them to either lose additional stability or lose a random card. The Russians discard a card.

France develops Dreadnoughts and 2 hulls are quickly laid down. The plans are shared with the Russians who also lay down a hull. Britain and Austria also lay down hulls in a frenzy of ship building.

Britain puts down a revolt in Balochistan, finally subdues Fiji and Rhodesia. Britain cements control of the Africa flashpoint.

Prussia colonises Somalia.

The Balkan Wars see Greece take control of Macedonia from the Ottomans.

Italy establishes a Naval base in the Caroline Islands.

The pesky liberals cause armies to stand down across Europe.

Turn 7

Prussia initiates a diplomatic offensive in Denmark, who break off their alliance with Britain. Germany places and then removes diplomatic influence with a view to attacking Denmark. They are prevented from declaring war however, as a series of mandatory events has raised the World Tension Track to 3 stopping Powers from declaring war.

The US Civil War breaks out. France sends a naval squadron and exerts diplomatic influence in support of the Confederates.

The Ottomans play Empire of the Sun. Russia loses Manchuria and Japan ally with the Ottomans replacing Britain.

The Boxer Rebellion breaks out, affecting Britain, France and Russia.

Italy expands its military with a squadron and standing army.

Later in the turn, the USA carries a big stick and takes control of Japan.

There is a lot of late game window dressing as the Powers try to shore up meeting National Goals. 

Britain reassesses its National Goals through play of  New Administration, ditching Most Alliances for having 8 more colonial spaces than they started the game with.

All the Powers are, however, sleepwalking into a Great War. Turn 7 started with a War Tension Track value of 1. There had been 5 separate cards in turns 5 to 6 which reduced WTT, despite that, Turn 7 started at 1 and then there were the following Mandatory Cards all increasing WTT by 1 each:

The Black Hand

Assassination (

Powder Keg (The re-alignment of Greece from Britain to Russia)

The tipping point was the play of the the very last card of the game, Shifting Alliances mandatory card which forced Britain into the Triple Entente and due to the number of powers in Alliances, triggered a Crisis Roll caused by inter-power espionage. Despite a last ditch effort through applying a +1 DRM with the play of Historical Bias, Britain narrowly failed to have the matter decided by an International Conference. The Great War breaks out.

France must have had some kind of premonition about the GW breaking out as they had made optimum investments in Dreadnoughts, Frontier Forts and Reserve Armies throughout the last turn and also being in charge of the Ottoman Bot for some targeted choices. But of course there is no such thing as clairvoyance and therefore I think it is fair to say we can condemn the French for the espionage which tipped Europe into a Great War.

Editorial: 

I feel there is a lesson in this. Although the temptation is to use cards for other things, it might be worth investing in the Diplomacy track in the interests of the stopping powers splitting into Alliance blocks. We all had the opportunity to do it with odd points here and there and remember you can influence any power including your own.

All National Goals are revealed. The VPs are as follows:

Britain: 10

Prussia and France: 6

Austria: 5

Russia: 3

Ottomans: 4

Once a Great War breaks out, the VPs are used to calculate "National Will". Depending on the VP band achieved, various bonuses in the form of Elite Corps or track boosts, i.e. Manpower, Stability or Industrialisation can be applied.

The State of the Alliances is as follows with some National Will boosts yet to come :

The Entente:

Prussia: 4 Standing Armies, 4 Reserve Armies and 2 Squadrons

Britain: 1 Standing Armies, 3 "Reserve Armies" appearing at London on GW Turn 1, 4 Dreadnoughts, 7 Squadrons, 2 Indian Armies

Austria: 5 Standing Armies, 5 Reserve Armies, 3 Dreadnoughts, 3 Squadrons

The Alliance

France: 5 Standing Armies, 5 Reserve Armies, 4 Dreadnoughts, 4 Squadrons (One is supporting the Confederates.)

Russia: 6 Standing Armies, 7 Reserve Armies, 2 Dreadnoughts, 2 Squadrons

Ottoman (or probably Turks as we should now call them following play of Young Turks): 4 Standing Armies, 3 Reserve Armies  3 Squadrons

Italy: 4 Standing armies, 2 Squadrons

In terms of land power (prior to some National Will effects), the Entente has the edge in terms of armies 34 to 24, however France is exposed to a potentially 3 front war against the Prussians, Austrians if they can push through Italy and Britain landing in their rear.

The corollary to the French situation is the Prussian situation. The Russians have a huge army and only one logical target. What happens in the first turn is likely to have a big impact on whether they can get the Steamroller going.

Naval Power is poised at an interesting juncture.

There are currently British and French Fleets at sea in the North Atlantic which will precipitate an immediate naval battle unless one side decides to flee. The forces are currently equally matched, however with the British Free Deployment at the start of a war (including a Great War) special rule they will be able to bring in another 2 Squadrons and a Dreadnought thus have a a +4 Firepower advantage together with a +1 extra ports, so a +5 modifier in total. This could make or break the war, especially if one side loses Dreadnoughts affecting stability.

Elsewhere the Austrians have a very large fleet and easily outnumber the Italians and Turks in the Mediterranean. 

Interestingly, the USA Alliance chit would normally start in the neutral box at the start of a GW. However, as the US Civil War was still in progress, (The normal game sequence stops once a GW breaks out)  the US Civil War never resolved, it is not placed so the USA will never enter.

At this point the game was adjourned. The players were caught quite by surprise as to how quickly the WTT escalated. Debate is currently being pursued amongst the players about whether to continue and resolve the Great War or assume that it was indeed averted by an International Conference.

Sunday, May 31, 2026

Just a few Portuguese Light Cavalry

Not much you can do with just four figures except paint them. It's been a while since I've painted Napoleonic's although these figures had been prepped for a long time.  I'm pretty sure they were spares that Dave was giving away and my inner Yorkshireman couldn't resist free figures. The brand appears to be Battle Honours, but I could be wrong.  One reason I had been slow to paint them was in finding a blue I was happy with.  I used Jo Sonja's Cobalt Blue with a black wash that toned it down delightfully.  I photographed them indoors late in the day and ended up with too many photos, but I like the various effects that occurred as I fiddled around with my camera (phone) settings.

Wobbly swords and a chest belt that was a bugger to paint.

What is happening?

In order to provide flexibility, I based them in pairs,
rather than one 2x2 base.

At this stage I decide my camera lens was smudged.
But it does give them a nice dusk vibe.

Wow!  Full flash!

Much better with the other flash setting.

Most importantly I am very pleased and relieved at how they have turned out.


Friday, May 29, 2026

Torpedoes and Tides - Making a Beginning with actual model boats this time

Third play through of the Making a Beginning scenario, but with enhanced playing pieces.  Mark B again commanded the British flotilla.

The two German S-Boots are heading home after an incursion into British home waters
when they are intercepted by three British MGBs.

Action commences immediately with the lead German boat taking two hits 
and one of the British boats receiving a single hit.

The lead German boat takes more hits and wisely decides to flee.

The remaining German boat tries to hold off the enemy so its compatriot can make good its escape.

The fighting is intense with the already damaged British boat taking another hit,
but the German boat now also has two hits and is also supressed (the white marker)

The British boats need to turn to pursue the Germans.

But the now battered German boat is caught.

And sunk.

Very happy with the visuals.  A quick, exciting game that was over in 45 minutes of play time.  Next task is to perfect the QRS and move on to trying a different scenario.  I'm also tempted to get a few more boats and I am checking where James has sourced his 1/700th models from.

The author of the rules has an excellent blog: The Raft – Wargaming Adventures

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.