Monday, 25 May 2020

2mm medievals


Hello all, hope you are all keeping well. This is just a quickie to show you what I have been mucking about with. But first:


Hey look kids, it's the 90's!

So what have I been mucking about with?.

 2mm scale medievals!. These are some test units for a campaign I may actually finally do.

 Here's some Knights having a bit of a charge about the place. 2mm is great for making realistic sized units

 These are from the horse and musket range being used as ranked longbows.

 Some leve foot. If I can put together another 3 or 4 of these units I reckon they will make an impressive battle line.
 These smaller units are just about passable as hand gunners or crossbowmen.

Each base is 6cmx3cm to give some idea of size. Here's a comparison picture next to a 28mm mini:

'come on lads, we can take him'!!!

 So why the sudden interest in 2mm. Well I was going through some older posts and I found a campaign I almost got around to starting, namely this:


You can read the innital background post Here. I planned to paint more 12mm stuff to represent the different houses but thinking about it two quick to slap together 2mm forces would not only reduce the hassle of painting so much it will also allow for some truly EPIC battles. Right, better put an order in to irregular.......





......'till next time.......






Saturday, 16 May 2020

How not to lockdown

Hello all, this will be a ramble, I apologize in advance.


My wife thinks this album is showing its age, so rather appropriate at the mo!.

Well then, my lockdown was going pretty well, not to make light of the fact that we are in isolation due to a global pandemic but taking it from a personal perspective of being basically paid to do hobby stuff just to keep me off the streets. Kind of the making lemonade perspective if you will. I have plenty of hobby stuff planned and was well ahead of where I thought I would be at this time at the start of the year. Then my ageing body went and kicked me in the proverbial. I had one of those fun mornings where you wake up and get out of bed only to find that some part of you really, REALLY HURTS!!!!. So here I sit, my calf muscle swollen and no longer weight bearing robbing me of a golden opportunity to forge ahead with the good stuff!. I'm definitely off work for at least another three weeks and am now likely to be laid up for most of that time under the gaze of the Amazing one who must be listened to at a costs not doing the following fun stuff:

1) playing some more test games of my element based rules (I had my 2mm stuff written up and ready to go!).

2) testing and tinkering about with my latest hobby buy:
A ranky-flanky pile of goodness

It looks like it could be good fun and doesn't require frequently rolling and rerolling a wrist damaging amount of dice to run like other games of its ilk (cough* Warhammer* cough).

3) painting one of three planned fantasy armies or the two innital forces for a new and improved reimagined version of my old 


Campaign, but this time set in a slightly different period that I think will better suit it.

Here's a clue.


So yeah, stuff went and got all slow!. I have my painting area gazing at me accusingly just inside my L.O.S wondering why I don't love it anymore!.

On another note I did manage to take some more pictures for my Stuff I want to get rid of page. This is a page that contains the minis I have admitted to myself I will never have the time to actually paint. Rather than have them gather dust it would be far better to move them on to someone that has a use for them. The last thing I want to do is have masses of unused minis that could be gracing a table somewhere.  The point of the page is to move stuff to a good home not make money so please have a look and grab a proper bargain (honestly an absurdly low offer that will cover postage will be enough providing you have a proper use planned for them).


A couple of the lots on offer, pop along for a gander.

And then I found this which made me chuckle:




........'till next time......










Friday, 8 May 2020

The Battle of Stumpclaw Way

Hello all. I decided to grab a moment to play another test game for my new element based rules. This time i attempted to put the rules under the stress of a really big battle to see what happened. But first:




Their best album....fact!!.

As I was saying I decided to set up a game that would stretch the rule system. No fancy narrative here unfortunately as I set things up and went at it, I used my kallistra 12mm armies which I decided to split along the lines of goodly human forces (red/yellow and blue/white) Vs an unhinged necromancer and his minions and henchfolk (black/yellow and black/white). I have yet to work out either a magic or points system so the necromancer is classed as a regular commander and I have no idea if the forces are actually balanced in any way.  It's also worth noting that I set up the table to be bloody awkward for both sides hence Stumpclaw Way and it's ruined watch tower was placed in such a way to create bottlenecks and force the units to 'clump' to put the rules for large combats with multiple units under strain.

Stumpclaw way by daylight, forces deployed ready for battle. The ultra evil Necromancers lot to the left and the goodly two daps to the right.

 The main evil battle line is formed.

 Spectres and Git Hounds on the right flank.
When horses go bad. Evil horse on the left.

 Captain evil pants himself flanked by his risen minions!.
His opposite number, the high commander of the goodies has a similar but better tactic, he's surrounded by giants!.

 The good Blokes battle line from the rear.
Their right also overloaded with horse riding types.

This is the first massive battle with these rules. One thing I wanted to stretch was the activation mechanics I am using. The rules use command dice to determine the number of activations each player has each turn. The players roll 1d6 per commander and then take turns to use one dice at a time, activating that number of units. Both forces in this battle started with 4 commanders which should show any major issues with the system. I have also been working on some reactions unactivated troops can utilize during the opponent's activation so even if you roll low on your command dice your troops can still react to the enemy. With that in mind I started the game.

 The action begin with hidden scouts from both sides revealing themselves and engaging in an archery duel.
Which was won in short order by the baddies!.

More good guy scouts jumped out of the treeline over on their left, a decision that looked decidedly dodgy when they saw what was heading their way!.


In the centre both sides advanced their archers and had at it as the sound of twanging filled the air.

 On the goodly right the horse advanced, Knights splitting off to cover the flank of the bow line.

The early stages of the battle.

 Despite attempting to fire and fall back the scouts on the good folk left are pounced upon by the Git hounds.


Prompting the sending of fresh troops to make sure the flank would hold.

 On the other flank the charge (and counter charge) was sounded.


The archery battle in the centre was not going the bad guys way as foot troops were ordered forward.

 One of the spectres couldn't resist a quick haunting in the ruined tower.

The necromancer ordered some of his horse to break off from the left through the pass to bolster the main attack.

 Having polished off the scouts the Git hounds faced some stiffer opposition.


The necromancer ordered his probing foot troops into combat to end the enemy ranged threat.

 Leaving one of the commanders exposed!. An opportunity the goodies were keen to exploit.


Some really very evil horse charged in to help their stranded superior.


Both sides commit troops to try to swing the combat on the arrow line.


Which ended badly for the baddies!.
 The Git hounds were also having a hard time over on the right and would soon be routed.

In the center fresh troops were committed.

 Having claimed the flank a unit of good Blokes push on to threaten the enemy rear.

The situation as it stands.

 The bad folk send in the main attack.

 Which successfully breaks the enemy archers.

However the good guys send in their best in response.



Which has an immediate impact, turning the enemy troops.

 The one bright spot for the not nice force is the breaking of the enemy cavalry over on the left. The horse on horse action had been in the Ballance all game but due to the narrow space had forced a string of really boring stalemates.


With the situation looking grim the chief evil dooer charged along with his reserves.

 Which ended in a bad guy flavoured collapse.

Come on guys we can take 'em....guys?.....

This seemed like a good place to call it. Aside from a few cavalry units over on the right the evil lot were done as an effective fighting force. The whole game lasted about 5 turns and took an hour and a half to play to a conclusion so I'm taking that as a win. I still need to play another big game as neither side lost any commanders until really late in the day so I will need to try it with less command dice for one side. All told it was lots of fun and gave a real 'fantasy battle' feel which is good. You never know, I may be ready to type these up soon......



....'till next time.....