Author Archive

Sardine Wars

Posted on September 10th, 2017 under , , , , . Posted by

The Furness Wargamers are on the verge of starting another Campaign game. The game is based in Crusader times and on the Island of Sardinia with the waning of the Byzantinian influence on the isle. Despite the place not having much in the way of recorded Crusader history in this time period, things are being padded out to give room for some action.

Sardinia Campaign Map


Rule set of choice is ‘Lion Rampant‘, which the club used for a successful round robin tournament earlier in the year. The campaign rules have been put together by Matt and include basic off the board siege rules.

The two sides are Norman Crusaders and Arabs, but with individual leaders out to carve their own domains (so much like the real life Crusades). Income to build armies comes from both capturing land and towns and also from defeating opponents in battle.

Given that I already have a force of Leper Knights from the tournament I’ll be playing on the Crusaders side.

The campaign is due to start this coming Tuesday and no one has any idea how long the campaign will last for.

Sardine Wars

Posted on September 10th, 2017 under , , , , . Posted by

The Furness Wargamers are on the verge of starting another Campaign game. The game is based in Crusader times and on the Island of Sardinia with the waning of the Byzantinian influence on the isle. Despite the place not having much in the way of recorded Crusader history in this time period, things are being padded out to give room for some action.

Sardinia Campaign Map


Rule set of choice is ‘Lion Rampant‘, which the club used for a successful round robin tournament earlier in the year. The campaign rules have been put together by Matt and include basic off the board siege rules.

The two sides are Norman Crusaders and Arabs, but with individual leaders out to carve their own domains (so much like the real life Crusades). Income to build armies comes from both capturing land and towns and also from defeating opponents in battle.

Given that I already have a force of Leper Knights from the tournament I’ll be playing on the Crusaders side.

The campaign is due to start this coming Tuesday and no one has any idea how long the campaign will last for.

Indian Guns

Posted on August 22nd, 2017 under , , , , , , . Posted by

A return trip to Maratha India, as Matt advances with his ‘Road to Assaye’ project, to recreate Wellington’s Toughest Battle.

A converted version of Impetus Baroque advanced in time to the Napoleonic Era, this was its first outing in 28mm. Matt gets to reuse some of his crusader era Arabs as Levy, but the vast majority of troops are new to the field.


A massed array of Indian Guns, much more massive than any of the regular artillery available to the Europeans of this era. Behind these guns, are the Infantry of varying quality, with Elephants (of unknown quality) and Elite Cavalry on their right flank.

The British lead force of the East India Company is low in Cavalry and Artillery. The infantry units are mostly Sepoys, tasked with assaulting up the centre, with some British regular units on the right.

The Sepoys used a convenient hillock to hide from much of the artillery and a patch of rough terrain to try and cover their flank from the oncoming Indian cavalry.

The initial cavalry encounter did not come off well for the British as the quality of the fresh Indian cavalry was too much and the British squadron was forced off the field.

The British were the first foot troops to engage the enemy, charging the guns on the right, inflicting damage but being repulsed. The Indians then try and counter attack but come off the worst.

The Indian Rocket Camels didn’t inflict much damage to the advancing Sepoys but did slow them down, delaying engagement with the main bank of Artillery on the Left.

So the game winds down with not much activity on the Indian Right or Centre, but with the Left looking considerably weaker after the repulsion of the Indian cavalry by the British, and a follow on charge dislodging the covering rockets and infantry, with the British Infantry on the right getting ready for a second crack at breaking the Infantry.

Indian Guns

Posted on August 22nd, 2017 under , , , , , , . Posted by

A return trip to Maratha India, as Matt advances with his ‘Road to Assaye’ project, to recreate Wellington’s Toughest Battle.

A converted version of Impetus Baroque advanced in time to the Napoleonic Era, this was its first outing in 28mm. Matt gets to reuse some of his crusader era Arabs as Levy, but the vast majority of troops are new to the field.


A massed array of Indian Guns, much more massive than any of the regular artillery available to the Europeans of this era. Behind these guns, are the Infantry of varying quality, with Elephants (of unknown quality) and Elite Cavalry on their right flank.

The British lead force of the East India Company is low in Cavalry and Artillery. The infantry units are mostly Sepoys, tasked with assaulting up the centre, with some British regular units on the right.

The Sepoys used a convenient hillock to hide from much of the artillery and a patch of rough terrain to try and cover their flank from the oncoming Indian cavalry.

The initial cavalry encounter did not come off well for the British as the quality of the fresh Indian cavalry was too much and the British squadron was forced off the field.

The British were the first foot troops to engage the enemy, charging the guns on the right, inflicting damage but being repulsed. The Indians then try and counter attack but come off the worst.

The Indian Rocket Camels didn’t inflict much damage to the advancing Sepoys but did slow them down, delaying engagement with the main bank of Artillery on the Left.

So the game winds down with not much activity on the Indian Right or Centre, but with the Left looking considerably weaker after the repulsion of the Indian cavalry by the British, and a follow on charge dislodging the covering rockets and infantry, with the British Infantry on the right getting ready for a second crack at breaking the Infantry.

Door to Door

Posted on August 15th, 2017 under , , , , . Posted by

Something a bit different this week as Jim arranges a game. A bit of urban fighting in WW2 using Jim Websters set of rules ‘Hell by Daylight‘.

Tel, Matt, and Steve are the bad guys trying to get away from the advancing Russians.
Tristan, Scott, Tom, and Bill are the defenders of Poland attempting to block their path.


The Germans had four squads and accompanying panzers available. The defenders are hidden through out the city and might have booby trapped the barricades scattered around the streets.

The Germans send in one squad at a time to try and clear a path for the evacuation and spend a lot of time hesitating at the first barricade trying to work out if it is rigged to explode.

Slow progress was made and a lot of dicing occurred, but due to the low percentage chance to actually hit anything not many casualties were inflicted on either side.

Things started to change once the Molotovs started flying, causing one of the tanks to flee and another to button down. A booby trap also managed to wound a number of Germans as they approached the large central building that was the source of much of the gun fire.

 The Germans try multiple routes to try and flank the defenders, and gain positions to lay down covering fire, but the partisans are too mobile, apparently making good use of the sewers to out manoeuvre the enemy.

Time runs out with the Germans not making much progress, only approximately one-third of the way across the board.

Door to Door

Posted on August 15th, 2017 under , , , , . Posted by

Something a bit different this week as Jim arranges a game. A bit of urban fighting in WW2 using Jim Websters set of rules ‘Hell by Daylight‘.

Tel, Matt, and Steve are the bad guys trying to get away from the advancing Russians.
Tristan, Scott, Tom, and Bill are the defenders of Poland attempting to block their path.


The Germans had four squads and accompanying panzers available. The defenders are hidden through out the city and might have booby trapped the barricades scattered around the streets.

The Germans send in one squad at a time to try and clear a path for the evacuation and spend a lot of time hesitating at the first barricade trying to work out if it is rigged to explode.

Slow progress was made and a lot of dicing occurred, but due to the low percentage chance to actually hit anything not many casualties were inflicted on either side.

Things started to change once the Molotovs started flying, causing one of the tanks to flee and another to button down. A booby trap also managed to wound a number of Germans as they approached the large central building that was the source of much of the gun fire.

 The Germans try multiple routes to try and flank the defenders, and gain positions to lay down covering fire, but the partisans are too mobile, apparently making good use of the sewers to out manoeuvre the enemy.

Time runs out with the Germans not making much progress, only approximately one-third of the way across the board.

The Price of Glory

Posted on August 1st, 2017 under , , , , . Posted by

Still gaming the Great War, but this time back to Europe and with a different rules set ‘The Price of Glory’ (or rather a Dave M variant of), which we have played in the past and is at a much larger scale to the previous weeks activity.

The Western Theatre

 It’s Early War and the initial French push into Germany has come to a halt as the Germans outflank them via Belgium. The Germans are now launching the counter-attack to grab back their territories


The Bridge

The initial French assault in 1914 tends to be forgotten a bit, but was an integral part of the Schlieffen Plan. If the German commanders had held their nerve and just pinned the French the war might actually have been ‘over by Christmas’ as the notorious saying went .

The target for this assault is to capture a village at a river crossing, but with a bonus condition of getting troops off the board. The bridge is the only point at which the river can be crossed and the French start with troops on both sides of the river.

The German Advance

The Germans have managed to send a force round the flank and over the river (which otherwise can only be crossed at the bridge), these would appear after a random number of turns. Fortunately they turned up earlier than expected.

The Flank Attack

Things looked bad for the Germans as the initial advance took heavy casualties from the village and the artillery. Extra reinforcements gave them new impetus and they managed to storm the village and force the defenders back over the bridge.

Storming the Village

The two armies trade fire across the river as the Germans attempt to force their way unsuccessfully over the bridge. On the Flank the Germans are making slow progress along the rail embankment pinned down by the artillery and French reinforcements shifted over onto the embankment.

Firefight across the River

So the Germans get the win by kicking the French out of the village but not the decisive victory as they did not manage to get off the table via the heavily defended roads.

The Price of Glory

Posted on August 1st, 2017 under , , , , . Posted by

Still gaming the Great War, but this time back to Europe and with a different rules set ‘The Price of Glory’ (or rather a Dave M variant of), which we have played in the past and is at a much larger scale to the previous weeks activity.

The Western Theatre

 It’s Early War and the initial French push into Germany has come to a halt as the Germans outflank them via Belgium. The Germans are now launching the counter-attack to grab back their territories


The Bridge

The initial French assault in 1914 tends to be forgotten a bit, but was an integral part of the Schlieffen Plan. If the German commanders had held their nerve and just pinned the French the war might actually have been ‘over by Christmas’ as the notorious saying went .

The target for this assault is to capture a village at a river crossing, but with a bonus condition of getting troops off the board. The bridge is the only point at which the river can be crossed and the French start with troops on both sides of the river.

The German Advance

The Germans have managed to send a force round the flank and over the river (which otherwise can only be crossed at the bridge), these would appear after a random number of turns. Fortunately they turned up earlier than expected.

The Flank Attack

Things looked bad for the Germans as the initial advance took heavy casualties from the village and the artillery. Extra reinforcements gave them new impetus and they managed to storm the village and force the defenders back over the bridge.

Storming the Village

The two armies trade fire across the river as the Germans attempt to force their way unsuccessfully over the bridge. On the Flank the Germans are making slow progress along the rail embankment pinned down by the artillery and French reinforcements shifted over onto the embankment.

Firefight across the River

So the Germans get the win by kicking the French out of the village but not the decisive victory as they did not manage to get off the table via the heavily defended roads.