Thursday, October 1, 2026

FLASH FLASH FLASH. Late breaking front line accounts from Klendathu

 Post action battlefield analysis has salvaged declassified exciting front line imagery from the debacle bravely fought action on the Bugs homeworld Klendathu. 

 Post battle inventory of tactical nuclear javelin missiles has indicated a massive loss consumption of munitions. The bugs homeworld has had an questionably effective nuclear blow struck. Pity our Well done fighting men and women of the federation!



 

Wednesday, September 30, 2026

Hammfilade 2026 - Friday. Starship troopers. Would you like to know more?

We have successfully concluded another Hammfilade weekend of gaming. This year we were later (Sept) than is typically as the summer was incredible busy for a number of us. We went for a slightly smaller cohort this year for logistical as well as socialization reasons. Our big game happened on the Saturday so we aimed for some smaller games Friday, Saturday (if we ended early) and Sunday (for those who could start their commute home later). 

 

 

 

 

 

Friday night Ron and James brought out their starship troopers setup. It had been run in Tacoma for Enfilade earlier in the year. I think most of the minis are from wake's emporium. Rules were modified pony wars I'm led to believe. 

 

 

 

 

 

Doug usually gives us a strategic overview and historical account of the big napoleonic battle on saturday (usually after we've been playing for a while, or when some of us finally figure out what the historical battle actually is...it's almost always a surprise). We insisted on doing the same in some good natured ribbing of Doug. Many many quotes from the movie and book were used. 

 

 

 

 

The battle is from the 1st invasion of Klendathu, the bugs homeworld. Buenos Aires had earlier been pasted by the bugs, promoting an escalation to full war. The intent was to hit the homeworld and end the war quickly....everyone should be home by Xmas. Of course, historically this did not occur and it was a total fiasco. The mobile infantry were ill prepared and the necessary tactics and technology not yet developed. 

 

 

Our commands were instructed to insert by dropship, take command of the area and investigate points of interest. Additional commands ended up generating as the points of interest were touched. For some strange reason the 'random discharges of plasma energy' seemed to preferentially target our ships and our ships were grounded fast. Poor Ron take a hit on the first turn and was humping his command across the table.....it made for a decent reserve when everything started going haywire. 

 

 

 

 

There were two lines of impassible terrain (for the humans only) which channeled us into 2 passes at each line. The bugs continuously spawned. Gun ranges were approximately the same distance as the charge range for the bugs, so this wasn't any turkey shoot. 


To the left we see that the Federation TV Team was left filming near a massive swarm outbreak as Seth pushed on aggressively to retrieve some critical intel from a fallen fort. 




He managed to buy a bit of time with a nuclear tipped javelin missile launch. Unfortunately the radiation was poorly passable for the humans, but didn't bother the bugs much (at all). 






With the situation getting dicey we all ripple fired our contigent of tactical nuclear weapons. The Bugs were lurking near the passes making attempts challenging. To most peoples amusement one of the nuclear missiles failed to hit the bugs when it accidentlly hit a unit of MI along the shooting path. A good third of the platoon was instantly vaporized. 

My own point of interest had a Doogie Howser looking political officer show up and insist we get across the table to another point of interest. Loyal to the end to the human race and unwilling to catch a bullet at close range I complied. 


Ron's slow walker began to establish a central perimeter as the rest of our commands were mostly savaged trying to cross the second line. 

 

We were regularly trying to call in air support and bombardments, often successfully, but hilariously (for the GM) he wouldn't let us use the templates to plan the strike location, and strikes landed after the bugs got another move. So you were trying to predict where they'd be. 

Danger close and blue on blue fire were definitely a thing.  


Seth was doing great work and managed to get to the fort and seize the intel. He was uploading it on the 2400baud modem while bugs massed. 

 

The GM announced an end game state and started an unstoppable wave of bugs moving from the table edge. Lt Seth's command was post humously awarded numerous medals for their successful mission. 



A handful of troops managed to call in extraction and were able to help relay first hand accounts of the historically accurate catastrophe on Klendathu.









 

Wednesday, September 23, 2026

Congo: Forest Tribes (Foundry Figures) - part 2 (of 2)

 Continuing on my showcase of the forest tribes for CONGO (studio tomahawk). If you are interested in the 'official' pictures of minis there is a handy pdf with cards of all the units here. 

 

 

 

 

 

 

 

First up is the pygmy king (a leader required if you want a pygmy unit). He has a unit of spearmen, and archers.  I tried to use some consistent colours across the whole force as, to be honest, there is a lot of replication across the 4 armies (like everyone gets young warriors, archers, scouts, and porters). My forest tribes have blue, red, orange, turqoise.

 

 

 

 

 

The pgymies may be overpowered based on the game we played. The archers, conveniently, are 2 separate units but activate on a single card/token/thingum. Small units are SUPER brittle, but the extra mobility was pretty awesome. There is, functionally, some march blocking which allows you to slow down your opponent if you are close to them. 

 


 

 

 Speaking of small units, we have a group of 3 scouts. They have an ability to enter terrain and NOT trigger a dangerous terrain test (there's a d66 table which can include some wild animals showing up on the table). Once a piece of terrain is occupied, it won't generate a test when another unit enters (but if it gets unoccupied and then return, you need to test again)

 

 

 

 Bundukis are another fairly common unit (warriors with muskets). Muskets and rifles have similar ranges, and attack dice are more about the troop competence than weapon. The difference is that muskets inflict a 'stress' token on a unit taking fire....but then they need to reload on another fire action. 

 

 

 

 

 

 

The last unit to be shown is the archers. I should probably base everyone, but I'm undecided on what to use. I'll probably just wait to finish my 3rd army/force and then base everyone the same way. Though there are arguments for having slightly different basing for each force I suppose to create some additional visual elements that differentiate them (makes it harder to steal/share the units between forces though). 

 




 

Wednesday, September 16, 2026

Congo: Forest Tribes (Foundry Figures) - part 1 (of 2)

I decided to pull out some figures I'd previously painted (years ago) for some photos. Painted but not yet documented. The impetus to get them out was a weekend visit by Doug, and the fact I was going to force him to play some games that have been on my shelf for a while, but not yet hit the table top. 

Congo was one of these games. A local gamer said he was interested, and I saw a screaming deal on figs on TMP (many years ago) so I bought a lot of three forces. I believe most/all of these figures are foudry. The zanzibari's have previously been photographed.  

First up are the leader types. I think I'm missing one or two for the game and possibly over subscribed for one or two. I think it will be tricky to fill in the gaps, as they are pretty niche (drummers, a newspaper ma for the white mans expedition, zanzibari slaver,etc). 

 

Next up we have some young warriors, (blue shields) and warriors (with the head dressings. Missing from my stock are the cannibals....which is mostly differentiated by painting. So that may not be too hard to fill in if I want to expand. 





 

Wednesday, September 9, 2026

Broadside Empires of Steel: Blockade of Rabaul (first game)

Broadside Empires of Steel is a print and play game that kickstarted many years ago. I thought it'd be a good entry into naval (which I've been vaguely interested in, but put off by the crunchiness of many rules and the steep learning curve).  

In principle the ships could be printed in FDM, but my original printer (Ender 5) didn't really give me satisfying results. So I waited till I was dabbling in resin, which I don't really like to print with (too stinky for my space and too much post print clean up....with stinky cleansers). 

Doug visited a couple weekends ago and I dragooned him into playing a game with me. There are rules for creating point based fleets and missions, but I don't have that many ships and my space is small. I decided to go for a small scenario based on a kriegspiel the mad padre ran, Swan of the East. 

 In the game I had a command of 2 ships (The HMAS battlecruiser Australia and the HMAS light cruiser Chatham. I was blockading Rabaul to try and catch the german raiders (this was a ww1 game). The Australia was in close blockade with the Chatham over the horizon (or vice versa). Wireless from the base ended up summoning the sister ships (armoured cruisers) Scharnhost and Gneisenau, looking for some easy kills. In the campaign one of the German ships took a critical hit and started to spin, the other one retreated, but not before Australia was sufficiently damaged to sink over a few hours. I wanted to replay the encounter to see what might happen. Amazingly the points values were almost identical. 

Wednesday, September 2, 2026

Trumpeter Salute 2026: Battle of Luetzen (15mm Honours of War)

I played in this game during Trumpeter Salute, hosted in April in Burnaby BC (in Greater Vancouver). Dennis was the host and had painted up some lovely figures over the year. My opponent was Malcolm, who often takes command for Napoleon in the napoleons battles games featured elsewhere on this blog. 

The battle was Leutzen which, like most historical battles, I don't know a lot about. The crash course was that the Austrians held a town/bridge over the river and felt comfortable holding it vs the Prussians. They hadn't done a very good job with recon over the area, and the Prussians discovered a ford, promptly marched over to it, and deployed on a hill with command over the Austrians lines of communication. Now Austria needed to switch from defensive to offensive with all of the typical challenges of the time, and national army, that that entailed. 

 

 

Our game started off similarly. I was able to steal the march on the Austrians and hurtled most of my troops towards the ford, and hill with the objective. Ahistorically, Malcolm/Austria launched a strong counterattack across the river. The Prussian command was split, and faced a bit of a challenge of how many troops to leave on their side of the river to threaten the village, but not denude their drive on the objective too much. 

 

 

 

While the game looked nice, and I have (in the past) enjoyed Honors of War, there was a bit off. Some changes were made by the GM (I think in the interests of time and convention realities) and I think he wasn't too solid in the rules. There were some options for 'pass through' fire (overwatch/reaction fire) that could have made quite a difference but we were told it wasn't a thing in this game. After the weekend I checked my own rules and let Malcolm know, as he was (rightly so) a bit disappointed by the rules and the outcome. I do think it would have made a major difference. 

 

In general, the Prussians were able to sort themselves out on the hill in a strong defensive position. The two armies cavalry forces were slightly overlapping, so a cavalry vs cavalry charge quickly morphed into cavalry vs infantry attacks (which are very iffy in this time period). Some good rules by the Prussians vs some ugly roles by the Austrians quickly made the writing on the wall clear and the battle was resolved in a timely fashion within the block. 

 

 

 

I didn't feel like I'd done great generalship, but a combo of lucky roles, & some missed reaction fire opportunities ended the battle early. The pressure was definitely on my leave behind force, and I suspect the hill battle could have been fairly interesting/close had the cavalry action not been so decisive. 

 

 

 I feel like this is was one of my somewhat typical convention experiences, where you play with pretty figs and terrain that someone else has made, but the actual gaming experience isn't the most uplifting. It seems churlish to say it though and I don't think it's really a function of the GM (in most cases). I think that the convention setting and time constraints, vs the rules that are available (specifically the complexity and time requirements), make for a challenge that often is imperfectly solved. I think my expectations for conventions have gone up as it's hard for me to get to them. The time and monetary costs are balanced vs the other things I could be doing (gaming or visiting with friends) often means that what would otherwise be entirely satisfactory games are seen through a more critical lens. 

Wednesday, August 26, 2026

FOG: Carthage vs Rome, annual game 2025

More pictures from the past that haven't hit my blog yet. This is from a field of glory game in 2025. It seems FOG picks up in the summer when Nate is on break from teaching. Of course, the 'honey-do' list gets long and childcare and vacations complicates everything. I played a game of FOG in 2026, but managed to only take 2 pictures, so not worth a post. 

 

 

 

 This game I was playing against Chris who is definitely remembering how to play and can put up a decent plan. I feel like I'm constantly on the back foot using Carthage vs Rome. I'm not sure if it's historical, or a function of the point value we play at (lower than normal), or composition of the troops we have, or what (definitely unrelated to my skill level). 

 

 

 

 

 Notable in this game I learned to not have my elephants race off versus light skirmishers. Slinger in this case. It reminded me of being told about how in DBA/DBX slingers vs elephants see no results 5 of of 6 turns, and then 1 in 6 you lose your elephants. Don't do it. This is precisely what happened in this game. 

 

 

 

 I, typically, ended up with my cavalry charging in and bouncing off against walls of well ordered infantry, who crept forward. The end game was my infantry core being ground down and cracking vs the (seemingly) endless small units. After this game I think I went for larger blocks of spearmen to avoid the penalties of losses kicking in after a single base was lost. 

 

 

 

 

 I'm currently in the process of painting another army (Syracuse) so I can try something different. Although honestly, they are mostly hoplites (offensive spear), so not that different. 

It will give me an option for hosting a game myself when Nate isn't around (who has 3-4 different armies).