Title

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Tally Ho!

Saturday, 25 April 2026

1,500 years of history in a week

A busy week this week on the wargames from with some gaming and painting. We've been debating the use of AI in wargames and in a light hearted moment I created an AI powered opponent - the Roybot 2000.

Roytbot 2000

On the painting front I'm very close to completing my Great North Wars Russian army with the final line regiment done. This is in the uniform of the Kazanski Regiment from Moscow. 

GNW infantry - Warlord games

I've also done a second batch of warrior monks for test of honour. Some leaders, archers and Ikki Ikko.


Warrior monks - Fireforge Games 

On the gaming front we tried out Beneath the Lilly Banners in 15mm. My SYW British stood in as Williamite forces against Robin's Jacobite's. We played the rules unmodified and it worked well. Williamite firepower was decisive on this occasion.   

Williamites capture the crossroads 




Finally we've begun using Pillage dark ages/ medieval skirmish rules for out regular club games. For this intro game people brought what they has so the game saw Irish, Vikings, Saxons, and Arabs.    

Irish dogs attack




Wednesday, 15 April 2026

Khartoum Finale - Gordon's alive!



With the Desert Column winning the race to Khartoum they had the honour of playing the British in the final battle. General Gordon is alive and holed-up in the governors residence and the Mahdi has come to watch the final assault - so its Larry vs Charlton. Each sides aim is the kill the others leader whilst keeping theirs alive.

The game used a 12' table and my entire 28mm Sudan collection plus a few figures from others.

View from the Nile with the town in the foreground

The opposite side with the Mahdi watching the action

The British made two broad thrusts; the infantry with gun boar support attacked towards town while the cavalry and Camel Corps targeted the Mahdi. The Mahdists massed a lot of troops against the town in hopes of a quick kill before moving troops back to the Mahdi's front.  

Gordon in the residence

Mahdists attack the town

Scratch built gun boat

As the British moved toward cautiously the town came under fierce attack - the Mahdists took hits but managed to occupy half the governors mansion, putting Gordon under pressure. 
 
Gordon's position under attack

Gendarmes advance


In the front liens the British continued their advanced, stopping to hot Mahdist units with heavy fire as they revealed themselves.    

The Mahdi moves to safer ground



The climax game with both the Mahdi and Gordon facing attacks; but with different outcomes. Three times the Mahdists occupying the mansion failed to charge while the Lancers attacked the Mahdi's bodyguards wiping them out.   


With the Mahdi dead and losses high the defeated Mahdists retreated into the desert to bide their time and plan their revenge. History was reversed and the Empire's honour was saved!  

The Mahdi meets his end


Sunday, 12 April 2026

A tale of two games

Over Easter we fought the same battle twice but with different sets of Napoleonic rules - partly experiment and partly reuse of an idea! In this battle a scattered French force has three aims; consolidate its troops, hold the bridge separating them and retreat their siege train over the bridge and off to safety. Two Austrian forces are aiming to stop them. 

We played this at Divisional level with Lasalle 2 and Corps level with Blucher. Both scenarios are below and posted on the Sam Mustafa Facebook group.

Game 1 - Lasalle 



View from the west end

The French deployed in strong defensive positions, although crucially held back most of their cavalry meaning they did nt influence the initial Austrian advances.    
 
The Ratisbon bridge

French guarding the train

The Austrians pushed forward, cutting the road at the exit point and putting some pressure on the defensive lines.  



Austrians attack the train defenders

Repeated attacks were made on the bridge but the garrison defending the village of Ratisbon were able to hold then off. Unfortunately the rest of the division holding the road were pushed back with heavy losses.  

Bridge garrison holds firm


The game ended with the Austrians on top - the siege train had been intercepted east of the Ratisbon bridge and much of the road to the west of the bridge was in Austrian hands.  

The train under attack

Game 2 - Blucher



Austrians attacking from the east

In this version the French decided to push out from their defences and look to disrupt the Austrian attacks, especially around the bridge area. This resulted in a fierce cavalry battle near the bridge as the Austrians looked to once again cut the road near the exit point.       

Train scuttling down the road

Austrians try to cut the road in the west

The Austrian steamroller in the east moved remorselessly forward but was slowed by needing to deal with a series of French cavalry and infantry attacks.  



The Austrians were able to cut the road west of Ratisbon but made limited progress with their infantry in that area. The eastern Austrian force kept the French back-peddling but were unable to stop the siege train crossing the Ratisbon bridge. The game ended when the French hit their army breakpoint.    


Conclusions

Both games played similarly but with a few key differences:

  • In game 2 the French tried harder to disrupt the Austrian attacks - this kept them further back but did mean taking losses.
  • Blucher naturally has more movement in it as you tend to play more turns and usually get to activate more often if you are careful with Corps organisation / leader abilities. This helped the  French get their wagons further in game 2.
  • In both games assaulting garrisons is very tough - in neither game was the Ratisbon bridge in much danger.  

 




Wednesday, 8 April 2026

Monks of the mountain

Latest units off the painting table are some Sohei (warrior monks) for Test of Honour - a samurai skirmish game I'm playing in Fishponds. The game uses about 10-20 figures per side on 4 foot table somewhat based on WWII skirmish 02 Hundred Hours. The action is driven by a pot of activation chits with players drawing in turn to see if they can activate a hero or normal trooper. 


Starting as a temple defence force they grew steadily and were able to field large armies capable of defeating samurai lords. Also in the force are some Ikko-Ikki religious fanatics. All 28mm Sohei figures from Footsore Miniatures.      

Sohei naginata wielders

Sohei musketeers

Sohei temple guards

Ikko-Ikki

Sohei leaders

As Emperor Shirakawa lamented - there are three things that even I cannot control: the waters of the Kamo river, the roll of the dice, and the monks of the mountains.