Title

Title
Tally Ho!

Wednesday, 4 February 2026

Khartoum - week 1

The campaign got under this week with both columns fighting their first actions.

Nile Column - the Cataract


The column's first act was to navigate a rocky weir (cataract) near the start point. This is a place of danger as the Gunboat would not be usable and troops were busy handling boats. So it was that the Mahdists ambushed them bent on destruction of the column and its vital supplies.

Nile Column stands too


The first few turns went well for the British as they pinned a few units and routed another. Buoyed by their success they sent the Egyptian cavalry on the attack but they soon became surrounded and wiped out.  
 

Egyptian Gendarmes sally out 

The Mahdists counter attacked strongly and at a crucial point the British were unable to pin the enemy, allowing them to launch a series of charges into the square. The defenders soon became weakened and suffered heavy losses as well their supplies being destroyed. British Loss and 4 additional supplies destroyed.     

The square collapses

Desert Column

The column's commander decided to send a mounted sweep through the local areas to check for supplies and Mahdist spies. Six areas were designated to be searched, but the the Mahdists had got their first and were in ambush. 


The British opted for a cautious approach given the risk of ambush. They were able to reconnoitre 3 of the 6 areas and when they came under attack they fell back to the start line where a well-placed Gatling could fire. The British Hussars roved behind the Mahdist position but suffered heavy loses.   
 
Camel Corps take an objective


Things were pretty close but the British came out winners due to their Gatling inflicting late game damage on the Mahdists.  British Win. 

Camel Corps resist an attack

Campaign Situation

Both sides now advance to their next battle, but with the Nile Column already short on supplies. They must win the next two games and capture the Mahdist supply dump not to be forced to resupply and allow the Desert Column to gain a lead.


   



Saturday, 31 January 2026

A busy week - Sudan, Great North Wars and Napoleonic's

As the title says three games squeezed in this of various types.

Firstly the warm-up games continued for the upcoming Khartoum game, this time with the proposed forces we'll be using.


Lancers try to rescue a jammed gattling

The British struggled a little to hold back the Mahdist tide but checking the rules later we'd misremembered how scrub worked and been too generous on hiding behind it, which would have given the Brits more distance shooting.   


Camel Corps are surrounded

Later in the week I made the trip over to The Forest for a game of Beneath the Lilly Banners with our favoured Great North War setting. The scenario involved an Ottoman force trying to capture a fort and prevent some supplies getting through.    



Ottoman Azabs

It was the first time we'd used Tribal Horse, Tribal Foot and massed Russian Dragoons. The Tribal Horse proved annoying and highly manoeuvrable, the Tribal Foot shoot OK but can nt stand up to close order troops in combat and the Dragoons were a little disappointing against the Ottoman lancers but may need more practice.     

Ottomans close in on the fort, which would later fall


The final game as A Napoleonic one using Lasalle with the French attacking a similarly sized British force who were not all active at the start of the game. It was an 1814 French vs Russian game reset for the Peninsula campaigns. 





The French were able to capture about half the table and destroy one British infatry brigade, however they lost a brigade of their own and most of the heavy cavalry. We called it a winning draw for the British. 

Swiss vs Scots - the final unit in the brigade lost

It was out first use of the British - the infatry is excellent with about 33% more firepower than standard units but crucially the ability to recover casualties at the same rate as the Russians. So they are hard to outshoot and attacking them, whilst risky, is the best bet.      

French attack into heavy fire

So a busy week of gaming - the trouble is holding 3 - 4 sets of rules in your head means sometimes you get muddled! I'm putting my mistake on the Sudan game terrain rules down to that, not old age!




  

Monday, 26 January 2026

5 Parsecs - journey into the wilderness

I played the latest two episodes of my ongoing 5 Parsecs From Home as a linked scenario as the two seemed to fit quite nicely together. 

Game 1 (Turn 15) - into the wilderness

New Patron MeetSpace VR had hired the crew to recover some tech from a crashed shuttle. The aim of the first mission was to secure the site, recover the tech and call for extraction. The area was in a deserted zone of the penal moon of Travoris but it was known to be home to a group of Precursor (space elves) Exiles. 

The crash site

The game started with the crew at the crash site and needing to beat-off the Precursors. They are a shooty faction with a good combat skill and lots of ranged weapons, so the crew soon came under heavy fire.  

Precursors (space elves) mover forward

After an extended fire-fight the Precursors had been pushed back but three of the crew were downed - two stunned and one wounded. The stuns are removed after the battle and wound turned-out only to be minor, so quickly fixed in the med bay.         

The crew holds the perimeter

Three down but the site is secured

Game 2 (Turn 16) - Dust Off 

Although the Precursors has been pushed back, the crash-site was too hot for a safe extraction as they would surely be back. So the crew decided to hike a couple of clicks to a safer spot. Little did they know that a group of Void Rippers was in the area - aggressive and territorial, they quickly moved to attack the party. 


Void Rippers on the scent

Fast moving and tough they swarmed towards the crew making good use of the cover. Their tough hides deflected lots of shots so most of the swarm made it into close combat.   

Void Rippers attack 

Luckily the crew are well equipped with good armour and close combat weapons. After a brief struggle the attackers had be temporarily withdraw allowing the extraction to go ahead before they renewed their assault. No wounds but lots of dented armour.    

A desperate struggle

Dust Off

  

Saturday, 24 January 2026

Sudan warmup

Our next campaign is going to be some colonial action - the Khartoum relief expedition in 1885. Players will split into two teams each controlling one of the relief columns and the Mahdists opposing the other. We'll be using our preferred set - The Men Who Would Be Kings (TMWWBK) from Osprey. As we've not played for a while we're beginning with a couple of practice games. 

This weeks game was single fairly large with about 50 points a side. The scenario involves the British searching 6 areas on the table while most of the Mahdists start off-table in Ambush.


British Camel Corps advance 

It was a game of two flanks. On the British left they were ambushed on the start line, facing overwhelming attacks and some accurate Mahdist artillery fire. They lost two units of Camel Corps and made limited progress, but did kill lots of the enemy.

Beja in ambush

Camel Corps supported by foot

On the right the British cavalry routed their Beja opponents and managed to seize two of the 6 objectives.  

Beja cavalry

By the close of play it was 10 victory points each with the British doing well on their right but under threat on the left. 

Ansar try to surround the British left 


   

     

Monday, 19 January 2026

Armada - naval fun & games

This weekend I visited South Oxford Wargames Group's annual Armada tournament - three rounds of play and lunch provided for £20. Armada is a based on Warlord Games Black Seas Napoleonic rules, but streamlined and reset into a fantasy world. We played 200 points which gives you 4 - 5 ships and the list had to contain at least 4.

The rules would be easy to convert back as one of the factions is men using the Black Seas models and TBH that's attractive to me as the Armada version plays really quickly with 200 points doable in 90mins and a big focus on scenarios not just forming lines and shooting at long range.


As with last year I used Salamanders, a fiery lizard based faction (yea I know they should be amphibians but its not my IP!). They are focused on shooting and have decently fast ships. I went to one very large (XL) one fully loaded for 50% of my points, 2 quick ones to grab objectives and 2 support vessels. 


My XL pounds a giant narwhale

My opponents were Trident Realm (converted sea creatures), Orcs (waah), and Men (Napoleonic naval).   
Stern raking the whale - its demise followed soon after


I mustered 2 draws and a loss, with the draws being marginal wins for scoring as I sunk more of the enemy than I lost.  

Orcs move forward

My XL moves to attack the enemy

The final game was interesting as we finished in about an hour so I was able top pick my opponents brains about Black Seas as he played that a fair bit. It was that which convinced me that Armada, minus the magic, would be a fun game to try and would work fine with my 1200th Langton stuff.    
 


So I'll be checking what I have and starting to make some lists.