Saturday, 27 June 2026

The Great Northern War with Midgard?

 Inspired by Keith McGlyn's posts on the Midgard FB group, I picked up a back copy of March's Wargames Illustrated, which published an article on expanding Midgard Heroic Battles to refight the early 18th Century.

As I had picked up shed loads of basically painted figures for the Great Northern War some time back, I thought I'd put together two forces and give it a go. The armies had been created from 12mm plastic miniatures from the Risk Boardgame, which are not very detailed, so the simple paintjob suits them fine.

So here are a few pictures from the game. I played the Russians and Colin had the nutty Swedes (this was a pre-Poltava battle).

The two armies face off, the Swedes are at the top of the picture.

 Out on the flank, the Swedish cavalry rushed forward. the Russian dragoons, knowing they were out-classed, decided to concentrate on the end of the Swedish line and charged.

While the Swedish infantry advanced the Russians just held their ground, bombarding the oncoming Swedes with their artillery.

The first melee, and as I was charging I got to reroll any melee dice rolling 1s for hits. I rolled three 1s, and here is the results of my reroll!!

Not unexpectantly, the Swedish horse were victorious, but I did succeed in killing the Colonel (level 1 Hero) leading one of the counter-charges. Quite historical, Swedish Officers heroically leading from the front to victory, but paying the price.

The melee continued in the next round, with a unit of Russian dragoons being destroyed in one fight, but the Russians winning in the other, pushing their attackers back (the advantage of concentrating on the end of the Swedish line was I had a lot of supporting units around me, whilst the Swedes were unsupported).

The unengaged Swedish horse were unable to come to their comrades aid, because I had thrown some infantry forward to pin the cavalry in front of them.

In the meantime the Swedish foot kept advancing and the Russians stood waiting for them.

Things were getting messy on the flank. The Russians dealt with the outnumbered Swedish cavalry, allowing then to turn onto the flank of the Swedish line.  The cavalry charge the annoying foot, routing one unit, but taking heavy losses and leaving themselves vulnerable to a flank charge by fresh Russian dragoons.
The Swedish infantry now paused just out of musket range and redressed their lines to allow straggling units to catch up. The Russian still held their ground.

In the next turn the Swedes charged all across the frontage!

The melee had mixed results, one Russian unit was routed outright and most were pushed back, although the Russians did have a couple of successes.

The fighting continued, with the Swedes definitely having the upper hand....

...except on the flank where the last Swedish cavalry unit was dying bravely, now surrounded by enemies.

At the end of turn 4 it looked like a clear win to the Swedes. The Russian Reputation was down to 1, while the Swedes still had 4.

Turn 5 was so eventful, that I neglected to take any pictures! At the end of the Swedish phase the Rep was Swedes 4, Russians -1. then in the Russian phase desperate charges regained Rep points and three Swedish units routed! Combined with two half-strength Russian infantry units somehow forcing draws in their fights, this meant we finished the game with the Russians snatching a close win by Rep 1 to Rep -2!

A fun game and it certainly had the "feel" of an early 18th century game. We were both happy and keen to try it again. it just shows the flexibility of these rules. It will be interesting to try an army like the Danes, so see if firepower based armies work work the rules.


Thursday, 25 June 2026

Torpedoes and Tides - Things Did Not Go Well!

 Colin came over to try another go at Torpedoes and Tides from Ganesha Games. Real World had got in the way, so it had been a couple of months since our initial games.

We decided to replay the convoy game we'd played before, swapping sides so that Colin was the attacking RN, whilst I played the Germans. We rolled for a moonless night, which drastically reduced the range of LOS. Colin decided to take advantage of the darkness and deployed as close to my convoy as the rules allowed. This would make things very "interesting".

Turn One

Rather uneventful, the British moved rushed one blind forward then the next blind rolled a double fail for activation, passing the turn to the Germans. The rest of the British blinds just made their compulsory move straight ahead. The German convoy took advantage of this and all the vessels remained on blinds and successfully took two moves towards their exit side.

Turn Two

The over enthusiastic first British blind revealed itself to be a MTB and moved forward, getting close enough to reveal both of the leading two German blinds as a pair of Kriegfischkutters. Moving this close allowed both German vessels to have a snapshot at the MTB, which suffered a suppression. Colin then revealed his furthest blind to be another MTB which failed it's activation, so the British just chugged forward.


The Germans kept moving towards their exit point and safety, both KFK peppering the MTB as the went by, inflicting more damage. The Verpostenboot also came off blind and fired on the other MTB, but missed.

Turn Three
The Brits revealed a MGB, which cut between the German escorts, firing and damaging one of the KFK as it went past. The closest MTB now had problems, it was too close to launch torpedoes....


...and also too close to manoeuvre in time, colliding with the KFK. Damaging both vessels, which, with the effects of previous gunfire was enough to wreck the MTB, which promptly caught fire.


The following British Blind (the other MGB) had been relying on the MTB to get out of the way, so now also crashed into the sinking boat! The last MTB swung around behind the Germans to try and line up with a shot on the rear freighter, but didn't have enough time (only rolled 2 activations, it takes 2 activations to launch torpedoes and one activation had already been needed to get into position).

Now it was the German's turn to run out of manoeuvre room, as the KFK crashed into the Brit MTB and the Vortostenboot ran into the back of the KFK!! But during all the confusion the first German freighter moved off the table to safety.

Turn Four
Again the surviving MTB only rolled 2 activations and had to move to line up on it's target. As it couldn't launch torpedoes, it shot up the Vorpostenboot, scoring a wheelhouse hit!
Both British MGBs now found themselves without anywhere to go, so collided with the freighter and Vorpostenboot respectively. Everyone suffered damage, except for the freighter (well probably a couple of scratches on the paintwork!). The MGBs poured fire into the unfortunate KFK, which burst into flames.

In the German phase the escorts inflicted a bit of damage on the attacking British boats, but more importan6tly, the freighter escaped off the table edge.

 An outright win to the Germans, 7VP to the British 1! It felt more like an episode of the Keystone Kops than a naval fight, with more Damage points inflicted by collisions than shooting!

The main lesson from the game, KEEP YOUR DISTANCE!!


Thursday, 21 May 2026

Painting for March to May

Just keeping abreast of my painting so far this year, March was quite productive  but things ground to a halt after that. Not due to lack of interest, but rather lack of time, two trips abroad in April and a week in Devon at the beginning of May didn't leave me a lot of painting opportunities!

A pair of barbarians from the Wildspire set.


A pair of lizardmen from the same set.


Also from Wildspire, a group of dwarves.

Then various sci-fi scatter pieces, from a batch of 3d prints I picked up. All ready for Scrapjacks.









 Then a return to Jotunheim in May

A resin armoured bear from TT Combat's Max Mini range. This is a test paint for a unit for Midgard.

Happy with that, I've now finished the unit.

A Yeti/Snow Demon, another from the Wildspire set.


A Frost Giant from the Wildspire set.

A Ghost Warg, I'm not sure how to class this yet, an undead/spirit creature or just a large beastie. The model is a 3d print Dire Wolf from Headbunny Games.

From warmer climes.....

...a flying beastie, again a 3d print from Headbunny Games. I'll probably use this as a stand-in for an Orphidian in my Chronopia Stygian army.



Saturday, 18 April 2026

First Game with Torpedoes and Tides

 When Cruel Seas first came out we played it a lot and Colin and myself invested heavily in additional boats. But after a while the rules became more complicated and less fun, so we stopped playing. My little ships have sat on the self for a few years and every now and then I've thought about getting them out, but never bothered.

So, I got very exited about Torpedoes and Tides, the new WW2 costal forces wargame by Thomas Brandstetter (published by Ganesha Games). The rules use the same mechanisms as Galleys and Galleons, which in turn is built on A Song of Blades and Heroes (both also published by Ganesha Games). This makes the game somewhat more abstract than other rules systems, but also provides for a truly fast-play rule set. Reading through we both liked the very clever way that spotting and the strength and position of the moon played important roles, after all, the majority of small boat encounters took place at night.

Colin came over the other day, so that we could try the game out with my old Cruel Seas boats.

We started off with a historical scenario from the book, Making a Beginning, which the author suggests as a good place for players to familiarise themselves with the basic rules.

It's a simple scenario, 2 S Boats are returning to port and ambushed by 3 RN gunboats.

Nothing much happened for the first move, the Germans ran for home and the British closed in. In turn two one of the British boats revealed itself and fired a star shell, which made spotting the S boats easier. Boats cannot fire, or be targeted, whilst they are moving on a blind.


Here is the situation at the end of turn 2, one S boat has been spotted, the blue splash marker represents the star shell (getting to reuse some of the Cruel Seas gubbins!).

                                               
In turn 3 all of the gunboats pounded the closest S Boat, which took heavy damage and had a gun knocked out. With 3 hits it was now battered and now activated with 3 red dice (or in our case black dice). I rolled two 6s and a 1. Rolling a 1 on a red die means taking an All At Sea test (a sort of panic test). My result was to fire blindly at the closest target. 
Fortunately I had already moved my other S Boat out of the way, so I blasted the closest British gunboat, not causing any damage but suppressing it.

In turn 4 my damaged S Boat took more hits and exploded! The other S Boat managed to slink off table, unharmed. An easy win for the RN, but fun to play and it gave us an understanding of the rules.

Our second game was a convey mission. The Germans had two freighters escorted by a Vorpstenboot and 2 Kriegfischkutters pounced on by 2 RN MTBs and 2 RN MGBs.

Turn 1 didn't start well for the British, the first blind rolled one activation and 2 fails, so moved forward alone and passed the turn over to the Germans. For activations, players roll 1 to 3 d6s per boat/blind, if they roll 2 or more fails its a turnover and the initiative passes to the other player.

I had the British so, once I got going, I threw the MGBs forward to engage the escorts and try and spot the freighters, whilst the MTBs hung back, waiting for targets!

This tactic worked brilliantly as the German escorts broke formation to engage the MGBs and Colin moved one of his little Kriegfischkutters (I need to find an abbreviation for that!) into the path of his Vorpostenboot! Both boats took damage from the collision, combined with the gunfire from the MGBs the Kriegfischkutter was now battered (3 hits) and the Vorpostenboot not much better (2 hits).

I saw a gap and one of my MTBs sped forward and launched 2 torpedoes....which both missed! The rules say that torpedoes that miss the target are taken off, but we decided to let them run after missing the target. We marked the launch point and the full extent of the torpedo's run, if anything crossed the line until the next British turn, we would roll for another torpedo attack on that target. This is something the author originally thought of including, laying a stick on the table to mark the torpedo's run, but decided to reject in the end.

Colin now failed his first activation in two consecutive turns (he started with a freighter both times which are difficult to activate). This did mean that the first freighter crawled forward (an activated ship must move, if a player doesn't use any actions to move it, it makes a compulsory short move straight ahead). This allowed my boats to swing around the convoy like Comanche around a wagon train! As the MTB pulled itself around to make a second pass it blasted the other Kreigfischkutter, scoring a lucky hit and setting it on fire!

The second MTB launched two more torpedoes, also missing the freighter! The MGBs were now the other side of the freighters, blasting them with all they had. the light weaponry on the small boats meant that I needed lucky dice to effect the bigger ships, but it was worth a chance and I did some damage! The MGBs were safe from the torpedoes, as their shallow draft meant that the fish just passed underneath them. The battered Kreigfischkutter now rolled a 1 for one of it's activations and the skipper panicked and fled. The boat must now use at least two of it's activations to leave the table.

The first MTB had now moved around to make a second run, launching it's last 2 torpedoes, missing again!

Fortunately for me, the second freighter ten moved into the path of the torpedoes and I rolled a hit, at last!

I rolled well on the effects chart and the freighter was wrecked!

At this point the remaining German vessels moved off the table edge, so it was game over. I has battered all three escorts, sunk one freighter and badly damaged the other with gunfire, for just some scratched paintwork on the MGBs. However my Victory Conditions were 3VPs for a sunk freighter and VP for a battered one. Colin got 3 VPs for each escaped freighter, so it was a draw!

We loved the rules, each game was under an hour and really was fast play. the simplicity of the basic mechanisms allowed tactics to be more important, rather than the minutia of  different weapons charts and whether a particular boat travels at 30 knots or 35.

First impressions are a well thought-out set of rules that get a superb and fun game. I'm looking forward to trying the rules out with larger forces and more players.