Saturday, 7 February 2026

BuckMoot - A Midgard Heroic Battles Gaming Day in Aylesbury

CALLING ALL MIDGARD PLAYERS

BUCKMOOT: A fun day of Midgard Heroic Battles games in mid-Buckinghamshire

When: 19th September 2026 10am - 4pm

Where: Walton Parish Hall, Walton Street, Aylesbury, HP21 7QX

Cost: £11 including tea, coffee and biscuits


Experienced and novice players welcome.

The hall has very limited car parking (we have arranged parking for anyone running a game), but there is a multi-storey car park across the road (daily parking less than £5).

The hall is less than 10 minutes walk from the town centre, bus and train stations and 5 minutes from the Aylesbury Travel Lodge (with other accommodation nearby).

The day will consist of two games, with a break for lunch. There is a Waitrose supermarket just 5 minutes walk away and numerous take away options in the town centre.

If you are interested in taking part, either hosting a game or just as a player, please contact me on BuckMoot@gmail.com

For those who want to stay on in the evening, the plan is to have a social evening in a nearby pub, details TBC.

More information will be published as it becomes available.


The format for the day will be a mix of historical and fantasy games, possibly in a mixture of scales. The players hosting each game will provide both armies and the scenario for the game. Once the selection of games has been finalised, I will contact all the players who have booked a place and ask for their preferences (probably top 3 or 4 selections). I will then allocate places in each game, attempting to match the player's stated preferences as much as possible.


Friday, 6 February 2026

Refighting Chronopia with Midgard 2

 Colin came over for another game of Midgard Heroic Battles, definitely my current favourite non-gunpowder rules set. We decided to take a break from the Wars of the Roses and play another fantasy game, as Colin wanted to go through the magic rules again. So I took the opportunity to get my old Chronopia armies on the table again.

We played the "None Shall Pass!" scenario, with Colin's Devout force defending two fords against my Stygian Hordes. With practically no shooting units on either side this was going to be a brutal hand-to-hand slogging match (I had one unit that spat acid at javelin range and that was that).

Colin positioned himself with two strong units, accompanied by his two heroes, sitting on the fords, each with a close supporting unit on either flank. By the end of Turn Two my  front units were close to  the water's edge.

My Venorm Spawn had missed doing any damage with it's acid attack, but the Priestess had been more successful with her magic, knocking down the armour of the axemen in the ford.

Turn Three, led by my army commander, the Embalmed moved up to charge across the ford, but fail to activate for their second move FIVE times, using up all the nearby heroes' Mighty Deeds to no avail. Look at all those ones!!!!

At the other ford my Starved successfully charged the Damned holding the ford. The Starved are desperate fanatics, but lacking in armour. I've counted them as Brutal, so hit on 4+, but only 2 armour, so they die easily. I was using them as a one shot weapon, intending to weaken the monstrosity holding the ford, before attacking with a fresh unit.


By some fluke the Starved win their melee round, pushing the damned back off of the ford. But suffer heavy loss due to their poor armour.

Colin takes advantage of my reluctant Embalmed and charges in his phase.

Despite the advantage of charging, I win the fight, aided by my leader's Legendary Weapon I inflict 5 wounds on the axemen, wiping them out!

This also forces Colin to roll 4 dice for risk to his hero, and he rolls 3 ones! He can only attempt to reroll one of the wounds using a Mighty Deed, so he will take a minimum of 2 wounds. As a level 2 hero, that means he is dead. That's a massive loss in Reputation for the Devout.


On the other ford my Starved finally fall is the Devout melee phase, but they have reduced the Damned to below half strength, so it is vulnerable to my next assault. At the end of Turn Three the Devout could regain a Reputation point for each ford they hold, but as I had push them back in both cases the fords are contested, so no bonus.


Turn Four and I bring up a unit of Great Warriors (heavy knights) who charge into the Damned.
They roll spectacular dice and cut the monstrosity down. They then used their Disengage ability to pull back and regroup.

The Embalmed charges out of the river and into the second rank of the Devout forces, winning the melee and forcing the Great Swordsmen back with heavy losses. The writing is on the wall for the Devout. In the Devout phase Colin charges another unit of Great Swordsmen into the rear of the embalmed. In the ensuing scrap, the Embalmed is cut down, but not before it has finished off the last of the Swordsmen in front of it. We each lose a unit, but it's too little too late for the Devout.


The final Reputation score at the end of Turn Four, +3 for the Stygian but -5 for the Devout. A comfortable victory for the Sygian army.

It was a fast and very bloody game and a lot of fun.

I thought Colin would have done better to have crossed the river with his Damned and forced me to fight on my bank of the river, then held the ford with another unit. He was concerned about having an isolated unit with no support, against a unit surrounded with support, but his Hero had Aura of Dread, which would have prevented me from gaining any support benefits from friendly units.

I found the magic worked well for my army, using the Priestess to weaken the enemy's armour before I closed in to melee. Colin didn't get a chance to cast any spells, as his Army Commander (and spell user) was involved in doing other things. We decided it didn't work to have a fighting general with magic, so I will change that in the army list for next time.



Sunday, 1 February 2026

Re-fight Bosworth (Again) using Midgard

 Mark wanted to know if Midgard rules were any good for Wars of the Roses, so I invited him over to try them out. As we had all day I thought I'd revisit James Morris' Bosworth scenario.

I took Richard III and Mark had Henry Tudor and the Stanley brothers (if they could be bothered to join in). I tweaked the original scenario so that the Stanleys would only remain neutral or join Henry Tudor. Looking at the historical situation and political machinations going on behind the scenes, I do not personally believe that Lord Stanley would ever have attacked his stepson in support of Richard III. 


TURN ONE
Henry Tudor's forces advance across the whole front. Richard's forces sat on the hill waiting for them, whilst their gonnes shot some serious holes in one of the French mercenary unit's forcing them to retire. Richard repositioned his reserve cavalry to face off against Tudor's horsemen.

On the far flank the Earl of Northumberland was remarkably active, managing to move almost all his troops forward into the marsh in front of them.

TURN TWO
Tudor's men kept up their advance and started bombarding the hilltop with arrows, the Yorkists replying in kind. Both sides suffered losses, but the Yorkist gonnes inflicted more casualties on the French pikemen. Now one of Tudor's strongest melee units was on the point of collapse, brfore a blow could be struck!

Northumberland's archers were reluctant to move out of the marsh, what with loads on mounted men-at-arms in front of them (who could blame them), so they just shot at long ranges, fairly ineffectively.

Stanley's command decided to wait things out for a bit longer and see what happened.


TURN THREE
Tudor's advance petered out and both side kept up their archery exchanges, with more losses on both sides, each seeing a unit of bowmen destroyed. Felling unthreatened my Northumberland, the leading Tudor cavalry charged the Yorkist men-at-arms and forced them back in a fierce melee.

In an effort to step the tide, Richard III rushed forward to join in the melee. His presence in the thick of things obviously encouraged his men who managed to fight the Tudor cavalry to a standstill.

While the intact French pike block kept advancing, a unit of Oxford's bowmen moved up to shield the shot-up pike unit from the guns.


TURN FOUR
For the most part the two sides just kept up an exchange of archery. The French pike charged up the hill to contact one of the gonnne units, which we both expected to be a walkover. However, the dice gods were smiling on the House of York, so the Frenchmen were sent reeling back down the hill.


Northumberland's bowmen continued with their ineffective long range shooting, whilst their men-at-arms and billmen started moving around the marsh to link up with the flank of the Yorkist troops on the hill.

In the first melee round of the cavalry fight, Richard's personal influence seemed to be enough to swing thiungs back to the Yorkist side, as the Tudor cavalry finally dissolved, leaving the hillside littered with fallen men and horses.

This allowed Richard to pull his worn cavalry back and move up the fresh unit from behind them to face the Tudor line. Finally a really rubbish die roll meant that the Stanleys still sat on the side-lines.

TURN FIVE
Again the French launched themselves up the hill against the gonnes only to be thrown back a second time (to the surprise of both players!). Another Yorkist bow unit succumbed to the Tudor barrage, so both sides were getting low on their Reputation score.

In the Yorkist phase I took a chance and threw Norkfolk's melee units down the hill, supported my my final unit of the cavalry reserve. If nothing else it boosted my Reputation score! Luck was with the House of York once again and the charges pushed the Tudor line back.

Over by the marsh, Northumberland's heavy infantry had finally got into a position to support the struggling Yorkists on that end of the hill. We ended the turn with Tudor on 2 Reputation to Richard's 6. If the Stanleys joined him now, even if they could not reach the action in time to play an active roll, the Reputation boost would even things. Unfortunately, they elected to sit tight once again!

TURN SIX
For the third time the French pike charged the gonnes and this time they over-ran the positions and skewered the gunners. However on either side of the them they Tudor units disappeared and the slow attrition of the melee caught up with them. The final bow fell in the Yorkist phase, as Richard led his last cavalry unit down the hill into Tudor lines and destroyed the bill unit in front of them!

The last phase of the turn is to roll for the Stanleys, who, as expected, decided to stay out of the carnage.

The final result at the end of Turn Six, Richard has 4 Reputation to Henry Tudor's -11! An overwhelming victory to the House of York.

A great game, we both had a lot of fun and things swung back and forth constantly. It was only in the later part of Turn 5 that the advantage clearly started to be with Richard III. Even then, if the Stanleys had come in on Tudor's side at this late stage, it could have changed things.

Mark's verdict on the rules, a resounding thunbs up!!!


Saturday, 3 January 2026

I've got a lot of painting to do! Part 2

 Now for the Player Characters in my Wildspire "Realm Reforged" set. There are 59 various minis, covering assorted D&D classes and races. I do play D&D, but most of these will find a use in almost any fantasy setting.


First up, a bunch of thieves/rogues, very useful for so many things.


A bunch of clerics (or fighters who prefer up employ blunt force trauma).

Shootie types.

More general purpose fighters/heroes/paladins/meat-shields.


A couple of batches of wizards/sorcerers/magicians, general magicy types.


A little group of civilians.

Lasty, some character types more specific to D&D, although I'm sure I will find somewhere to fit some in to my games. 
Four bards.

Four Monks.

Four Druids.

 All in all, a useful bunch of minis, that will keep me busy painting for a while. I expect some will see the table in a game soon! 

Overall, I am very happy with these set and very glad a persevered and gave Wildspire a chance. I would certain recommend them to anyone in search of reasonable quality, budget minis. 
Now I just hope they will do something with Blacks**t Games' Dire Alliance Horror set. 



Tuesday, 30 December 2025

I've got a lot of painting to do!

I've just had 223 28mm fantasy minis turn up!

                                      


This is the Wildspire Miniatures "Realm Reforged" not-Kickstarter that was delivered as a late Christmas present! This was originally the Blacklist Games Fantasy 2 Kickstarter, which I pledged back in 2021!! As many already know, after much bullshitting Blacklist Games finally admitted in January 2025 that they were never going to fulfil the pledges and left around 12,000 backers empty handed. Wildspire purchased the rights to the range from Blacklist, then, very generously in my opinion, offered a half-price deal to any BLG victims who were prepared to take a gamble on them. Well, in less than a year they have fulfilled their promise and delivered on time, as well as keeping up constant and informative communication.

Enough of that, water under the bridge etc, to my delight a box was delivered to my sweaty little paws by Fedex this very day!

Which contained two boxes of minis.

The much smaller reinforcements box was an optional add-on for those who wanted to up the rank-and-file foes from 4 to 5 of each to match the numbers in the BLG Fantasy 1 set.

This little box contained 28 minis and a nice little illustrated list to remind you which gribbly was which.

Let's use this to examine the arrow fodder, so here's the full cast.

Close ups of some of them, starting with the Gnoll archer, Lizardfolk warrior, Hobgoblin and Bear.

Giant snake, giant scorpion, lesser demon and wolf (a blues fan?).

Moving on to the main box, which has 4 each of all the minions, plus 1 each of the characters, bad-guy leaders and larger monsters.

Some of which are BIG, starting with a Trent and Hydra.

The Cyclops and Frost Giant, with a Vendel mini for scale.

Griffon and chimera. 

The Ancient Dweller (obviously not Cthulhu).

Some medium creatures, Yeti, Owlbear, Minotaur and Manticore.

Ettin, Zombie Ogre and Djinn.

Then the man-sized leaders, Gnoll pack leader, Lich and Orc warlord.

Lizardfolk Shaman, Bandit Leader, Goblin Boss and Goblin Shaman.

I've still got all the characters to sort out, but they will have to wait for another day. I'm very pleased with the minis, they are reasonably detailed, certainly for my standard of painting! They will definitely keep me busy over the next few months.