In which I blog about my miniature wargaming and whatever else takes my interest!

In which I blog about my miniature wargaming and whatever else takes my interest!

Monday, February 2, 2026

Jungle Tractors

I got these 3d printed tanks before any official Quar tractors were available. They are from the Foxhole videogame. I had them painted for my Crusaders in NATO green, dark grey and khaki camouflage and they appeared in all of two games before the Alitheans arrived.



I had been thinking about painting them in some 1940s French camouflage and using them for a Fidwog army. But I've decided to not build any Fidwog. For now at least. 



I decided that they look kind of like WW2 Japanese tanks so I painted over the previous scheme with some more Japanese style camouflage to issue them to the Japanese styled Gloam-Hyyn.

See? Practically identical.




I used Vallejo 70923 Japanese Uniform for the mustardy yellow, 920 German Uniform green, and 70826 German Camo Medium Brown. All were stippled on with a make up brush.


The tracks and fenders then got dry brushed with craft paint khaki tan.


The distinctive bands of brighter yellowish khaki were apparently to replicate splashes of sunlight breaking through the jungle canopy. But it helps give them a distinctive look.




I'm sure that just like in Burma and Malaya, there will be some open areas for tanks to operate in as the Toulmorese and Gloam-Hyyn fight over the jungly parts of Alwyd.. 

The Toulmorese have some more reinforcements coming, once the next box of 3d printing arrives from Don.

Sunday, February 1, 2026

Convoy Action

I had Weirdy-Beardy over last night to introduce him to my new favorite game, Snorkers! (Good Oh!). I wanted something different, so I had the Japanese escorting a convoy of 5 merchant ships. 

The IJN had one Tenyru class CL as flag, and 4x Fubuki and 4x Kagero class DDs, all divided into 3 squadrons. They (meaning me) started at one short end of the table with the objective to get the supply ships to the other side.

The USN got 6x Fletchers in 2 squadrons and a Brooklyn class CL operating as its own squadron. The Brooklyn deployed in the far corner with the destroyers in line ahead on either flank.

I was slowed by the lumbering supply ships. Weirdy-Beardy came on fast at Full Ahead to close the range. The Brooklyn turned to starboard to bring her broadside to bare on the Tenyru, scoring some long range hits.

His starboard destroyer squadron zoomed in to attack the escorts. Torpedoes slashed through the waves. I counter attacked but a heavy swell negated the range advantage of my Long Lance torpedoes and I missed terribly. My leading squadron lost both the Tenyru and a destroyer.

Weirdy-Beardy then started engaging the convoy with the Brooklyn. 6" shells and a spread of torpedoes from a destroyer sinking one supply ship. My escorts began looking for torpedo attacks on the big cruiser. Another transport was reduced to a burning floating wreck by gunfire from the Brooklyn. The convoy turned to port to put their escorts between them and the Americans.

His port side destroyer squadron, which had been hanging out along the far table edge, then made a hard turn and raced through the battle to cross the Japanese path. Meanwhile my port flank squadron did the same, passing behind the burning merchant ship to unleash a devastating attack on the American destroyers punishing my other destroyer squadron. Two Fletchers went under, their hulls split by multiple torpedo hits. I then got a torpedo attack on the Brooklyn from my two surviving destroyers in the center, who launched a total of 7 torpedoes at her. Two struck home and detonated with devasting effect, sinking the cruiser.

Weirdy-Beardy's port side destroyer squadron, now on the starboard flank, now had a clear run at the exposed convoy, launching their remaining torpedoes. The center transport ship was damaged by gunfire, but the other two were rocked by devastating explosions, rolled over and sank.

Climax of the game! The Fetchers fire torpedoes into the convoy, sinking two of them. One supply ship remains, but my surviving escorts are out of position in the back ground of the photo.

As it was getting late, we called it there. We were half way through the second run of the deck, but rolled Force Morale anyway. With their flag gone, the surviving USN units retired, feeling pleased that they had butchered the vital supply convoy, and leaving the lone cargo ship to the mercy of subsequent air attacks. The Japanese pressed on doggedly, anxiously scanning the sky for waves of American dive bombers. So tactically a marginal victory for the USN (loosing the Brooklyn and two destroyers to the Tenyru CL, a Fubuki and a Kagero, plus four out of five cargo ships), but strategically I think a much bigger victory for the Americans.

I was so engaged with playing the game and helping Weirdy-Beardy (I plotted his final attack, because I was closest, to get him good torpedo arcs) that I did not take lots of pictures, like I do when playing solo, when I live post each development to a thread on my Bluesky account. Which is a nice record the next day when I do an AAR for the blog.

As usual some things were forgotten in the excitement, but I don't think the overall outcome was effected.

I should have made smoke to give the convoy more cover.

Monday, January 26, 2026

Squeak!

"Kill the Man-things! Yes yes!"


I now have Skaven. 

I'd been noodling around, kicking tires on the Next Project, now that Quar are winding down, and contemplating Skaven (I was also contemplating 3d printed NSFW Tau and Slaneesh cultists for Xenos Rampant. Maybe later). I've always liked Skaven, even when I didn't care for the rest of the Warhammer scene. They were unique, and always seemed kind of fun. Then seeing what Brett did with Warhammer meeting Midgard last fall put the germ of the idea in my noggin, where it festered.

Scott had bought a couple of Age of Sigmar boxes (the Skaventide set and the Skaven Spearhead box) on blow-out (AoS means "Always on Shelf") to help his local game store and said "Hey you want some Skaven?" So I am now in possession of a ridiculous pile of plastic now. It has been a long time since I've encountered any GW plastics (the High Elves from the Warhammer Fantasy 4th edition starter set back in 1992) and these sprues of clanrats just seem unnecessarily complex to me. Why can't the two body halves be beside each other on the sprue? Granted, the poses are incredibly dynamic, but there's almost too much complexity. I can see why folks in the Warhammer sphere paint on the sprue before assembling.

Being used to Gripping Beast and Wargames Atlantic plastics with just torso and choice of arms  and heads so you can have some variety in how the weapons are positioned, the GW plastics are very fixed. You can only assemble most figure in just one way. With three figures on the clanrat sprue you have the option to make one carrying a banner and the other two musicians, or you can just assemble them as regular sword carriers.

That's it. There isn't any room for conversion work or different weapons.

Drummer 

Fellow on the right can also be swinging a bell I think

Note normal rats at his feet



Of course I made the mistake to assemble the Grey Seer from the Skaven Spearhead box first. Hoo-boy! that was frustrating. No locating pins or slots. Figure assembly as jazz. Parts just kinda sliding around until you kinda felt a vibe.


His staff is supposed to be more upright. But damn me if I could figure that out, and get his head somewhere near where a head should be. 

But I got things to sort of line up in what looks like it makes sense. Maybe.


I'm told the Grey Seer from the Skaventide box will be better. I hope so.

But each sprue of clanrats will give me 2 1/2 units for Midgard, and between the two boxes I've got 3 sprues. So 7 units plus a few extras to fill bases beside the Rat Ogres or artillery.

The Rat Ogres in the Spearhead box are very steam punky with cannons or drills where hands should be, but in the other box at least there is the option to just give the poor tortured beasts choppy implants.

They do look rather tortured and maddened. I feel rather sorry for them.


No wonder he's angry

I'll make each one a unit on it's own and fill the base with swarms of giant rats.



With these 10 Skaven, I think I've now tripled the number of painted Games Workshop figures in my collection. 

Friday, January 16, 2026

Broken Eagles

Scott has an impressive Napoleonic history library, and he's always happy to loan me his latest titles. This winter I read John Gill's substantial 2 volume history of the Confederation of the Rhine armies during the 1813 campaigns, Broken Eagles. This work is an excellent addition to his book covering the same armies during the 1809 Danube campaign, With Eagles to Glory.

Volume 1 gives a brief overview of how the Rhinebund came into being, their contingents were organized, and the invasion of Russia in 1812 to set the stage. He follows with an overview of the Spring and Autumn campaigns of 1813 before diving into the individual stories of each contingent. 


Volume 1 also covers the armies of Saxony and Bavaria, delving into organization, uniforms, and the challenges each kingdom faced in trying to rebuild their shattered armies and meet the Emperor's demands for more troops. The efforts of each kingdom to steer a middle course between the two powers is also detailed. This is followed by operational histories, following the specified contingent through the campaigns until the end. He gives detailed analysis of morale and motivation, digging into desertion statistics and how the troops responded to different leaders. Ney blaming his defeat at Dennewitz on his German troops had a significant impact on their willingness to continue dying for the Empire. Naturally a lot of time is spent on the Saxon defections at Leipzig and the causes and effects.


Volume 2 is much the same, dealing with each German state in decreasing size. There is an entire chapter on the several fortresses that contained significant German contingents in the garrisons, and used up almost 150,000 troops, without tying down significant Coalition forces. Some of these forces held out valiantly into 1814, waiting for official dispatches informing them of the change in alliance. Some Westphalian units holding on until long after their kingdom had ceased to exist.

Most of the Confederation officers, although annoyed by French demands, weren't infused with any sense of pan-Germanic loyalty. Their attachments were usually to their country and their oaths to their kings. The idea of a Germany under Prussian domination was abhorrent to them. Neutrality was never an option for the war ravaged German states, and they found the demands for troops placed upon them by the Coalition heavier than those from Napoleon. Saxon and Bavarian officers did not view 1813 as a War of Liberation, despite 19th century Prussian historians.

In many instances, at least with the larger contingents, Napoleon's German allies fought quite well. Certainly as well as the equally hastily raised and trained French regiments. Several regiments earning the esteem of their French colleagues. Saxon, Baden, and Wurttemburg cavalry were well appreciated by French commanders. The Bavarian division faithfully guarding the French baggage park for several days after Leipzig until they were officially released. 

Reading Gill's books on the Confederation of the Rhine armies always makes me annoyed at army lists that downgrade German troops. Granted the Saxon line infantry weren't up to scratch in 1809, but by 1812 they were fine. The Westphalian troops in 1813 suffered from shocking leadership,  and if your king is going to abscond to the Rhine, it's only natural for the conscripts to return home at the earliest opportunity. Especially when Westphalia was a artificial kingdom that had only been in existence for 7 years. They didn't have the regional allegiance like the other armies. A lot of wargames seem to rely too heavily on self-serving statements by Napoleon and his Marshals. Gill digs into primary sources to give us a more accurate and detailed analysis of the Confederation of the Rhine troops, who for the most part fought well and honourably.

Sunday, January 11, 2026

Night Action in the Slot

Saturday night I ran a night time destroyer action using Snorkers! (Good Oh!) to familiarize myself with the rules for night fighting, searchlights, and radar. Scott was sick, Big Pat had a pile of marking to do, and the weather was filthy, so Weirdy-Beardy stayed home. So I played with myself. As usual.

With the last game I ran into some issues with things not being resolved in the correct order. All gun fire and torpedo attacks from an activated squadron are declared. Then gun fire is resolved, including reaction fires. Then torpedoes are resolved. So the Litko torpedo and splash markers that the Mad Padre gave me, which I've just been using to show what was going on and add drama to the photos, will now have a proper use for game play to show declared attacks and their targets.

American scout planes have spotted a large Japanese force of  eight destroyers (four Fubuki class and four Kagero class) led by a Tenyru class light cruiser heading south towards Guadalcanal.  TF-51 consisting of the USS Atlanta light cruiser and eight Fletcher class destroyers is dispatched to intercept.

Both sides start with a Force Morale of 20, but the Japanese roll an inferior commander, knocking them down to 18. The Americans roll a superior commander, moving theirs up to 24.

The night fighting rules assume the use of star shells etc., so there isn't any extra spotting, but gunnery is limited to medium range. The Japanese, who trrained more for night fighting, get an extra Jack (activate with a +1 on guns) card in their deck and can still launch their deadly Long Lance torpedoes at long range.

The Americans do not get any air power, but both sides can use spotter or patrol aircraft. Note to self: paint up a Japanese patrol plane.

Table set up. I diced for deployment. Japanese closest to camera. Americans in the far corner. Note that I've gotten more filter material and upgraded my fog/mist banks to be more irregular

IJN in 3 columns, Line Ahead. Tenyru in the middle.

USN also in three squadrons in echelon. The Atlanta is closest, so that there's less chance of the Japanese getting into a radar shadow created by one of the islets. The PBY is waiting to be deployed on table.

Both forces advancing at a moderate speed. Random Event on the Joker results in the Tenyru having Ammo problems and a permanent -1 on all gunnery and torpedoes. 

IJNS Hayashio fires a spread of Long Lances at USS Taylor. A sharp eyed ensign spots the phosphorescent track at the last minute and she evades.  

 

Japanese activate again on an Ace. They try to pin the Taylor with searchlights but fail. All 3 ships can now engage Taylor at close range. Hayashio and Amagiri engage with broadsides. Yugiri has a good firing solution and launches torpedoes! The Taylor fails to evade this time and two hit! With her back broken she goes down fast

USS Atlanta engages with the Hayashio with her full broadside of 16 5" guns and two torpedoes. Hayashio is rocked by multiple hits, starting fires. There is a sickening clang as an American torpedo hits, but it is a dud! 

Strong and O'Bannon emerge from the fog bank launching torpedoes! Yugiri and Amagiri each take two hits. Both take hits in their engine rooms Flooding fast, they both go under

IJNS Tenyru leads her squadron forward. Hatsukaze snaps on searchlights, pinning the O'Bannon. Tenyru gives a broadside. Hatsukaze launches torpedoes. O'Bannon and Strong fire at the revealed Hatsukaze. O'Bannon takes hits and desperately weaves but two Long Lances split her asunder! 

Ouch. Just the one hit would have sunk her.



The USN get an Ace, so Strong activates again and fires her last torpedoes at the Asagiri. Asagiri evades one, but one explodes, crippling her and causing flooding. 

DesRon 2 advances on a King. They save their torpedoes and USS Charles Ausburne, The Sullivans, and Fletcher engage the burning IJNS Hayashio with broadsides. Hayashio scores some hits on the Charles Ausburne but a flurry of devastatingly accurate gunnery sinks her.  

A PBY drones overhead trying to make sense of the flashes of gunfire below them in the dark. "It's the Yamato!" Their poor intelligence will cost the Americans their next card. The PBY crew fly back to Tulagi for beers. 

Atlanta gives the Tenyru a broadside causing a lot of damage and starting fires. She fires her last two starboard torpedoes, but they sail off into the Pacific night.

Tenyru and Hatsukaze launch torpedoes at DesRon 2. The reaction fire from the Americans pushed both into "Damaged" giving them -1 modifiers.  Tenyru misses her target, but USS The Sullivans is hit by two with devastating results. 

Meanwhile the crippled Asagiri in the foreground, is making smoke and trying to limp away before the Strong kills her.

Even though the Americans have drawn a Queen (+1 torpedoes, yeah they probably should have activated DesRon 2 to torpedo the Tenyru and Hatsukaze instead), they activate The Strong who maneuvers to give the Asagiri a broadside, reducing her to a flaming wreck.


The Japanese Flanking Detachment comes out from behind the fog bank to ambush the American rear!
USS Nicholas is engaged by all three ships, taking massive damage. The bridge is hit and she is crippled and on fire!

At the end of another card deck morale is checked. The USN are still in the fight but the IJN failed their roll. They withdraw into the gloom, hoping that dive bombers from Henderson Field don't hunt the Tenyru and Hatsukaze down in the morning.  The Americans search for survivors in the darkness

That was a very satisfying game. Everything I've been looking for really, ever since I started this project. I need to work on my IJN tactics and have them stand off and fire torpedoes from long range before getting in close.