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!

Tuesday, December 30, 2025

2025 Year in Review

Looking over this past year, although it started slow, it would seem I was quite busy on the hobby front after all.

I expanded the Princess P'trysha's and added three more forces to the Quar.

PPCLI get some tractor support

Master-Yawdryl

Messenger Squirrel Handler

The PPCLI are the only Quar force to carry a flag, because it's tradition. 


Grenadiers

Regimental Cannon Company


The PPCLI finally get a fat cook too!

Because the Gloam-Hyyn looked very much like WW2 Japanese to me, I went with a jungle theme for them and their matched opponent, the Toulmorese. So I did away with the 'official' uniforms and painted my Creole/Newfie flavoured Gloamers with Japanese colours, and painted the Australian flavoured Toulmorese like British Commonwealth troops in Burma. Both forces got jungle themed bases with laser cut foliage.

Gloam-Hyyn Squirrel Handler



Supply Train in the jungle

Trackers with Sarf-Cyn 

Toulmorese

Toulmorese Supply element

Master-Yawdryl with Tactical Mug

Medic ready with a healing brew

Squirrel Handler gives instruction

Light Mortar Team

The third Quar force had spikes on their helmets, so I immediately thought WW1 Germans and painted them appropriately in feld-grau. I'm thinking they can fight either my British flavoured Crusaders or my French themed Coftyrans. I also built them very much with trench warfare in mind, making four artillery crew to man the battery of howitzers and expanded the trench system. They also have some trench mortars and will get some extra machine guns as well. 

Cook on bicycle 



Trench Mortar

Gun crew 




Plus I got a lot done with my Cold War Imagine-Nations project, adding more armour and air assets to each side.

Mantovian J29s

Tartarian MiG-15s

Light Recce

More T54s and BTRs for Tartaria



Comet tanks for Mantovia

Centaur AA tank

Recoilless Rifle Teams

And I got some Midgard in and made good progress on the Goths and a second Roman force. Because I've always said that the best opponent for the Romans was another army of Romans. And the 3rd century was full of civil wars, so it's only sensible.

Suitably heroic commander for my Romans gifted to me by Carole Flint

First metal figures painted in over a year


I also knocked out some big and important terrain goals.

Jungle terrain:

Expanded trenches to accommodate a battery of four heavy guns:

The publishing of Snorkers! (Good Oh!) has put some energy into my naval efforts and after kicking the tires on a couple of ideas for What To Do Next, I've gone and bought a bunch of stls for Italian and British ships for the Mediterranean, which actually saw a lot of surface actions.




I got a good number of games in too, in a wide variety of eras.

Helped to actually win a Napoleonic PBEM campaign. I was also on the winning side in a second PBEM campaign around the destruction of the German East Asian Squadron in 1914, run by the Mad Padre. 

Midgard, using my feudal armies


WW2 using Xenos Rampant put on by Dan


Quar on the road


Working on my airships game

 
Pat and I went to Scott's for a big game of General d'Armee 


Some Seven Days excitement 

More Seven Days, this time with aircraft!


Quar in the jungle 


More Midgard, my 3rd century Romans vs Dan's Arab raiders 

Feallan, mini-con in October at the Port Albert Inn, I played five games


More Midgard, this time in the Warhammer Fantasy Old World put on by Brett


6mm O Group at Feallan run by Brian and Keith


Getting my Samurai out for Midgard 

Return to Brequar Manor 

So 25 games including some Blücher at KEGSCon, in a wide variety of eras and rules.

I hit all the objectives I set last year; built or finished 4 Quar forces, played more, got a good start with Midgard. As a bonus I made some jungle terrain and expanded the trenches. As an extra bonus the release of Snorkers! reinvigorated my naval games.

Not bad at all. 

For next year I think working on Midgard, with Romans, Goths, and perhaps finishing the Samurai I have in the lead pile. Plus some Skaven too. I've always thought Skaven were fun, and seeing Brett adapt Warhammer Fantasy to Midgard traits was inspiring. 

The big project will be 1/1800 scale naval in both the Mediterranean and the Pacific. My current models are 1/2400  and have a lot of curved hulls. I hope reprinting at a bigger scale will fix that.

Saturday, December 27, 2025

Christmas Snorkers!

A quiet Christmas Day and Boxing Day meant I could run a few games of Snorkers! (Good Oh!)  to learn the rules.

The first game was 8 Fletcher class DDs against 4 Fubuki and 4 Kagero class DDs to get the basics of the turn sequence, activation, gunnery, and torpedoes down. 

The No 1 Bonus pack with lovely full colour card mounted player reference sheets, torpedo mat, laser cut turning and gunnery protractor and damage chits.

Americans in three squadrons advancing from the bottom. Japanese in two squadrons upper corner. The squares of fuzz are areas of mist, haze, squalls or otherwise poor visibility that block lines of sight.

The turn sequence uses a deck of cards. 7-10 activate a squadron. Face cards activate a squadron but with a bonus. Jack is +1 to gunnery. Queen is +1 to torpedoes. King is +1 to guns AND torpedoes. Ace you can reactivate a squadron that has already activated. Joker is for Special Events.

DesRon 1

Oof! That hurt! USS Strong gets hit by a Long Lance and sinks. The torpedo mat is how you calculate torpedo hits. Roll a dice for each torpedo then move it up and down the track with modifiers until you get to a 7/hit.

US destroyer flotilla getting hammered. IJN get another activation & close for the kill. The Sullivans takes gunnery damage & is on fire. Charles Ausburne evades a torpedo. 
USS Fletcher takes fire from IJNS Amagiri & Miyuki & TWO torpedo spreads & catches 1 Long Lance from each!

A very nasty Torpedo hit. Japanese Long Lances get a +1 on this table.

IJN 2nd sqdn threads the channel to come to 1st sqdns aid. Oyashio leading engages The Sullivans with guns. Crippling her.
Hatsukaze in 2nd position engages O'Bannon with guns. Hatsukaze has optimal angle so fires spread of torpedoess at both. The Sullivans explodes. O'Bannon evades 1 hit but 2nd hit floods a compartment.


For Game Two I introduced heavier units. The USN got both a Brooklyn and an Atlanta class CL, plus a Northampton class CA. They also had some air support from Henderson field or a carrier Task Force over the horizon; three flights of Dauntless SBDs and two flights of Avenger TBFs covered by six flights of Wildcats. 

USN advancing in three squadrons. Aircraft are off table, upper left corner of photo.

The IJN got a Kongo class BC, a Mogami class CA and a Tenryu class CL. They got some air support too, from distant Rabaul; three flights of Zeros, two flights of long range Betty torpedo bombers and two flights of Kates.

IJN also advancing in three squadrons

The Kongo with escorting destroyers

The American plan is to hit the Kongo with air power and then concentrate a couple of squadrons with the gun cruisers on the Mogami.

To bring aircraft on the table requires a card. Then a second card to move to attack. Dice are rolled to see how many of the on table flights join the attack. Another roll determines if any flights get distracted and go after another ship in the target ship's squadron.  This all makes air strikes very disorganized and you can get a Strike Package from a Carrier dribbling in over time if you roll badly.

Airstrike! The Americans have managed to bring on all their attack aircraft, but they are a bit scattered, two flights of SBDs are going after the destroyers. They've been bounced by covering Zeros and between them and the defensive AA one flight of SBDs is damaged and one flight of TBFs is damaged reducing their bomb/torpedo attacks by one dice each. The aircraft got one bomb hit on the leading destroyer. Everything else missed.

Once aircraft (Attack or CAP) are used they are removed. There isn't time for them to return, rearm, refuel and come back. So if your attack is disjointed, the defender might use up all of his Combat Air Patrol on the first wave, leaving the second unmolested.

Asagiri takes a full broadside from USS Brooklyn. 6" shells shred it's hull and penetrate the magazine. USS Chevalier fires a spread of torpedoes at Mogami who evades both hits. 


Mogami gives Brooklyn a devastating broadside causing multiple critical hits and 20 damage (she can only take 12!). Brooklyn's return reply gets some hits and starts a fire.

Yugiri and Amagiri shatter Chevalier. Starting a fire and hitting the bridge. 

USS Portland engages the Mogami getting a magazine hit. Mogami's reply causes a fire.

Portland has moved up to cover the stricken Chevalier. But IJN 2nd sqdn moves up on other flank. Tenyru and Kuroshio both launch torpedoes. Portland is hit by 2 of 7! Taking on water she goes down. 

This got me to the end of deck where some administration happens, like checking Force Morale. With 2 cruisers sunk including the flag, the USN Task Force is under 50% rolls poorly and withdraws. The IJN have lost a Cruiser and a destroyer, but their Force Morale was pretty high so they stay in the fight.

Two cruisers lost and a destroyer crippled, and probably lost later, is a heavy price for sinking the Mogami and a destroyer plus damaging another. But the USN could absorb the losses. So even though a tactical defeat, I think this was a strategic victory.

I am really really liking these rules. They are doing just what I wanted when I started my WW2 naval project a couple of years back with Victory at Sea and then Nimitz.

I am now seriously thinking about asking Don to reprint my ships at 100% or 1/1800 scale. Hopefully the "banana boat" effect on many of my hulls will be fixed with bigger, thicker prints.

Snorkers! (Good Oh!) is available from In Which They Served Games and now Caliver Books.

The Mogami evading the torpedoes (the two 6s on the yellow dice)

The grandchildren should be arriving in an hour, so hobby time will be in short supply until after New Year's now.

Wednesday, December 17, 2025

Gothic Metal!


No, not loud music.

Instead, I've painted some actual metal figures this time! (Shocking!)

I got these Pulp Figures Saxons from his 1066 line three Hotleads ago, to supplement my Dragon Rampant Rohirrim. 

Midgard has prompted me to push them ahead, because I need Goths to fight my Romans! Especially mounted heroes to lead the cavalry and some skirmishers.

Three mounted heroes. 

Isobel of Conches (with a different shield) and two armoured mounted Saxon warriors





One was obviously intended to be a not-Eowyn. Gothic warrior princesses are certainly a thing in legendary works, and Norse women of the warrior caste seemed to have been capable of leading their own warbands, so it's not too big a stretch really for high born Gothic women to have also been warriors. 

Just ignore the Medieval saddle. Which now I can't unsee, so she'll be used in extremis. I'll need more troops before I have the points to put three mounted heroes on the table.

A  unit of slingers. One pack of 5. This saves me trying to source a sixth figure for a Dragon Rampant unit.



Some baggage. As faithful readers know, I do love baggage elements. Although the very Norman looking casks maybe anachronistic. I've got some ox carts to refurbish as well. A migrating horde needs a lot of baggage. 




Monday, December 15, 2025

Growing Gothic Horde


After a bit of a hiatus where other things were distracting my attention, I've gotten two units of Gothic warriors finished for Midgard.


I realized that if I added 6 old Wargames Factory Germans that I'd painted for the Rohirrim, I could squeak a 4th unit out of my box of Wargames Atlantic Goths and utilize the two figures that would end up left over.


Tunics and trousers are pretty simple. But this time I've added some coloured embroidery at cuffs, neck and hem on a few.



Mostly WGA with a couple of WF mixed in

Mostly WF with a few WGA mixed in


To indicate that the warriors have an integral missile capability I've put an archer in the back of each unit. This was apparently something the Goths did and Simon McDowell in his books touching on the Gothic campaigns mentions Roman writers speaking of Gothic archery causing problems for the Romans.


A muster of finished troops shows I'm close to a respectable little host. Five units of warriors, four units of cavalry, four dismounted heroes.

I have the figures on hand to make two more units of warriors, two units of skirmishers with bows and slings, one more unit of cavalry and three mounted heroes are almost finished.