This Week


I have been playing around with ASL Starter Kit  #1 and have come up with a scenario that is a mash-up between the starter set and the ASL deluxe large hex boards that come with Winter Offensive game pack 9 of 2018.

The pack includes city boards, so I have pitched an action that I have taken from one of my Osprey books, from the Combat series on that highlights infantry action at Stalingrad.

There is a blog post that firstly discusses to what degree Pack 9 is useful to the Starter Kit fan and then goes on to describe the home grown scenario that I have planned for our next face-to-face game.




Annual support drive. The end of year BGG chase up of asking users of the site to donate is now on.

There is a header banner on BGG that makes a PayPal or Credit Card payment an easy few clicks to get sorted and you will instantly be recognised as a supporting member, with your avatar getting the 2018 orrange flag. A minimum $15 dollar donation secures this.

I am giving them a shout-up because I reckon in the past year, I have saved my $15 many times over by being able to properly reasearch which games to buy (or avoid) and to access the support of other users for Q&A. This is a precious resource, please consider lending your support.




Ahead of the release of Warlord’s Cruel Seas game, Wargames illustrated as a free plastic sprue on the cover of the December issue (just out).

Note there are two types of freebie, so look through the mags to get the one you want, I picked up the sprue that has Vosper MBT’s.

These are 1/300 scale and the ships shown here are 3" long, the other one being given away is longer, say 4 to 5".

As well as the freebie, the issue looks quite good, so if you are passing WH Smith (high street newsagent in the UK), it might be worth you popping in, I can’t see these being available for long.

Here is a link to the Cruels Seas MBT page, which has a coded picture of what the parts on the sprue are;



Holland ‘44 published by GMT

Designed by Mark Simonitch, the Holland ‘44 will system will be familiar to those ho have played the other games in this designers series. Mike has been playing this solitaire, but he re-set the game so that we could have a face-to-face game over the first few turns, so that I could get a learning curve under my belt.

I must say that I thoroughly enjoyed our playing. There is a level of detail and scrutiny of the campaign that makes this feel like one should care about play and the long map certainly generates that emmotional aspect of the game for both players in which the 30th Corps feel like they face a long drive up the map and the German players desperately draw units in. To try and frustrate Allied intentions.

The game also plays well solo and would make a good study of the campaign for those interested. Artwork is nice and the level of detail in the terrain often frustrates what a player would like to do, with what they can actually do because of terrain restrictions and penalties. The Paratroopers get a +1 column shift for being elite and at Arnhem, can hope for another column shift for artillery.

Paratroop landing carry risks and protection of supply hubs and drop grounds becomes an important consideration for the Allies. In our game. The playing area is a map and a half long and. The full game would take us a few sessions to get through, but just doing the opening turns was enjoyable. 


Battle of the River Plate

One of two games (the other being the Bismarck in the Denmark Straights) in a Folio package from Decision Games in their Dreadnoughts and Battlewagons series.

Game scale is 1 hex = 1 Nautical Mile and each game turn represents 10 minutes.

This has hit the table a few times over recent days. For no particular reason, this is a naval encounter that really interests me, as does the sister game on the Bismarck and so to have the two titles in such an easy play format, made this a sure buy.   The game is on a hex map, but could easily be converted to the tabletop with miniatures by converting each hex to be worth say an inch.

The blog has an article that looks at the system and runs through a brief game.  

Blogged at LINK


Sunken hex river sections

Over on Keith’s Wargaming Blog (link below), Keith describes the process that he uses to get a sunken effect for waterways using inverted single hexes and the photo here shows his results with a built in 6mm bridge installed. 

There is a similar ‘how to’ over on the Kallistra website for conversion of their 6 tile combination pieces.

Looking at Keith’s previous posts for his napoleonic C&C battles, the effect of the sunken river is very good and I quite fancy a dabble at doing these, though for covering bigger tables there is quite a bit of modelling to do ..... but who doesn’t like playing with clay!

Link to Keith’s blog


Wargaming and bad backs!

Currently suffering after helping an elderly lady in a coffee shop! The lady needed help because she had a bad back, how ironic!, so I have put together a post that looks at getting a game going, even with limited mobility.

The post is main;y looking at some boardgames that have a small footprint, with an 11" x 17" map, plus a mention of a jigsaw App .... more useful, when even sitting is not an option!

As usual, a link to the blog


Wanting to keep the Eagles of France system fresh in our minds, more in anticipation of the release of Quatre Bras than anything else, we set about the St. Amand introductory scenario from the Ligny package as it just gives a pleasant evenings game, while having enough variety to hold interest and keep the gamer in touch with the basics of the game engine.

A French victory relies upon capturing 4 major buildings across the map and inflicting more casualties than lost in four turns.

In our game, the French won a roaring victory, ploughing up the map towards Château de L’Osaille (a VP location), to which they had set as their Orders destination, allowing them to drive through two other VP locations on the way. They deliberately chose to ignore the 4th VP hex at Dagnelée over on the Prussian right, instead concentrating their forces on a rapid push up through the centre.

The Prussian force held on as best it could, with each successful delay frustrating the French advance.

(Picture above) At Château de L’Osaille, 24th Infantry (a), like others elsewhere, tried to hold out against the odds. Surrounded, with 38 French Combat Points against their 12, giving a 3:1 attack, +2 DRM for defending a big building and -1 DRM for a morale differential, they survived a QFT1 test, forcing the French to spend time putting in a second assault. But ultimately, these ‘last stands’ were too costly and Prussian losses ran high, as surrounded units not able to retreat when called to do so by the CRT are removed from play as a consequence.

On the final turn, the Prussians chose to bring in some reinforcements, at the cost of surrendering further VP’s to the French. On the heights behind St. Amand, they launched a counter-attack that pushed the French back over the stream, but they failed to inflict the casualties that needed to restore the situation.

By the end of the game (turn 4) the final VP tally was 37 points in favour of the French (they need 28 or more), giving them a clear and well deserved victory.

If anyone has this game on their shelves unplayed, then having a go of either of the two introductory scenarios and if wanting a refresher, the St. Amand scenario in particular is just the job, it’s a great system, thanks Hexasim.                                                          

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