Seleucid vs Carthage – replay

This week we decided to give the Seleucids versus Carthage another run out to see if the results would change from the last game and boy did it.

“Broken Dice” David and Nigel once again commanded the Seleucids while “Uncle Albert” Julian and I commanded the Carthaginians.

The Seleucids deployed with the cavalry on the wings supported by elephants with pike in the centre.

Seleucid deployment

The Carthaginians adopted a similar deployment as the previous game with the Light Cavalry on the right flank, Heavy cavalry on the left with the infantry in the centre.

Carthaginian deployment

It started to go wrong from the start as the Carthaginian Veteran Cavalry were disordered by the Seleucid light cavalry.

Carthaginian Veterans disordered

And then the Seleucid lancers charged and the Carthaginian cavalry routed.

Carthaginians destroyed

The heavies were soon followed by one of the Numidian cavalry as the Cataphracts charged the Numidians failed to evade and then routed.

Numidians rout

However we soon got revenge as the Spanish light cavalry managed to rout a light cavalry unit by javelin fire.

Spanish revenge the cavalry

But the lancers charged again and routed the Spanish routed after taking two hits.

Spanish rout from the Seleucid lancers

This was then followed by the second Carthaginian cavalry unit after being hit by another unit of Lancers which meant that my left flank cavalry command was disappearing at a rapid rate.

Carthaginian veterans rout

This left the Gallic cavalry in a tricky position as they had been disordered when they failed a morale test and now had a Lanver unit to their flank and Elephants to their front.

Gaul’s in a bad position

With only the Gallic cavalry and a unit of Balearic slingers left the left wing was almost completely destroyed and the centres had not even clashed.

Left flank disappearing

In the centre the infantry had finally closed and the Libyan spear managed to rout a pike unit.

Success at last for the Carthaginians

To try and save the Gallic Cavalry I had them withdraw and try to rally but the elephants followed them up and charged and who routed them. Hannibal managed to survive and run to hide behind Gallic infantry in the centre.

Elephants stomp the Gallic cavalry

On the right a unit of cataphracts charged our elephants who routed and rampaged.

Elephants break after Cataphract charge

The elephants rampaged through a unit of archers and took them away in rout.

and then kill the archers as they rampage

A unit of Gallic infantry turned and charged the Seleucid elephants in the flank. The elephants rampaged but much to our shock went through the other unit of Gauls inflicting a second disorder.

Chaos reigns as elephants rampage

We had a minor success on the right flank when the Numidians managed to rout a unit of archers.

Another minor victory for the Carthaginians

The Libyan spear in the centre had another success routing a unit of spearman.

Seleucid spears breaks

But that was the last success we had, I tried to rally the Gallic infantry that was facing the Seleucid cavalry which was successful. However as the card I drew was an even (10 of hearts) it cost us a victory medal. It was only then I realised that was the last of our coins and our army was broken 😧.

Gaul’s rally but lose us the game

To say this was a total reversal of the last game and we were handed a complete drubbing.

Saying that it was still a good laugh.

Seleucid vs Carthage – replay

Napoleonic What-if (part 3)

We reconvened for the 3rd session of the General de Armee game we have been playing.

This is a short post as I didn’t remember to take many photos as I kept being distracted by the game.

On the French left the attack was progressing against the Austrians but the Austrians kept passing their brigade morale tests and were still standing.

To bolster the attack on the left the Guard were committed from the reserve and started to make there way forward.

Guard arrives to support the left flank

On the right wing things were getting chaotic, with cavalry charges, infantry involved in firefights and the Prussian infantry launching charges against the Bavarians who like the Austrians were resisting all the attempts to dislodge them.

Clashes on the right flank

The Polish lancers launched a charge against the Russians but blew their charge roll and got bounced and had to retreat from the combat.

Polish Lancers charged but are bounced

The Russian cavalry followed up and charged the Chasseurs who somehow managed to hold the Russians who withdrew.

Chasseurs somehow hold

On the left flank the firefight continued with both sides trying to weaken the enemy before launching charges.

Firefight on the left continues

On the right Prussians launched a another set of charges with their infantry which the Bavarians continued to rebuff. While the allied cavalry moved into the centre to threaten the Polish infantry brigade in the centre.

Prussian infantry charge again

Back in the centre the the Poles launched a charge and managed to destroy the Russians in front of them opening a gap and faltering the Russian brigade but the Poles were looking slightly worried as a Russian column moved past their left flank.

Poles make a gap in the centre

By now we had run out of time again and it was agreed that we would now go for part 4 of the game😂.

Napoleonic What-if (part 3)

Carthage vs Seleucids’

We played a game of Too the Strongest, rather play a historical game I broke my Carthaginian forces out on the table for the first time (after sitting in their storage boxes for several years since I finished painting them).

The Carthaginians were commanded by me and “Uncle Albert” Julian while the Seleucid forces were commanded by “Broken Dice” David and Nigel.

The Carthaginian army was deployed with a Elephants on the right supported by Numidian light cavalry and skirmishers. The right centre was a command of Libyan Spear and skirmishers, the left centre was the Gallic warbands and the left flank was the Carthaginian cava supported by Gallic and Spanish cavalry with a couple of units of skirmishers.

Carthaginian deployment

The Seleucid forces deployed with two cavalry wings and 2 commands of pikes in the centre.

Seleucid Deployment

Although the Carthaginians won the initiative the Seleucids managed to advance across the board faster.

Early moves

The first clash came when a pike block charged the Gaul’s and inflicted a disorder on them (units can take between 1 and 3 disorder before they are destroyed).

Pike hit a Gallic unit and disorder them

The first unit destroyed was the Seleucid elephants that were shot by the skirmishers on our right wing and then proceeded to rampage towards the Cataphracts.

Seleucid Elephants rampage

This was quickly followed by a unit of Greek light cavalry as they were shot by the Numidian light horse.

Numidians on a roll

It was proving to be a bad day for the Seleucid elephants as the last of them was destroyed by the Libyan spearmen.

Last of the Seleucid elephants are destroyed and rampage

The Greek spearmen in the woods were then destroyed as we managed to hit them three times with our skirmishers and they failed to save three times on the bounce.

Spearmen break

By now the Seleucids were running out of “medals” which govern when the army breaks and at this stage we had only lost 2 out of 17.

The Gallic Warband then charged a group of Javelin men in a wood who failed to evade and we then managed to destroy.

Light infantry fail to evade and break

Up to this point most of the losses had been to the light support units but the heavier infantry and cavalry had now closed.

Battle along the line

But we continued to pick on the light support units and a unit of Libyan spear picked on a unit of light archers who once again failed to evade and where destroyed.

Another light infantry unit destroyed

The Seleucids gained some revenge when one of our elephant unit was routed by a Seleucid cataphract units.

Carthaginian Elephants rampage

Our remaining elephant unit turned and positioned itself on the flank of the cataphracts but didn’t manage a charge as we drew an ace when ordering the light horse to shoot so that command activation ended.

Elephants poised

In the centre the General had marched across the board and closed on the Seleucid camp that if captured we would have won the game but we again drew an ace so that command activations ended.

Libyan spear march on camp

But on the left flank the Spanish cavalry managed to rout a unit of Seleucid lancers which was enough for us to take the last of the Seleucid “medals” and win the game.

So as the Seleucids started to retreat the majority of their heavy infantry and cavalry was still intact but by picking on the light units we had won.

The end

A cracking game (at least for me and Julian) and David and Nigel proved they don’t need dice to throw (or in this case ) pull cards badly.

No doubt they will be looking for revenge in the next game.

Carthage vs Seleucids’

Painting Coefficient June 2026

It is time to have a look at the output for the last three months of the year.

Normans & Saxons

Looking at the Normans project, I have completed some slingers for any force the first 12 are from Gripping Beast (with the addition of some spare Saxon bucklers from Victrix) the remainder are the 12 Victrix figures from the Dark Age Archers and Slingers pack.

Slingers

For the Normans I needed some archers (with silly hair cuts) to add to the force. These were again Victrix. Most are individual based to be able to use in the various skirmish games.

Total = 48

Islamic Forces for the Crusade

While looking through the “pile of potential” I stumbled across an Islamic force purchased some years ago when the original Saga Crusade supplement was published (around 2018).

The first up were 16 Infantry 8 armed with spears and shield and 8 armed with sword and shield.

Next were the 8 horse archers.

Then 4 Ghulam or Mamluk

1 General and Bodyguard

And finally the man himself Saladin

Total = 46

Total Number of figures added = 0

Total Number of figures painted = 94

Overall Coefficient = 94

However how are we doing in the year to date?

Total Number of figures added this year = 182

Total Number of figures painted this year = 286

Overall Coefficient Year to Date = -104

So managed to reduce the “pile of potential” 😁

Painting Coefficient June 2026

Napoleonic What-if (Part 2)

We returned to the Napoleonic megagame for the 2nd round.

Action started on the French left flank where the cavalry was preparing to charge a weakened Austrian column.

Preparing to launch

While the infantry columns advance driving back the enemy skirmishers.

French and Austrian columns close

In the centre the French advance and close to deliver musketry fire into the defending Russians but the reserve French brigade refuses twice to move up to support and remains hesitant!

Centre: French lines engage the Russians

On the French right the Prussian columns have continued their advance and were closing on the defending Bavarians.

Prussian columns approach the Bavarian line

As the Prussians closed on the Bavarians the allies moved cavalry through the line to threaten the flank of the French centre. The Prussian columns launch a charge but throw poorly (a double one) and are repulsed!

Allied Cavalry advance to support the infantry

In the centre massed Russian columns have moved up to face the French in the centre.

Russian massed columns await the French

To address the threat of the Allied cavalry a brigade of French cavalry led by the Polish Lancers moves forward to protect the flank of the infantry.

French Cavalry move forward to counter the Allied Cavalry

Back in the centre to French fire is desultory as three out of four units lose fire discipline and do not inflict any casualties.

Desultory fire from the French as unit lose fire discipline

Things get worse as a Russian column manoeuvres into position to launch a flank charge on the French line!

Russian column on the flank of the French Line

However the line manages to survive (only because the Russian threw a double 1 on the charge test) and stands. The French now launch a further assault on the village in the centre trying to dislodge the Russians.

Line survives the charge and another assault on the village

The assault on the village was a success for the French throwing the defenders out, it also caused a fire to break out on the side facing the Russians which meant no one could move or fire through that side for the rest of the game.

Russians evicted from the village and fire breaks out

The French columns formed line on the left and started to give fire onto the Austrian columns but like the centre they lost fire discipline threw poor dice throws.

French deploy into line but lose fire discipline

The French continued to push forward on the left but the Austrians deployed their reserves to address the problem.

On the left the French continue to push forward but more reserves arrive!

In the centre the French reserve brigade had finally moved up to support the two lead brigades, while I pondered how to get the lead Frencn line out of trouble as it had now taken heavy casualties and had become “worn”.

French reserve brigade finally moves up

The French artillery was busy drawing a “bead” on the Russian column that was now reforming in the middle of the road and blocking the Russian artillery battery.

Russian column blocking the guns

But time had beaten us again and we would have to return for part three of the game.

Napoleonic What-if (Part 2)

VBCW – Destroy the Enemy Camp (or Phone Box)

Another run out of the Very British Civil War forces. This time the scenario rolled was “Demolition” where both sides had to destroy the enemy camp or in this case the “phone boxes” were used as the communication centres for both forces. Half of each force had to be held off table as reserves however these reserves could enter the table from any table edge using the “Fog of War” deployment option.

The Anglican League deployed 2 of their 3 sections and the HQ to defend the objective.

Anglican League heavily defend their “camp”

While the Miners deployed a section in the Church yard and an MG on the roof of the garage.

Miners had their objective in the churchyard

The AL start to push down the flank to try and gain the building.

Anglican League pushing up the flank

As the Miners reserves arrived the AL command remembered they had an appointment elsewhere and headed to the farmyard.

While the command moves to the farmyard

The reason the commend did a runner was the arrival of the Vickers MK III on their flank.

Vickers MkIII moves on to threaten the Anglican League objective

The AL countered by moving on the their Armstrong Whitworth armoured car which took a hit from the MK III.

Armstrong Whitworth moves on and takes a hit

They then got serious and moved on a Renault and Anti Tank rifle team along with a “tank hunter” team to try and destroy the MK III.

Renault and AT rifle arrive to tackle the Mk III

The AL then moved their light howitzer up to try and bring the churchyard under fore to soften the Miners section up before the infantry moved up.

Artillery moves up to threaten the church

The Miners managed to bring a section across and engaged the AL infantry moving down the flank.

Miners stop the advance on the flank

The AL triggered an event that meant that it started raining for a couple of turns however it didn’t really effect the game.

Event reduces ranges

Near the AL objective the Mk III had turned and engaged the Renault and destroyed it. This was the first time any armour had been destroyed in the games due to poor dice throwing from each side!

Renault bites the dust while worrying about the “tank hunters”

This time the Miners triggered an event that meant that one of their sections was upgraded, it was decided that the nearest to a house.

Advantage for the Miners

The upgraded Miners pushed forward close on the AL section which has now been reduced to 3 men from 10.

With the aid of the beer the Miners move forward

The AL “camp” was open but the Miners had no infantry to close and try to destroy it.

Anglican League open but none of the Miners infantry in the vicinity

The Miners however had their “camp” well covered and still heavily defended which had stopped the AL advance.

Miners still holding their objective

By now we had played the 6 turns rolled for a 7th which didn’t come up so another game ended in a draw.

Again another good laugh and I now have to go away and try to VBCW some amendments.

VBCW – Destroy the Enemy Camp (or Phone Box)

VBCW – Looking for revenge

We had another game of the Very British Civil War as the Anglican League looked for revenge against the Miners. This time we added more support troops with armour entering the fray.

The Miners were commanded by Nigel and me, while “”Broken Dice” David and “Uncle Albert” Julian commanded the Anglican League.

The scenario we played was the “Seek and Destroy” mission from the Bolt Action rules using the “meeting engagement” deployment where forces were either designated as the “first wave” and entered the table on the 1st turn or could be held in reserve. For the Miners everything was designated as “first wave” after struggling to deploy some of the reserves in the last game. The Anglican League held a couple of units in reserve.

In the first move the Miners moved up the supports on early deploying the light howitzer, Rolls Royce armoured car and the “Tachanka” which is a Vickers machine gun mounted in the back of a hastily armoured van.

Early moves for the Miners

The majority of the Miners infantry were moving up through the village and looking to destroy the Anglican League.

Moving through the village

A couple of sections of Anglican League moved onto their left flank supported by an Armstrong Whitworth armoured car and a mobile pillbox.

Anglican League arrive in force

A section of miners moved up to support the armoured car and await the advancing Anglican League forces.

Looking for targets

An early run of the “action” dice meant the support on our right flank were all put on “ambush” awaiting for targets to appear.

Ambush set but will it be triggered

In the village a Vickers MkIII moved up in support of the infantry and to engage the Anglican League armour that had appeared.

Vickers MkIII moves forward in support

The Vickers and the Renault R35 exchanged shots with verry little effect while the Vickers used its machine guns to target the Anglican League holding the churchyard.

Armour taking pot shots at each other

The Miners were now well ensconced in the village with an MG in one building and the Sniper in the other while the command admired the rear garden.

Miners hold the village

On our right flank the Anglican League broke cover and engaged the miners.

Units engage

The mobile pillbox had to move down the road and try to engage the Miners in the centre as it couldn’t cross any of the walls or hedges!

Mobile Pillbox trundles forward

The six turns passed quickly with neither side making any real breakthroughs and the game ended when the extra turn wasn’t rolled. With both sides only destroying 2 units a piece the game was a draw and the commanders withdrew to discuss where things had gone wrong.

Miners command have a meeting to discuss what to do next

Another entertaining game with no “events” happening and I am happy how the rules are working for the VBCW.

VBCW – Looking for revenge

Megalomania takes charge – Napoleonic What If battle (Part 1)

So Nigel decided that we needed to have a large Napoleonic battle that would give us a chance to get the Napoleonic collections on the table. This was going to be a multi-session game using the General de Armee rules.

Each side would have 5 Divisions that could be used with some initially being deployed in reserve. The French were being played by “Broken Dice” David (Bavarians), Paul (French) and me (French with a scattering of Poles). The Allies were played by Alan (Prussians), Dave A (Russians) “”Uncle Albert” Julian (Austrian) and the Allied Cavalry reserve by Dave B who was missing for this session.

The French deployed with the Bavarian Division on their right flank, with French divisions holding the centre and the left flank. The Guard and Cavalry divisions were held in reserve.

The Allies deployed with the Prussians on their left flank, the Russians in the centre and the Austrians on the right with the Austrian Grenadier and combined cavalry division held in reserve.

Initial Deployment

The French left flank prepares to advance and engage the Austrians on the left flank supported by a cavalry brigade.

French let flank prepares to advance

The Austrians await the advance while a brigade slowly advances through the woods.

Austrians on the allied right flank

The Russians were also preparing to advance through the centre to contest the village.

Russians in the centre

As expected the skirmish lines clash on the left flank as the French columns advance.

Skirmish lines clash on the French Left

It was a similar situation in the centre and the right flank and skirmishers exchanged fire and long range artillery fire dominated the early turns.

Skirmishing in the centre

While both the French and Russians advance to engage in the centre the Bavarians hold just throwing out their skirmishers to slow the Prussian advance.

Prussians advancing on the French right flank

In the centre the exchanges between the skirmishers has started to thin the ranks while the French move up and try to take the village.

Skirmishers taking casualties in the centre

On our right the Prussians push their columns forward to drive back the Bavarian skirmishers.

Prussian columns advance on the Bavarians

The Russians manage to occupy the village first and the first French battalion that assaulted was forced to retreat and another moves into position to try again.

Battle for the village

In the centre the French advance stalled as both of my lead infantry brigades decide to go “hesitant” and refuse to advance!

French advance in the centre stalls

So the first session end with most of the action restricted to skirmishing action along the front no doubt it will get more serious in the next session.

End of the first session

So far an enjoyable, of frustrating experience but proving to be an enjoyable game.

Megalomania takes charge – Napoleonic What If battle (Part 1)

Clash in the Village

Broke out the Very British Civil War collections as Nigel’s Miners Local Defence force took on the Anglican League forces (commanded by “Uncle Albert” Julian). I provided the umpire services assisted by “Broken Dice” David (who supplied the terrain).

We were using Bolt Action V3 rules with the addition of “event cards” from “Went the Day Well” rules.

The scenario played was “key position” where 5 objectives (2 telephone boxes, a post box and two boxes of supplies) were placed on the table by the players. Forces were deployed in opposite quarters of the board.  

All quite in the village

In the early moves both sides started moving rapidly for the objectives with the Miners LDV rapidly grabbing a couple.

Forces move forward rapidly

One of the rules included was that on the first dice drawn for a side each turn that side rolled a D6, if a 6 is rolled an event occurs for that side. The Anglican league threw for an event and drew a card.

Early on the Anglican League get an event

A quick discussion was held to agree which unit should be affected and a D3 was rolled and the unit would be affected for 2 turns.

Unit stuck searching the house

The Anglican League moved up their Mobile Bunker and laid down fire on the Miners in the village.

Mobile pillbox arrives

The Anglican League were confused as a van with bits of armour welded to it reversed down the road. Then to their surprise the rear doors opened and a Vickers MMG opened fire killing one of the crew members of the Anglican League MMG.

Van Tachanka opens fire

With the Miners already holding the majority of the objectives the Anglican League moved their artillery onto the table to try and clear some of the Miners from the church yard.

Anglican League artillery support appears

This was countered by the Miners moving their artillery up behind the Tachanka to engage the mobile pillbox and approaching artillery.

Miners artillery moves and engages

The Miners moved a section of infantry to cover the wooded approach to the village and possibly grab the last objective on the far side of the wood.

Miners section moves up and covers the woods

Seeing this an Anglican League section runs towards the woods and secures the objective supported by the HQ unit and its Medic Team.

Anglican League finally grab an objective

The Miners artillery hits and destroys the mobile pillbox as they also manage to cause heavy casualties on a Anglican League section on the hill.

HE fire takes out the mobile bunker

The Miners have now secured the Church yard but are taking fire from the Anglican League Roadside bomb team behind the church.

Miners holding four objectives

Near the wood both sides are taking casualties as the firefight develops.

Both sides taking casualties

The Anglican League loses the artillery dual and the howitzer is destroyed by HE fire.

Anglican League loses the artillery dual

Turn 6 is played out and the game ends time to count up the objectives. The Miners are holding 4 while the Anglican League only holds 1 so Victory goes to the Miners who will regroup at the Miners Working Mens Club for tea and medals (or something stronger).

Game called

A highly entertaining game and the Bolt Action rules played out well with the VBCW amendments I included. Fast furious and plenty of laughs.

Clash in the Village

Kiss Me Hardy – Convoy

Something a bit different this week as we returned to Kiss Me Hardy. In this scenario a Franco-Spanish squadron (Nigel and me) needed to escort two armed merchants carrying this years treasure shipment from one end of the board to the other. The Royal Navy (“Broken Dice” David and “Uncle Albert” Julian) simply had capture both the merchants to win the game.

The other change was the largest ships were 64’s with the majority of the fleets being frigates.

The game didn’t start well for the Franco-Spanish as we randomly threw for wind direction and the wind was blowing down the table directly at our fleet! That would mean that we would have to tack up the board 😂.

Fleets looking neat

Chaos soon broke out in the French squadron as some of the fleet successfully tacked and other had to take avoiding action!

Chaos in the Franco Spanish fleet

While the French managed to get some order back in its sailing order, chaos stilled reigned with the Spanish as they tried to tack.

Some sort of order for the French but still chaos in the Spanish squadron

The RN were showing off closing rapidly and we had the sense of impending doom.

RN closing for the kill

The first RN squadron closed with the French and started by setting fire to the Hermion as they sailed past.

RN engage the French at close quarters

On the other side the Spanish decided to play “bumper cars” as they were trying to avoid the RN but were taking damage.

The other thing that soon became apparent was that frigates could not take a lot of damage as the broadsides were rapidly being reduced because of the damage.

Spanish bumper cars

The RN fire soon reduced the Siena to a floating wreck and a roadblock.

Not going well as Siena sinks

The RN thought that “bumper cars” looked a fun game and joined in with HMS Leopard lost its bowsprit so would not be able to tack after the Spanish that had broken through.

Enquiry for the RN

The Dauphin was trying to avoid the RN but the RN had successfully tacked and were trading broadsides!

Merchant trying to escape

The Dauphin escape didn’t work out a the RN managed to grapple and launched a boarding action!

Dauphin the French Merchant boarded

With losses mounting the Dauphin struck after losing a second round of the boarding action. At the same time the Duc de Duras (the other merchant) had her Mizzen mast shot away and failed its strike test and struck! So the RN had managed to capture both of the merchants with only some of our frigates surviving â˜šī¸.

The end

So a convincing victory for the RN but another cracking laugh as things went wrong but another good game.

Kiss Me Hardy – Convoy