Thursday, 14 May 2026

SAGA on the cheap.

 About this time last year when I wasn't blogging I picked up a SAGA rulebook for about six quid. I tried the game out with some free fan-made battleboards and really enjoyed it. 

Since I own a bunch of Vikings I pushed the boat out and bought the Age of Vikings book which was NOT cheap. Never mind there are twelve battleboards in there for different warbands ( I don't care for the term "factions") so there is a lot a value in the book.

I wasn't prepared to pay fourteen quid or so for eight dice so I went about making my own. I downloaded the free dice symbols and found some cheap blank dice on ebay. I matched some printer paper as close as I could to the colour of the dice and spent some time cutting and clagging.

I had enough to make six sets of eight dice for the price of one official set, they aren't as good but they are good enough for me.

Next up I got myself a nice little Anglo-Saxon warband to fight those naughty Scandinavians, I got a canny deal on them too!.

After some cracking games it dawned on me that just one box of Wargames Atlantic Irish could give me a six point warband, so after a little bit of shopping around I got my hands on a box.

The last few days I have been re-discovering SAGA so tonight I will play an Irish raid on Wessex. It should be fun...
Saxon Hearthguard.
Irish Bonnacht.
Saxon Ceorls.
And lots of doggies, nice doggies, FETCH!!.



Friday, 8 May 2026

Dragon Rampant in the Old World

I've been using some of my old Warhammer collection to play Dragon Rampant. 

My collection doesn't really fit the six and twelve units sizes very well but it finally dawned on me that I could put whatever I like on a unit tray. I don't even need to clart about with figure removal if I use markers for losses.

A revelation.

Here's a few pics, some gameplay, others posed...






I had a canny little game, here is the Empire's Valiant Hero routing the Orc Boss.

And the Orc Shaman "Buggalugz" fails his Courage test.

A tough day for the Orcs!. Glory for the Empire!.

Thursday, 7 May 2026

Retro Deluxe!

 I had a couple of games of Retro on my ASL Deluxe maps so I thought I'd put it on the blog.

I played DASL Scenario1 Guryev's Headquarters, here are some pics...


The hexes are about two inches across the flats so there is plenty of room for both counters and my clumsy fingers.

In this game the Germans could not get across this road but after heavy losses managed a wide outflanking move to bring them close to the objective.





After thinking the attacking Germans had no chance a couple of outrageous Close Combat/Melee results ensued.
The German squad takes out a whole platoon of Soviet Guards!!.


And another Russian Guard platoon is defeated.

The last turn of the game sees the battle for the HQ building and once again the game comes down to the very last dice roll.
The Germans are not so lucky this time and the Russians hang on for the win, just!. 


Another day, another brilliant game.

Friday, 1 May 2026

Retro

 I had a grand game with my ASL stuff, it was very loosely based on the battle for Oosterbeek in 1944.

This home made scenario featured British Paras with a full company with MG support and a hidden 17pdr AT gun defending five key buildings from the SS with 15 squads, 6 mounted in halftracks and a pair of Panther tanks, whoever held the majority of the buildings after nine turns would be the winner.

For rules I used Retro, I loved ASL rules but they can be hard work so nowadays it has to be Retro with a few house rules. I find them easier, quicker and just as exciting. 

After three turns I took a few photos...




 At the end of my first session the Germans had lost both of their Panther tanks and a Hanomag from a hidden 17pdr before the crew were defeated in close combat. The Brits were largely holding firm but the SS had made some progress on the eastern side of the town.

The second session saw the  British slowly withdraw towards the objective buildings under steady pressure from the SS who had now taken heavy losses. I never have much luck with Satchel Charges under either rules, it is much easier to place one in Retro but a roll of eleven won't do any damage!.

The SS took an objective but were struggling to make much headway, their attack in the east failed very badly and the Brits were sitting pretty.

Then with my British hat on I blundered, I got carried away and squandered my squads mopping up defeated units who didn't pose a threat. I left a key building unguarded on one side and against the odds a bold German move paid off for them.

Then the Brits were dashing back in an attempt to hold off three SS squads one of which had just rallied. The Germans broke cover braving MG fire and managed to capture two more key buildings on their last turn!.

The Paras had one last turn but only managed to retake one of the buildings in a very risky assault, the Germans had won the game 3-2.

What a thriller!.

The situation at the end of the game...


Retro


Another very entertaing game.

Wednesday, 3 December 2025

Zona Alfa : a day trip to the yellow zone.

 Two rival crews enter the Zone, a military crew and an independant crew...

Approaching the hotspots.

A yellow warning sign confirms the threat level.

The Indy crew attract a gaggle of Zombies.

Rutger is on alert with his flamethrower...

But Rutger fluffs his shot when he recognises an old comrade amongst the zombies and some of the undead pounce on Bolter (blue spot on his base) and Yak (yellow spot).

The leader of the crew, Bolter is wounded before Yak finishes the Zombie!.
Meanwhile, the Military crew attract a huge mutant worm.
An anomaly pops up too!.
Sgt. Renko and his men kill off the monster.
And Renko successfully inspects the anomaly.
Revived by Yak's medikit Bolter moves on the hotspot.
Renko moves up.
Rutger is lurking near the objective and he's alert    ( be alert, the country needs lerts).
Another monstrous worm is awakened. Ganz is ready and blazes away at the horror.
But he fails to stop the worm.
Bolter dashes over and kills the worm with his SMG.
Sgt. Renko sprints over and gives Ganz first aid, the crews will now work together to get out of the zone.
Bolter inspects the anomaly and finds valuable artifacts.
It is time to get out fast as the sky goes abnormally black. Both crews have well over 5K of salvage and artifacts for their troubles. Not a bad payday!.

Zona Alfa is a canny game, a nice change from my usual games.