Showing posts with label Sunday Night Gaming. Show all posts
Showing posts with label Sunday Night Gaming. Show all posts

Tuesday, March 10, 2026

What If There was a 2nd Edgehill in the English Civil War?

    Battle is joined between Royalists & Parliamentarians in a hypothetical English Civil War fight
My friend Mike S and his son Jason are really getting into the English Civil War in 28mm, lately. They've been shuttling boxes and boxes of troops to the prolific Ted Bender to be painted, then Mike (being retired), bases and flocks them for his son. Last year, Jason ran ECW games at both Origins Game Fair 2025 and Advance the Colors 2025. Folks who played in them seemed to enjoy it very much. We had play tested his Battle of the Severn scenario last year, but Jason wanted to run an even bigger game for us on Sunday evening.

    I expanded the table to 12' width and threw down my 2 six-foot fleece mats for Battle of Edgehill II 
I expanded my gaming table to its full 12' width and Jason set up four commands per side. The battle was a hypothetical one, postulating the two sides actually meeting for battle rather than maneuvering and then one force dissolving. We would fight it near the well-known Battle of Edgehill (it is well known because I have actually heard of it, not being a ECW buff...ha, ha!). So, it was the 2nd Battle of Edgehill in Jason's alternative and more interesting take on history.

    My command of five units of 'Trotters' -- units of horse that primarily fire their pistol when fighting
I was given the far left cavalry wing of the Parliamentarian army (which historically dissolved without striking a blow against the reborn Royalists). I had five units of six figures -- all of a type of horse known as Trotters. Our way of fighting would be to shoot our pistols at the bigger, meaner, and nastier five units of Gallopers deployed across from us. Mike S commanded them, and his tactic would be to charge in and force the engagement at sword point, which his troops were significantly better at than mine. We were using "Pikemen's Lament" -- the English Civil War rules set in the "Rampant" system by Daniel Mersey. 

    Closeup of Jason's English Civil War figures -- one of my Trotters looking foolishly confident!
To say that we enjoy his series of rules would probably be an understatement -- as any regular reader of Lead Legionaries could tell. This is the fourth of his series we've played in in February and March alone. We've done Dragon Rampant fantasy several times this year, played an American War of Independence game with Rebels and Patriots, used the Sci-Fi Xenos Rampant rules for a Vietnam convoy ambush, and now sicked mean old Gallopers on poor hapless Trotters in Pikemen's Lament. I told the guys that if we were real gluttons for punishment, we should try to sneak in another game of Medieval Lion Rampant and Colonial The Men Who Would be Kings! Not because the rules aren't good, but because each is slightly different and it is sometimes a challenge remembering what the tweaks are for the rules set you're playing. In fact, one player apologized in an email the day after the game for "cheating" and misplaying a rule. Turned out he had actually done it right -- he as confusing the game with Xenos!

    Our enemy on the left wing -- Mike's 5 Galloper units (2 of which cheated by wearing more armor!)
To my right, my Parliamentarian partner, Allen, would be trying to hold off the assault of Jenny's "forlorn hope" and more on his gun emplacement. Allen's mission was simpler than mine -- shoot the attackers down and maintain control of his fortifications. Jenny advanced fairly boldly across the field and the two were quickly exchanging shots. Each traded deadly blows. Keith led our center, and was marching across the field to drive Tom's Royalist scum from the field. Both commanded traditional pike and shot formations that were the bulk of the infantry in this war. Jason has each pike block of 12 figures flanked on either side by two shot units, also of a dozen figures. On the far right, Mike W -- recently returned from snowbirding in Portugal -- commanded a mixed infantry and cavalry force against Joel's force or mean, nasty Gallopers.

    To my right, the gun emplacement my fellow Parliamentarian Allen had sworn to hold against Jenny
As the battle opened, I quickly began to realize my five units were undermatched against Mike's five cavalry squadrons. You may have realized that already, though, with my emphasis on how big and nasty they were and how poor and hapless we were...ha, ha! So, I began to do what any flank commander would do when he feels he's overmatched. I began to swing my forces backwards to refuse our left flank. I was hoping Mike would fail some activation rolls and that his solid line of horse would become broken up and attack me piecemeal. Lately, Mike and I have been razzing each other about whose die rolling has been worse. In our DR! games, he has been the clear winner. However, tonight was his night to make up for the last several months of below average dice rolling! Mike did not fail an activation and kept closing with my troops in a solid line. No chance of ganging up, or shooting up an overextended squadron.

    Fearing tyranny of Royalists & the deadly 'maths' in their favor, my horse swing to refuse our flank
Jason insisted that the Caracole was my Trotter's advantage. Under this rule, we can move half of our distance and shoot at the enemy. Then, for the same activation, he said, we can charge in after the shot -- essentially striking twice (but in melee we'd roll only half our normal dice). I pointed out to him that his cavalry hit on a 4+ on each of their 12d6 they would roll in melee, while we hit on only 5+. Plus, two of his units were armored and would require 4 hits on to produce a casualty, while mine needed only 3 to lose a figure. Jason countered, "But you're rolling 18 dice to his 12." I kind of felt like I was in Spinal Tap and being told, "This one goes to 11...", but I decided to gamely spring our Caracole advantage on Mike.

    We deploy our advantage, the Caracole formation, the Royalist wall of horse seems unimpressed
One other disadvantage our Trotters had, we were slower than the Gallopers. So, to get within shooting range, we had to come within their charge range. I decided to give it a go and two units trotted forward, daintily deployed their pistols as they rode around in a fancy formation giving each man a chance to shoot. One unit scored a single hit while the other scored none. Hey, I was rolling Mike's normal dice! Jason tried to talk me into charging in, but I saw another special ability he had added to the rules for my Trotters. We could roll a 7+ when charged and shoot at an enemy charging us. No thank you, we simpered daintily, and formed back into ranks ready to receive our inevitable counterthrust. 

    Royalist Tom also seems unconcerned by the massive line of pike and shot Keith is hurling at him
Mike did not disappoint and both units within range passed its activation test and crashed into my Trotters. Jason's "Stand to Receive" tweak to the rules meant we got to roll 18 dice, well...kind of. Once again, we fired with a roll of 12 (or was it 6?), and then fought in melee with 6 (or was it 12?). Either way, we did NOT cause more casualties than the mean, nasty Gallopers, despite rolling 50% more dice. Things were shaping up like I thought they might, not helped by the fact Mike was rolling very well and I was rolling very bad. Several times over the first few turns, I rolled 12 dice and scored only a single "5" or "6", causing zero casualties. The Gallopers began to steadily wear down the Trotters.

    Ack! More Royalist Gallopers! These are Joel's command on the opposite side of the battle
Meanwhile, after an initial deadly blast of fire, Jenny was beginning to win the shooting exchange, despite the bonus Allen received from his emplacement. She was able to get her forlorn hope into charge range and swarmed across the gabions, destroying one of Allen's units. His left-most gun was flanked and charged by another of her units, and things were looking grim for Allen's ability to hold his fortifications. Further down the line, Keith was advancing steadily towards Tom, but sent a unit or two to attack Jenny's troops, as well. Tom cleverly did not fire on Keith until he came within 12", not wasting his +1 initial fire on a long-range shot. This shattered Keith's line and sent him reeling back. On the far right, though, Mike W seemed to be holding his own against Joel. He had some enclosed fields to use as cover and obstacles and his shooting seemed to be wearing down Joel's Gallopers.

    My Trotter's numbers are dwindling, but we gamely Caracole on, but it still isn't working...!
There was a point, late in the game, when I looked at my left wing and didn't feel so bad. Mike and I had three units left, two having fled the field. Was I really giving as well as I was receiving? It was smoke and mirrors, as all three of my units were half strength or under, while Mike had one full-strength armored unit of Gallopers. I felt I had one chance, though. I could Caracole his weakest unit with two of my smaller ones. If he failed his morale test, his command would fall below half and all units would have to take morale checks. It was not to be, though. I failed two of three activation rolls, and could do nothing but sit there and take it on his next turn. After Mike's counterstrike, my entire command was dead or fled the field. 

    The center pike & shot blocks controlled by Keith and Tom begin to close to perhaps decide the fray
Shortly after we finished, the other opponents began to add up how things were going. As it turned out, the Parliamentarians lost three of four sectors of the battlefield. Only Mike W had stymied Joel's attack and driven him back with greater losses. We had lost decisively. Long live the King, I guess...ha, ha! After the game, I pointed out to Jason how the odds were truly stacked against the Parliamentarian Trotters. He agreed, and has a tweak in mind for next time he runs it. As with all Mersey rules, it was a fun, quick game. We all picked up the Pikemen's Lament version of the rules quickly. Jason had designed a clever, asymmetrical scenario. It should be interesting to see how it plays out again.

    The end phase of the battle on the left wing with more Royalist cavalry (left) than Parliamentarians
MINIATURES Acquired vs. Painted Tally for 2026

  • Miniatures acquired in 2026: 159
  • Miniatures painted in 2026: 52

TERRAIN Acquired vs. Painted Tally for 2026

  • Terrain acquired in 2026: 3
  • Terrain painted in 2026: 21

SCATTER Acquired vs. Painted Tally for 2026

  • Scatter acquired in 2026: 16
  • Scatter painted in 2026: 48

Monday, February 16, 2026

Our 3rd Dragon Rampant Outing Visits 'Hacky Valley'

    My 'Bonefish band' of orcs, goblins, trolls & wolves closes in on a force of Mountain Dwarves
Our Sunday evening gaming group got together for another round of Dragon Rampant, 2nd Edition. This time, we took a visit to "Hacky Valley" -- one of the scenarios in the book. We had six players, so I set up three one-on-one tables on my 12' wide gaming table downstairs. I was faced off against Joel S, borrowing a Dwarven army this time. He's played a different army all three times, which I guess there's nothing wrong with. Some people prefer variety! On the winter valley table, Allen's Bretonnian Knights faced off against Jenny's Fantasy Vikings. And on the desert valley, Tom's reconfigured Beastman army tackled Keith's undefeated Mordor Orcs. Tom has used a vastly different list for his beastmen all three games. This one, he said, was modeled on the Wheel of Time series.

    3 tables of 'Hacky Valley' set up side by side on my 12' wide table -- each battlefield was 4'x4'
In Hacky Valley, the 4'x4' table features a central two-foot wide valley. It's flanked on either side by a one foot wide plateau, separated from the valley by impassable cliffs -- except for a ramp leading up to each escarpment in the center of the table. The goal is essentially to destroy the enemy's army and hold the valley. The scenario description adds some whimsical nonsense about pies, but I spared the group that part of the description. I also added three pieces of rough terrain to each setup, one one on each player's half of the board and one more towards the center. The battlefield was already somewhat cramped, I figured. We didn't need to make it even more constricted. I do wish the rules had added a real terrain placement system to the rules to resolve cases where an army that wants lots of terrain is facing one that wanted a more open board. Oh well, I guess we can always port in a systems like Saga's, if it really bothers us. So far, I've set up the boards each time we've played and no one has complained.

    Dwarf-Goblin Wars: my enemy's battle line with Hobbit scouts and Dwarf heavy foot on the right 

In my matchup, I was facing Joel's borrowed Mountain Dwarven army, lent by Keith (of course). Keith is really enjoying our foray into DR! and the chance to get armies that have sat on his shelves for too long into action. He's even been inspired to paint up more figures to flesh out armies where he didn't have enough to field one. Joel's army consisted of a 9-point (almost 1/3 of the army points) cannon. It was bought as Heavy Missiles with Slow, Longer range, Bodkins (6's equal two hits instead of one), and Champion (re-roll 1 missed die on each attack). Maybe there were more special abilities -- I'm going from memory here. There was another Heavy Missile crossbow unit to support it, and the army general and his Heavy Foot bodyguard was nearby, too. On both flanks up on the plateaus, Joel deployed his Hobbit Scouts. The one opposite my right was given another unit of heavy foot for support, as well. A unit of heavy foot pikes was just below, advancing towards the ramp leading to that cliffside. 

    Bonefish Band advances with my eager goblin archers leading the way all game long
I didn't want to give the cannons or crossbows much chance to do their damage. And since we alternated deploying a unit at a time for the setup, I placed my units in the central valley more on the right -- away from the cannon. We would use the woods as cover and line of sight blockers as much as possible. I deployed my goblin archers (Light Missiles, Cowardly, Weak) on the right, one up on the plateau, one just beneath it in the valley. Behind the goblins on the plateau, I deployed my large wolfpack (Lesser Warbeasts, Large - which gave 2 extra figures). My two units of armored orcs (Bellicose Foot, Armored, Cowardly) were in the center, along with the warchief and his Elite Foot and the Trolls (Greater Warbeasts). My idea was to advance on the crossbow and cannon masked by the forests, then charge through at them and destroy them in hand to hand. The goblins would concentrate on shooting the enemy on the right hand plateau, who began advancing towards us as rapidly as their dwarven and hobbit legs could carry them.

    My forces in the valley drifted to the right, as far away as possible from their very dangerous cannon
In fact, Joel advanced across the line fairly aggressively, holding back only with the cannon and crossbows. The goblin archers took the first shots and began whittling down his small unit of Hobbit scouts on the right-hand plateau. My rolling for targeting the little buggers wasn't so good, it took me three turns to get them below half strength and to fail their courage test. From that point on, we switched to the heavy foot marching resolutely behind them. I tried to keep the wolfpack, who were following the goblins, from getting within "Wild Charge" range of the dwarven foot, but Joel kept coming and eventually, the wolves would have to lope into contact.

    2 of our regulars weren't feeling well & couldn't make it, so we had only 6 armies fighting it out
Meanwhile, in the center, Joel's heavy foot dwarves were similarly pounding forward, looking to renew the bloody Dwarf-Goblin Wars. I was having trouble advancing my armored orcs, though. One of the two units actually failed to move four out of its first five attempts (only a 6+ roll on 2d6!). Still, I was able to sneak one of them up behind the central forest and within "Wild Charge" range when the dwarves got close enough to charge my goblins. This first attack of the game was successful for the orcs. They drove back the dwarves, killing a number of them. However, that put them in long range of the cannon and crossbows. Both fired a volley and drove my orcs back. The previous turn, the cannon had fired an extreme range blast at my orc warlord and his bodyguard in the forest on our side of the board. We figured we were safe under the cover of the trees (and with an armor of 4). However, Joel rolled 7 hits -- five of them sixes on 2d6. Not wanting to take 12 hits, I hurriedly consulted all of the special rules Keith had tacked onto the cannon. To my relief, I saw that Bodkins (two hits for each six rolled) does not happen at long range -- whew!). Needless to say, the warlord hurriedly abandoned the trees and scooted away to his right, to better be in range to inspire his troops with their courage rolls (definitely NOT running away from the cannon, oh no!).

    Dwarves are advancing aggressively towards us despite occasional casualties from the goblin archers
On my left, Joel's Dwarven king and his bodyguard were advancing forward stoutly, supported only be the shooting of the cannon, crossbows, and scouts up on the plateau. I figured Joel was using him as bait. Any unit that charged him would end up in line of sight and range of the dwarven and hobbit crossfire.  Still, it was his leader! So, I moved my trolls up (once again, using the central forest to obscure them from missile fire). My reluctant unit of orcs slowly ambled that direction, too. Joel seemed okay with the trolls impending charge and did nothing -- not even forming Wall of Spears for defense. On my next turn, I rolled for the wild charge of the trolls, needing only a 3+ on 2d6. SNAKE EYES?? You've got to be kidding! The trolls, who spent the entire last game pointing out the pretty birds in the trees, once again stared slack-jawed at the various birds flitting around in the branches. "Ooooh, dat one's purty!!" The orc warlord shouted at them and had his trumpeter blow several blasts on his horn to get their attention, hopping up and down and pointing at the dwarven king. Reluctantly, the trolls jogged forward on the next turn and slammed into the dwarven king's line of armored dwarves.

    'Barak Khâzad!' dwarves shout as they prepare to join battle with the Bonefish Band
My rolls were below average while Joel's were above, so he drove my six trolls back, killing one. On his turn, the cannon belched flame and the crossbows twanged and two more trolls fell. Even the plucky hobbit scouts tried to get in on the act, but their stones bounced off the trolls' armored hides. After reducing them to half strength, the dwarven king surprisingly charged the trolls. Angry at all the missiles stinging them, the trolls growled in rage and flailed away at the dwarves. This time we rolled much better, and drove the charging dwarven foot back. On my turn, the armored orcs charged in and cut down many of the dwarves. To this point, Joel's activation rolls had been superb, but his courage tests were tending to be subpar. He rolled badly enough on this roll that the king and his bodyguard fled the table. On the rest of the battlefield, my archers had been slowly riddling the ranks of his units that were falling back. Soon, a unit of hobbit scouts and another dwarven heavy foot were fleeing towards the rear, as well.

    As the dwarven foot near my goblins, armored orcs burst forth and charge into their ranks
The wolfpack and the dwarves on the plateau were locked in a death struggle. The pack would charge in, be driven back by the heavy foot in Wall of Spears, then reform and charge in again. On the third charge, both units fell below half strength and both of us rolled low enough on our courage tests that we broke. At this point, all that the dwarves had on the field were the cannon, crossbows, and scouts on his right flank. I reformed my armored orcs and they began to advance to cover behind the central forest. At this point, Joel decided the game had been decided, and said his dwarves would begin withdrawing from the field. Having suffered the brutal cannon blasts of the enemy, the orc warlord let them march off the field, unmolested. The Bonefish Band had the advantage in units, but it was not out of question that a couple wild swings on the rolls could change our fortunes. We would take the victory, and maintain possession of Hacky Valley and its apparently delicious pies!

    Pushed back by the Dwarven king's bodyguard & blasted by the cannon, my trolls stagger back
In wintry valley, Jenny and Allen's game was wrapping up at the same time. Allen had lost most of his elite knights again as a result of their sometimes unwise wild charges. Still, the Bretonnians had prevailed and driven the Vikings from the snow and iced choked version of Hacky Valley. The next day, Jenny said her courage tests were abysmal. It seemed though she was doing more casualties than Allen, but her troops were failing most of their courage tests. Discussing it, we think that perhaps Allen and Jenny were applying the modifiers wrong. Prior to this game, I had even redesigned the QRS I had created to make it more streamlined and easier to read. Still, if the way she recounted how they did it the next day was true, they were really off on the rules...haha!

    Armored orcs sprint past the trolls & crash into the dwarven king's bodyguard, breaking them
We all turned our attention to the death struggle going on between Keith's Mordor Orcs and Tom's beastmen. Tom's army had been completely retooled to try a new tactic. He had two units of Lesser Warbeasts as his strike force. He gave them the very expensive Cannibalistic trait, meaning each time they destroyed one or more enemy strength points in melee, they would regain one lost figure. The beastmen -- trollocs, I believe they're called in the novels -- would have their ranks replenished not only by the Cannibalistic ability, but also by spellcasters using Heal on them. So, he would hurl the trollocs forward. When they were driven back eventually, he would heal them up and send them charging forward into the orcs' ranks again.

    Keith's Mordor Orcs, left, square off against Tom's deadly 'Wheel of Time' army in a bitter struggle
Keith, on the other hand, had a defensive battleline of orc archers, supported by bellicose foot (like my armored orcs) and heavy foot. When Tom's warbeasts advanced within range, they would receive a snout full of arrows, then be charged by the orcs. When I started watching, both commander's tactics were working and creating a bloodbath. Each side was down to three units. Tom had one trolloc unit and two supporting spellcasters inside Light Foot. Keith had his bellicose foot, an archer unit, and a heavy foot unit. The trollocs eventually caught and destroyed the archers. When the bellicose orcs charged out for vengeance, they were finally driven below half strength. They fell back, and Keith saw the handwriting on the wall. He began to back off and withdraw from the valley. Pies weren't worth this carnage! After an exhausting struggle that saw both sides fall below half strength, Tom decided to let him go unmolested. Each had lost more than half their army, so Tom was willing to take the dearly-bought victory without following up. 

    Keith tries a gambit with a burrowing giant purple worm, but it was dispatched by Tom's beastmen
Afterwards, Tom was worried that he had "broken" the DR! system with his combination of cannibalistic and healing spells. I told him that he came a razor thin margin from losing that battle. I was watching when his Army Points fell to half or below. If he had failed his rolls on that particular set of courage tests, I think it would have broken the back of his army. His wizards would have to Rally instead of casting Heal. The battered beastmen would have lost another figure and fallen further back. I told him I thought he had come very close to defeat while I was watching. Keith apparently had designed his army to be a defensive wall. and Tom had nearly broken on it. The wall cracked first, though. They agreed it was a great game and that Tom's army, though tough, had proven it wasn't unbeatable. 

    Keith's Mordor Orcs were undefeated in their previous 2 battles coming in to face Tom's beastmen
Dragon Rampant is a fun system. We've enjoyed it all three times we've played. It's also fun to create new army lists with the wealth of fantasy abilities you can tack onto basic unit types. Although I am a long way away from having my elves painted up, I am having fun with how the Bonefish Band plays. It is an aggressive, charging army. It is enjoyable to run, and so far, I've been fortunate in my outcomes. If I can just convince my orcs to advance when I tell them to and my trolls to ignore the birds, I think they'll continue to do fine!

    Final moments of the game -- each side reduced to just 3 units and teetering towards breaking
MINIATURES Acquired vs. Painted Tally for 2026

  • Miniatures acquired in 2026: 95
  • Miniatures painted in 2026: 34

TERRAIN Acquired vs. Painted Tally for 2026

  • Terrain acquired in 2026: 0
  • Terrain painted in 2026: 21

SCATTER Acquired vs. Painted Tally for 2026

  • Scatter acquired in 2026: 2
  • Scatter painted in 2026: 24  
    On Wintry 'Hacky Valley,' Jenny & Allen square off for control of the vital mountain pass

    It was human vs. human -- Knights vs. Vikings, in this matchup in the ice and snow

Monday, February 9, 2026

Patriots Drive British from Redoubts in Revolutionary War Battle

    Patriot center crosse the causeway and whittles down the British forces defending the center redoubt
We have been playing Rebels and Patriots from Daniel Mersey's "Rampant" series of games off and on for a year or so, now. It is fast-moving and the mechanics are easy to pick up. Like all games in the series, though, there are tweaks for each rules set. That's actually the hardest part to remember when switching from Dragon Rampant to Rebels and Patriots to Xenos Rampant, for example.  
    Left side of the battlefield, with Mike S's French force pushing aggressively towards Joel's troops

A good example of the minor differences would be testing morale after being shot at. In Rebels and Patriots, if your unit removes any figures due to shooting or melee, you test morale. You modify your 2d6 roll by -1 per casualty received on that particular shot. In Dragon Rampant (and Lion Rampant), you do the same, but modify it by -1 per casualty received throughout the entire game. They're cumulative -- not just from that shot. And in Xenos Rampant, any hits on a unit -- even if they're not enough to overcome the armor level (three hits are needed to cause a casualty against an Armor 3 unit, for example) -- cause a morale test. It is a more modern concept of reacting to being under fire even if you don't take any significant casualties. 

    Allen on left keeps an eye on the Patriots in the center, while Jason watches Tom's encircling move
So, this time I created a document for us that organized the main differences between Rebels and Patriots and Dragon Rampant (the other Mersey set we had played most recently). It was a two-sided sheet of paper and I think it did a nice job of making the game go easier. So, on to the game! Keith had set up a scenario which was inspired by the Patriot siege and assault on Savannah, Georgia. He had set up three redoubts on hills, manned by British or Loyalist troops. Our job, as the Patriots, was to push them out of the fortifications and have a clear path to the enemy board edge.  We had significantly more troops, but not to the 2-to-1 level recommended by the scenario that inspired him.

    Tom's Georgia militia begin their looping way through the swamp, hoping to strike the redoubt's rear
I commanded the Patriot center with decent quality Continental troops, with Mike S as the French on my left and Tom as the Georgia militia on my right.  Keith had given Allen, my opponent in the center, two units of mortars on his baseline. They could fire over his own lines out to 36". However, he also gave them a minimum range, which I believe was 18", coinciding with a raised causeway running from one side edge to the other across the center of the table. So, there would be a beaten zone my center would have to advance through. I hesitated whether to put my line infantry in Close Order, which improves their activation chances and also morale tests, but would allow Allen to hit my guys with his artillery on a 4-6 on each d6 rolled instead of 5-6. I hedged my bets, and kept the unit directly in front of the mortars in normal formation while the two line units to its left formed Close Order.

    Jason's redoubt on the left - bristling with artillery and two units of Loyalist infantry
In the Rampant games, the player rolls to activate each unit. If it fails, it does nothing. Unlike the other games in the series, one failure does not end your turn in Rebels and Patriots. My activation dice were abysmal. All units require a 6+ on 2d6 to activate. They gain +1 if in Close Order and another +1 if their commander is within 12". So, assuming I kept my commander nearby, I would activate on a 4+ with my line infantry in Close Order, and 5+ with the unit marching towards the guns. The number of failures I rolled for those units was mind boggling. I enjoy the rules, but my least favorite part of this set is its "blunder table." If you roll a "double one" or "double six" on your activation roll, you have to roll on the table. Most of the results are random, fluke happenings, such as a unit rolling double 6's charging towards the enemy a full move. That happened twice in the center -- to units of artillery! Are the gunners actually going to leave their guns and go storming across the table attempting to close with the enemy? Really?? The other problem I have with it is probability. If the game were simply a two players, each with a single 24-point Company, perhaps the double 1's and double 6's wouldn't happen as much. However, I had six units. Rolling a double one or double six on 2d6 is a 1 in 18 chance. That meant every three turns, statistically, these should happen. Now multiply that by three players per side. In our game, just between my right wing commander Tom and I, we rolled them five times over the course of the game. WAY too often, I feel! 

    Allen's two units of British infantry in the redoubt, one in the gap with cavalry, & mortars in the rear
I am trying to convince Keith and the other players to leave out this rule in future games, but so far have been unsuccessful. Otherwise, it provides a fast-paced and fun game. My command's halting advance across the center seemed logical, with them being under constant bombardment. The artillery fire caused a slow attrition, usually just one figure per shot. Keith had given me very large units in anticipation of the casualties from bombardment. The defending British had much smaller units -- all only six figures strong. So, as my medium and light battery began to pick off the enemy, his two British units manning the redoubt were slowly withering away. I also like the shooting system in Rebels and Patriots. You typically roll 12 dice, needing a certain score (often 5-6) to hit on each 1d6. The number of casualties that are removed per hit scored depends on cover or distance. On one one glorious roll, I hit nine times. However, my target were more than 12" away (which increases casualties from one per two hits rolled to 1:3), and they were in hard cover, which increased that from 1:3 to 1:5. So, even though I had a bizarre roll, I stilled did only one casualty as excess are removed. I like that! It keeps a system with lot of dice rolling from being overly affected by outlier die rolls.

British redoubt on our left -- more lightly defended because Joel lacked the troops Allen had
In the center and our left, the greater Patriot numbers (and clever tactics, of course) began to tell. Mike S quickly routed Joel from his redoubt and drove his command from the field. Unfortunately for Joel, he had the smallest command of the three British ones and Mike had our best-rated troops. It took a lot of hammering away at Allen's troops to make headway. However, late in the game, we had whittled their numbers down to below half strength, where it appeared they would be unable to hold back our advance anymore. The struggle on our right seemed much more evenly matched, though. I didn't watch it closely, but heard something about Tom's troops getting lost in the swamps. I did see they ended up executing an encircling movement all the way behind Jason's redoubt, firing on their rear. Still, it was looking like a close-run struggle.

    Patriot center is approaching the causeway with their light artillery opening fire on the redoubt
I thought the Rebels and Patriots system did a nice job of replicating the grinding assault on a redoubt. In my attempts to whittle down Allen's troops behind his fortifications, I needed a good roll on 12d6 to inflict a casualty. A completely average roll missed that by one hit. I also liked how Keith's rule for indirect mortar bombardment gave us another defensive modifier. It meant Allen similarly needed a good roll to cause casualties against my advancing troops. My poor activation dice rolling (and below average morale checks) meant things swung in his balance for a bit. If I had normal 12-figure sized units, the British could likely have driven us off. It was a good game, all around!

    The join between the South Carolina rifles on the left followed by my third large unit of Continentals
As we were discussing the game afterward, we all agreed that units survive casualties better than expected. Not so fast, though! We actually forgot a very important rule. When a unit falls to half strength, it is supposed to immediately receive what is called a permanent disorder marker. If that is in addition to testing for the hits it just received, then potentially that could make a big difference. I'll have to ask on the Facebook group for the rules to see what the timing of that disorder marker should be. All in all, Rebels and Patriots continues to provide for fun and fast games that feel like the period. 

    Vive le France! The French infantry have swept the British from the redoubt on the left & occupy it

    Tom's Georgia militia firing on the rear and sides of Jason's redoubt -- the encirclement worked!

MINIATURES Acquired vs. Painted Tally for 2026

  • Miniatures acquired in 2026: 95
  • Miniatures painted in 2026: 29

TERRAIN Acquired vs. Painted Tally for 2026

  • Terrain acquired in 2026: 0
  • Terrain painted in 2026: 17

SCATTER Acquired vs. Painted Tally for 2026

  • Scatter acquired in 2026: 2
  • Scatter painted in 2026: 24 

    Dam appears broken and French & Patriot troops flood their way through the depleted British lines


Monday, February 2, 2026

Xenos Down! Crashed Alien Spacecraft Holds Dangers & Treasures

    Multiple factions advance & investigate the smoking sections of the downed alien spacecraft
When the strange alien craft entered orbit around Tatooine, it failed to answer communication from the Imperial Star Destroyers. Fearing a Rebel Alliance trick, they fired on it and sent it plummeting into the atmosphere, disabled. However, just before impact, thrusters fired, slowing the ship's fall. The craft broke up into a number of sections on impact with the desert sands, though. Remarkably, long-range scans showed signs of power still operating on the ruined craft, though. Even more tantalizing were sensors picking up what appeared to be lifeforms moving amidst the wreckage.

    Table setup with the 9 spacecraft sections & six smoke clouds obscuring the center of the board
Immediately, word got out and a number of speeders raced across the desert to investigate. Only the Empire and their Corporate Security partners had official clearance to approach. The Rebels, though, could not pass up the chance to perhaps beat the Stormtroopers there, and scavenge alien technology that might be useful in the rebellion. Two other craft that refused to answer imperial commands to break off course could belong to any of the various criminal syndicates, and perhaps even the mercenaries of the Bronze Legion. As the half dozen speeders neared the wreckage, clouds of smoke and haze thickened and visibility dropped rapidly...

    My 6 players bring their squads onto the hexagonal battle mat I created to represent Tatooine
"Xenos Down!" would be the fifth scenario of our Star Wars skirmish campaign using Space Weirdos rules. Each of the six players controlled a faction along the political spectrum from the Empire to Corporate Security to Mercenaries to Rebel Alliance. We played on my four foot wide hexagonal board, with each of the six factions entering near the center of their own hex side. In the center were nine sections of crashed spacecraft that I had recently built, along with a scattering of glowing pieces of alien technology I had also just made. The factions would receive victory points for having those under their control, as well as knocking figures of the opposing factions out of action.

    Rebel Alliance leader Ylena takes aim from atop one of my canyon rocks from Diabolical Terrain
My Canyon Rocks and Desert Rock Formations from Diabolical Terrain broke up the battlefield, as well as smaller outcrops of rocky areas that gave cover. Six large areas of smoke (also recently created) would drift across the battlefield randomly as the game progressed. These blocked line of sight entirely, while the entire tabletop itself was considered smoky and would reduce firing. The greater the distance, the more negative modifiers the haze would produce. Also, each turn, two alien creatures would emerge from randomly determined pieces of wreckage. They had no ability to shoot, but would charge any of the player's forces and attack with their horrible claws and teeth. Think of the alien xenomorphs from the Alien movies and you have a good idea of their nastiness and danger.

    Criminal Syndicate members, Trumonkar & a battle droid, advance towards valuable alien tech
Still, the lure of possibly valuable alien technology lured in all six factions. There was some degree of cooperation among the various looters, but there was also firing between them almost immediately. In particular, Darth Pylor and his Stormtroopers opened up on the nearby local rebels and Rebel Alliance operatives. The animosity between the Bronze Legion and Foxhurst's Criminal Syndicate flared to life again, despite the peaceful ransoming and prisoner exchange they'd managed last scenario (TIE Fighters Strafing the Streets of Mos Eisley). Essentially, each faction wanted to claim a certain number of the alien tech tokens as their own, but this was disputed aggressively by their neighbors. Even if a player's figure had already spent two actions to disconnect it from the spacecraft and was actively moving it towards their area, they were often fired upon by their neighbors who sought to poach their find.

    But what lurks within the smoky center of the board? A very angry alien emerges, looking for prey!
Cooperation most often happened when aliens emerged and charged from the wreckage. The Corporate Security troopers often fired on the beasts even if it was a Rebel they were racing towards. The Rebels returned the favor occasionally, as well. Still, Darth Pylor was known to use the force to pick up an alien and deposit it next to a group of rebels to let them deal with it! Foxhurst used the Force to snatch alien tech from the grasp of the Rebel Alliance, too. When an alien did manage to contact a player's figure, it often knocked it out of action. I maximized the alien's stats for speed and melee ability (Prowess) under the Space Weirdos rules. They had only average defensive abilities, though, and were eventually dealt with one by one. At game's end, there were still three aliens prowling the battlefield, with players dodging around to ensure another faction's figure was the closest to it and would receive its wrath. Apparently, being fired upon by a Star Destroyer and crashing onto the surface of Tattooine made them a little angry!

    Taking what cover they can, Toms Local Rebels advance towards the smoking spacecraft
The players said they had a great time. There was lots of laughs as aliens appeared next to opponent's figures (usually Tom's Local Rebels!). Or when a figure took refuge from enemy fire in one of the smoke circles only to have it drift away from them at the end of the turn, leaving them out in the open, exposed. Players did a good job of either reviving their out of action figures with medical kits or carrying them to safety off the field. Only the disabled hulk of the Criminal Syndicate's battle droid was left in the center of the table when players began to retreat off the table. Most factions had taken one or more pieces of alien technology off the table, with the Mercenaries securing three.

    One of the aliens emerges from the wreckage & prepares to charge Rebel Leader Zimeon
Space Weirdos rules works well, even with such a large group (counting the aliens, we really had seven factions playing). The rotating activation system with Initiative re-rolled every turn keeps everyone involved. The command points that allow players to respond during an opponent's turn (Dodge out of sight, interrupt and fire from Overwatch, or get First Strike in a melee) means players can act even when it is not their turn. The system of opposed pairs of dice rolls to resolve combat keeps players in the game, too. Time seemed to fly by and when I announced that it was 9pm and we'd been playing for three hours, everyone was surprised.

    Bronze Legion trooper and leader being stalked by one of the aliens on the others side of the smoke
By that time, most factions had one or more figures withdraw off the table edge with alien technology or carrying injured friends. Their other figures were beginning to edge away from the center and contemplating leaving, too. We called the game a short time later, and I had everyone count up their victory points and write them down on the back of their leader's card. Since it is a campaign, I am allowing players to improve the stats of their squad in a limited way after each game. Rather than track victory points and spend them on particular advances, each faction can improve one of the five stats of one of their figures one level after each game. I know this seems a tad artificial, but it keeps all squads progressing at a relatively similar level. I have seen campaigns become one-sided when the victors get tougher faster than the losers, which allows them to win more often, and improve even more than their opponents. Eventually, the campaign games break down, with one or more sides seem fated to win while the others to lose. I am trying to avoid this with a more equal situation, yet still allowing character improvement. I mean, haven't we all heard that Defeat often teaches more lessons than Victory?

    'Look out, sir - there is one behind you!' An alien charges & makes contact with the Legion captain
The players said they're having fun with the games, so I will keep running the skirmishes for them. I just need to keep thinking of more, hopefully interesting scenarios to toss at them! Apparently, Xenos Down was a success, and now it's time to get creative and devise the next challenge to throw at the Empire, Rebels, Mercenaries, and Criminals! The Bronze Legion mercenaries handily won the scenario, scoring a dozen victory points (3 alien tech pieces, 3 aliens knocked out of action). That puts them in the lead for the campaign, now, ahead of the Rebel Alliance (2nd) and Local Rebels (3rd).

    Local Rebel leader Zimeon is taken out of action by an alien, while his crew rushes to his rescue
As far as my Acquired vs. Painted totals below, I decided to count the nine spaceship sections and six smoke clouds as "Terrain." The eight alien tech pieces are "Scatter." By the way, I HAVE been purchasing things, and will hopefully do an update soon to show them off. Weirdly, just as I was typing that sentence, the mailman arrived with one of the packages...! Stay tuned to see what it was...!

    All across the battlefield, aliens charge while players attempt to secure the glittering alien tech pieces
MINIATURES Acquired vs. Painted Tally for 2026

  • Miniatures acquired in 2026: 6
  • Miniatures painted in 2026: 24

TERRAIN Acquired vs. Painted Tally for 2026

  • Terrain acquired in 2026: 0
  • Terrain painted in 2026: 17

SCATTER Acquired vs. Painted Tally for 2026

  • Scatter acquired in 2026: 0
  • Scatter painted in 2026: 24 

Imperial leader Darth Pylor shelters behind a canyon rock while the aliens prowl, looking for foes    

SCENARIO VICTORY POINTS 


CAMPAIGN TOTAL VICTORY POINTS