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


Thursday, February 5, 2026

Grisly End - 'Battered' Casualty Markers for the Bonefish Band

    My 6 orc casualty markers that I created with some of my 28mm 'Ragnarok' miniatures 
One of my quirks (that I freely admit) is that I prefer to have any markers that a miniatures game may require be "scenic." I want them to add -- not detract -- from the look of the battlefield. So, I hate markers like printed MDF tags that say, "Broken" or "Rally" or other such abominations on the tabletop. One of the few things you need to mark in a game of Dragon Rampant! is "Battered" status. This indicates units that have failed a Courage test and must attempt to rally at the start of their next turn to remove the status. 

    Close up of 3 of my admittedly rather grisly orc 'Battered' markers for Dragon Rampant
The obvious (if not the easiest) solution is to paint up casualty markers and plop them down in front a Battered unit. That's what I set out to do for the final batch of miniatures that I would paint for the Bonefish Band, my orc and goblin horde. The problem was that I didn't own any orc casualty figures. I would have to convert them from the extra figures I already owned. The second problem is the Ragnarok line of miniatures that make up the bulk of my army are 28mm metal, which is notoriously harder to convert than plastic. So, that would be step one.

    The hardest part of making the casualty markers is altering metal figs with wire cutters & such
I used wire cutters to snip a half dozen orcs off their metal bases and trim up any excess. Unfortunately, this resulted in a few feet becoming collateral damage. Oh well, now we know what wound made them into a casualty! I tried to re-pose the arms or legs so that they would lay relatively flat on their stomach or back, which was also a challenge. Next, I created rectangular bases for them and flocked them with my usual method. I set each figure down on its base and noted what leg, arm, or head was sitting up off the base more than it should. I built up the corresponding area of the base with tiny rocks and flocking so that it appeared the dying orc had rested his head or legs on a tiny mound of earth. 

    I posed the orcs with the raven fatigue markers I created with for my Saga Mongol army
I also wanted to model the enemy's killing blow, as best I could. Thus, two of the six orc casualties appear to have been speared in the gut or back. Three of them had one or more arrows sticking out of their chest or back. For these, I used my pin vice to drill a hole in the appropriate places on the miniatures. Then I took wire spears and trimmed them to proper arrow or spear length. I attached these to the model itself with superglue. Next, I used two part epoxy to attach the casualty to its flocked base. I added a tiny blob of epoxy to the end of each arrow shaft which I would paint as the feathers or fletching. 

    Most of the orc figs did not lay flat, so I raised the ground flocking to meet the figure in some cases

From that point on, it was all painting, much as I had done with the army proper. I used the same color combinations that I did on the Bonefish Band. I also wanted to make their wounds nice and gory. I painted the wound Iron Wind Metals Blood Red color, liberally splashing it around the wound, running onto its clothes or equipment, and the ground. Once the color dried, I added splotches of bright red to the parts of the wound where the blood would be the freshest. Perhaps I went overboard on the blood? Ha, ha -- you be the judge! After spraying the six casualty markers with Krylon matte clear coat, I had one final step to do. I brushed on clear gloss to the bloodiest part of the wounds to make them appear wet to the eye. Gory enough, yet?

    Another look at all six of the Battered markers - I will likely keep making these for each DR! army
Anyway, I made six of them for my army, which typically fields seven units. I think that should be plenty. If all seven units in my army are Battered at the same time, it might be the time to call the game...ha, ha! I am happy with the markers, and will likely do something similar for future Dragon Rampant armies. 

So, what else is on my painting desk, at the moment? I have five modern figures that I plan on being my "team" for solo games of Majestic 13. This game from Snarling Badger Studios features secret organizations that are quietly fighting a war against alien invaders, largely outside of the public eye. I think I will call my team "Critter Control"...ha, ha! They're supposed to be part of one of the rural, farm-centered organization. So, that seems appropriate humor for them to call themselves pest exterminators! They're coming along nicely and will hopefully be finished in a few days. I have also spray primed two medieval town buildings that I bought at ATC 2025. Hopefully, I will do their 50/50 black acrylic paint and water mix on their surface this evening. So, stay tuned -- lots happening here in February!

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 

Wednesday, February 4, 2026

'Christmas Money' Purchases - What Have I Bought So Far in 2026?

    Spoiler Alert: A 2026 purchases from Hobday & Hicks and their Warhost line of 28mm Elves
To make things easier at Christmas for my elderly mother, we agreed awhile back that her gift to us would be money. That way, my brothers and I can buy whatever we want or need with it rather than asking her to run around time and find things for us. I found over the years, though, that I would deposit into my checking account and then kind of forget about it. So, sometimes her gift kind of just went into the general slush fund. To remedy that, I've begun making dedicated purchases (hobby or otherwise) and mentally ticking it off against the amount she gave me.

One of my first purchases of the year was a pair of 3'x3' cloth battle mats. I was looking for fleece ones made here in the U.S., and ended up going with Cigar Box Battle Mats. Since I seem to have settled on a 3'x3' playing area for my 28mm Vietnam games, I wanted one to use for that so that I don't have to keep using my 3'x4' neoprene one and blocking off the last foot. I decided to go with the one called The Shadow Deep -- obviously intended for the fantasy skirmish game of that name. I liked the dark green wilderness look of it, though, so figured it would be a good general purpose mat usable for a variety of periods. I'm not sure what material the cloth is, but it is not fleece. It has a bit more sheen and reflectivity than I'd wish, but it is still a good gaming surface.

About the time that I was shopping online for this mat, I had finished up the two medieval buildings -- the Duncan House and Watchtower. I loved how they turned out so much that I became interested in doing a medieval or fantasy town skirmish. Simultaneously, I began also  looking at mats that would be good for a nice city board. I ended up liking another "Shadow Deep" mat called Blood Moon best.  It has a good look of a crumbling stone surface to it -- not perfectly-maintained cobblestones. More of a decrepit town street, which I liked.

    Resin printed "Bullet Impact FX" from Green Stuff World for my Vietnam 'Pin Markers'
The next big purchases were part of a day trip up north to Michigan. My friend Mike S needed to pick up some painted miniatures from the amazing Ted Bender. The speed in which Ted gets entire armies done is mind boggling. When Mike told me he was planning on going north to pick up some figs, I pitched the idea of including a stop at the Michigan Toy Soldier Company. They have an amazing selection of modeling, painting, and basing needs, as well as carrying a number of figure lines and some rulebooks. My main purchase there that day was the Green Stuff World 22mm tufts that I used for my elephant grass for Vietnam. I also picked up a couple packets of leaf scatter for various bases to add to the ones I'd gotten for Christmas from Jenny. 

    'Plants & Vegetation: Xanadu' -- more resin pieces that I will try out on my next Vietnam figs
While shopping, my eye was caught by a couple other scenic items. Green Stuff World has started making what they call "Resin Bits" -- various scatter or basing items. Two in particiular caught my eye. The first was the pack called Bullet Impact FX. I felt these would make excellent Pin Markers for my Surviving 'Nam rules that I am writing. The next was a pack of tiny resin jungle plants called Xanadu. For my 28mm Vietnam figures, I would often glue on parts of plastic plants to the base. However, in gaming, many of these have popped off. Flexible plastic is notoriously resistant when it comes to being glued into place. I thought that maybe these resin ones would stay in place better for future miniatures for this project.

    U.S. Army Dog Handler from Gringo 40s -- I will be painting these up as gifts for veterans I know
And what was that about "future miniatures" for Vietnam? Well, I have a local friend who is a British citizen who goes back to the UK regularly for visits. I'd asked him to pick up some miniatures for me the next time he was overseas so that I could avoid the whole tariff and shipping expenses. My friend agreed, and I put in an order with Gringo 40s for some of their 28mm Vietnam figures. According to my friend Jim, they mix well with the larger Crucible Crush Black Sun range which make up the bulk of my miniatures for this project. So, I'll be getting some NVA miniatures to complement my Viet Cong, as well as some specialty ones that I needed like snipers and downed air crew. I'm also picking up two of their U.S. Army Dog Handlers with German Shepherd. I have two friends who were sentry or scout dog handlers in Vietnam. They came to my middle school's Veterans Day celebration for many years. I am going to paint one up for each of them, hopefully depicting them and their dog. I figured they'd appreciate the gift. To hear them tell their stories, check out my YouTube Veterans Recall interviews with Ed Reeves and Tom King.

    28mm Elves from Hobday & Hicks' 'Warhost' line -- I ordered an army of them from Badger Games
So, what else have I bought? Well, now that the Bonefish Band is all painted up for games of Dragon Rampant, I could buy another 28mm fantasy army, right? Our group is having a lot of fun with the rules. If I ever wanted to do demo games at a store or convention of DR!, it might be a good idea to have at least one other fantasy army painted up. Right?? Glad to see you agree! So, I went on a hunt for 28mm fantasy elves that evoke the Lord of the Rings/Tolkein mythos. No punk rocker elves for me! Someone on Lead Adventure Forum suggested the Warhost line from Hobday & Hicks. They are carried domestically by Badger Games, who I am a big fan of, too. Once I sat down and sketched out an army list for the rules, I couldn't resist going online and ordering them. They arrived yesterday as I am typing this. So, look forward to seeing some Tolkein-style elves on there, soon! 

So, there you go -- thank you, mom! Of course, these purchases mean that after a solid month of having a great Miniatures Painted vs. Acquired ratio, it was time to throw some challenge into 2026! Speaking of work to do, what else is on my painting desk? The six Battered markers (orc casualties) inch closer to completion. I have done the flesh base coat on the Crucible Crush figures for Majestic 13. And I plan on spray painting a couple more medieval buildings this afternoon, if the weather cooperates. These are ones I bought at Advance the Colors 2025 from Sword & Scabbard Games. Stay tuned -- lots more on the way!

MINIATURES Acquired vs. Painted Tally for 2026

  • Miniatures acquired in 2026: 95
  • 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: 2
  • Scatter painted in 2026: 24 

 

Tuesday, February 3, 2026

Crashed Spacecraft Sections & Alien Tech Gems

    My crashed spacecraft sections made from various random things I had & a cheap plastic toy
This post probably exemplifies the cart-before-the-horse idea. For this past Sunday's game, I needed to build individual sections of an alien spacecraft that had come apart on crash-landing on a planet. My intention was to scatter the components in the center of the game and having my players searching among them for objectives, aka Alien Tech. Well, I have already posted about the game and you've already seen pictures of the items I'm describing in the post. So, cart in front of horse...!

    This section probably had the most random pieces glued onto it, including scatter from A Critical Hit
I had an idea for those and they were the easiest part. Long ago, a friend handed me a quart ziplock back of 3-D printed tires of various sizes and shapes. While going through all of my bins looking for parts that might look like bits and bobs for an alien spacecraft, I came upon the bag. I pulled it out, sorted through them, and found that some were the exact size to fit a craft store "gem" onto. So, first, I pulled out the various colors of gems I would be using, deciding in a completely random way to make eight of them. I found eight of the tires that the gems would rest upon with part of the tire showing as a rim around the colorful, glowing alien power node (or whatever it was that I was creating!).

    Created my 'Alien Tech' objectives with cheap craft store gems glued to 3-D printed tires & a washer 

I based the tires on appropriate sized metal washers, first. Then I epoxied the gems onto the 3-D printed tires. Next, I did a base coat of Iron Wind Steel -- a very dark metallic -- on the tire, making sure I also covered up the little wave-shaped edges of the gems, as well. Next, I chose one of my dozen-plus metallic paint colors that somewhat matched the gem color. I painted the outer edge of the tire that color. Finally, I chose a different metallic to paint the washer base and voila! These glowing Alien Tech objectives pieces were finished! 

    Many of the bits I glued onto the pieces of the plastic toy were to break up the outline & complicate it
Now, it was time to tackle the spaceship sections! My thought was to find a cheap plastic spaceship at the discount store or failing that a piece of construction equipment. I found an earth excavator for a couple bucks, and took a pair of wire cutters to it. Well, after buying -- just to be clear! I disassembled it into various mechanical component looking pieces. I based those on pieces of styrene plastic, epoxying them into place with space around for various pieces that had fallen off. Even the four tires were set on their side and became a piece of the spaceship. Now, it was time to junk them up! I had a pile of various pieces from a number of sources. I simply began epoxying them onto the plastic excavator sections making it look more mechanical and interesting. Some sections got more junk added to them, some less. Once I was satisfied they looked like a complicated mechanical and futuristic spaceship section, I pronounced myself done.

    It's probably easy to see the cab for the excavator here, but I tried my best to 'tech it up'!
Then, I flocked the base so that it looked like it had sunken a bit into the ground from the impact. I waited for a reasonably warm winter day and spray painted each base and components on there black. The next step was to go over everything in a craft Gunmetal Gray metallic paint. I didn't want to use up my precious Iron Wind Steel -- I'm down to my last bottle! Hopefully, I can pick up a re-stock at Cincycon at the end of February. Once it had dried, I looked at my various metallics and decided that the dark red would look the best for the accent color on the spacecraft sections.

    After my lovely accent painting, you could NEVER tell this was one of the excavator's tires, right?
This step was the most time-consuming of the process. I did each piece, one by one, deciding what part of the piece was accent color and what would remain the dark metallic. Some sections got more accent color than others. It took about four days or so to go through all of the pieces. I decided that I wasn't going to spray coat these pieces because they honestly won't get a lot of use (my guess). Plus, I was worried about a matte coat dulling the gleam of the dark red metallic down too much. The gems were then added to the top of the four wheels, hopefully forever disguising them from looking like giant truck wheels...haha!

    I even tossed random bits of scatter or pieces inside this open area on this piece of the excavator
The last step was to add fine black ballast (meant to be coal for railroad hobbyists) to the base. I went back and forth whether to go with sand to match my Tatooine or black. I finally decided that the black looks like the ground was burnt from the spacecraft's thrusters desperately trying slow the impact. Honestly, no matter what color I chose for flocking the crashed sections, it was going to look out of place on some gaming surface. Perhaps I was choosing black as the simplest and most expedient method of flocking these. I would need them on a Sunday and I finished the flocking only the day before!

    Note how I matched the objective tokens' metallic bands with their gem colors -- or tried to!
They looked okay on the tabletop. I had considered blackening sections of the spacecraft to represent scorched surfaces. In the end, I decided not to do that. The idea for the scenario was that the ship's emergency thrusters slowed the decent enough that it did not explode and burn up on impact, but instead merely broke apart. Plus, if they're not burnt, they can be random, generic, Sci-Fi bits of mechanical terrain for other games. Jenny and I are talking about re-starting our Space Station Zero adventures on weekend evenings when we want to stay in and play a game. So, they can join the tons of other Sci-Fi scatter I have on hand for that.

    This was one of my favorite pieces for looking like random machinery
I realize that, by no means, are these the greatest scratch-built pieces of terrain ever! I hope they're passable, though. And they cost next to nothing to make! The only thing I went out and bought for all of the things pictured on this post is the plastic toy excavator. As I mentioned in the previous post, the spacecraft sections I'm counting as "Terrain" and the objectives are "Scatter."

    I'd been wanting to pick up this solo/coop alien hunting rules set and finally did, recently
So, what else is on my painting desk, at the moment? I have six 28mm orc casualties that I will be using for my "Battered" markers for Dragon Rampant games. They're about halfway done, I think. I also have begun working on five modern figures that I bought as part of my 28mm Vietnam figures from Crucible Crush's Black Sun range. They're from the Children of Hastur line, supposedly whacked out cultists. Instead, I'm going to use them as my "team" for games of Majestic 13, which I bought recently. More on that potential solo gaming project when I finish them, though!

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 

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