wargaming in 28 mm and sometimes smaller
23 September 2026
Sharp Practice-French Indian War
20 September 2026
Full Nelson Playtest v2
16 September 2026
Storming the Citadel-Game 7
We played the 7th game in our Storming the Citadel campaign last Thursday at the Abyss. This was on table 6 and was the third attack by the Germans. The Soviets again carried over their supports from the previous game. We both got extra dice rolls as this was 3rd go on this table. I should note to gain a major victory, the Germans have to win this game.
Forces
Germans (FM 11)
1942 Panzergrenadier Platoon (no. 3)
Supports 19
SL
MMGStuH 42
IG18
Soviets (FM 9 )
1942 Soviet Rifle Platoon (no.2) minus 24 figures
Supports 7 (+ 17 previous)
Marsh
DSHK HMG Tm
ATR
PGB
Minefield
3 entrenchments
L46 ATG
Flamethrower team
MMG
Regular Squad
Game
This was an interesting game as it could be the last. The Soviets were already significantly depleted and although the Germans had a strong force, they had to win at all costs. The game initially started off somewhat tentatively with both side reluctant to deploy with a focus on going CoC pips. Soon after suddenly everything was on the table (except the Soviet Flamethrower Team). I knew that this was not going to be a tactical movement game but more so an attempt to crush the Soviets with HE as they were well entrenched in hard cover. This turned into a bloody battle, certainly the Germans had more double phases as well as better attack dice but their defence dice were not good and they lost both SLs as well as a full squad. The Soviets held up as best as they could but the heavy bombardment took it's toll. Both sides had plumetting morale, but the Soviets hit 3 while the German morale was 5. Game over.....German Major Victory.
Summing Up
I believe this campaign structure made it pretty difficult for the Soviets do win. Notwithstanding, we decided to go on to part 2: The Breakthrough, so more to come.
05 September 2026
01 September 2026
Some Royal Navy Ships
29 August 2026
Storming the Citadel-Game 6
We played the 6th game in our Storming the Citadel campaign several days ago at the Abyss. This was on table 6 and was the second attack by the Germans. The Soviets again carried over their supports from the previous game. We both got extra dice rolls as this was second go on this table.
Forces
Germans (FM 8 )
1942 Panzergrenadier Platoon (no. 2) minus 5 figures
Supports 13
Soviets (FM 9 )
1942 Soviet Rifle Platoon (no.2) minus 3 figures
Supports 7 (+ previous)
DSHK HMG Tm
ATR
Game
| The Table |
| The Patrol Markers |
| The Jump Off Points |
| The Soviets deploy early |
| The Germans counter with a Stug...... |
| .....as well as a PG squad with a SL |
| I need to use covering fire more frequently as the Soviets deploy multiple supports, including an MMG, an ATG as well as an ATR. They already have a HMG on the table. |
| Enough damage done, I decide to withdraw with minimal loss. |
25 August 2026
Général d'Armée at the Abyss
Last Saturday, we gathered at the Abyss for a game of Général d’Armée. Graham and I had been planning the game for a couple of months and had previously play-tested it. The full order of battle can be found in this post. We made no changes to the scenario following the play-test.
Two of the four players were complete novices, while the other two had played only a couple of games. The Abyss is one of Montreal’s main miniature-gaming venues, although I would estimate that around 90% of the games played there are fantasy. Members of our club regularly play historical games at the venue, but it is rare to see a divisional-level historical game being staged.
We decided that the best approach was to have two game masters and effectively divide the battlefield in two. Each player was responsible for one flank, ensuring that all four remained engaged throughout the game rather than spending time waiting for their turn.
The game masters handled the mechanics with the aid of the quick-reference sheet, while leaving all command decisions—including the allocation of ADCs, the use of the C-in-C and movement—to the four players. Overall command alternated between the two players on each side.
The game was limited to ten turns, which we completed in approximately four and a half hours.
| Myself and Graham in the club t-shirts laying out the plan |
| Myriam and Rob, playing the defending French. |
| Michel and William planning the Allied attack |