16 October 2026

Midgard Practice


We had a Midgard practice game last week to trial the rules for our Battle of Bosworth game which is scheduled for tomorrow. Rather than bring all the troops to the table we played with the movement base as well as the 7 Heroes. Since there were just 4 of 6 of us for the practice we removed 3 of the armies so played with 4. It was bit of an uphill battle initially with the rules as none of had really played before and the ones who did had played more then a couple of years ago. 
Graham and myself trying to figure things out, we were playing Henry Tudor. Rob and William were on the other side of the table playing Richard III....I am sure equally perplexed.

We did get through the game but had a lot of questions which I was able to sort out the next morning.

Q&A

1) Initiative does not exist. The Attacker starts the game and starts each turn thereafter. The QRS Turn sequence is pretty clear. As an aside Henry Tudor attacked first in the historical battle so will be the attacker in our game. p27

2) Hand gunner range is 2 ST see War of Roses scenario

3) Heroes do add dice equivalent to their level, so a level 3 hero can add up to 6d6 to the number of dice to the unit they are attached (3 for level and 3 for mighty deeds). p 28 and 55

4) Evade can be in any direction but you can not change facing, you have to pass a Command Test (CT). The charger then moves it full distance in attempt to re-engage. So essentially infantry can not catch cavalry as cavalry has 2 ST of movement vs 1 ST for infantry.

When evading you can not pass through an enemy killing zone. Only skirmishers can pass through formed troops. p38

5) Forced retreat from combat has different rules. You move directly back 1/2ST if you hit a unit behind you, it is also pushed  back back. Both units have to take a CT is failed they lose a point of stamina. Skirmishers pass through and do not push back a support. p59-60

6) Movement. 1 ST for warriors but can wheel 1/2 ST as first move. If you want a 2nd move you pass a CT. The order does not matter unless you are charging in melee then the wheel has to occur first. p 30-31

7) Killing Zone restrictions:
An enemy’s Killing Zone prevents you from manoeuvring across its front. It is a square 1 ST wide × 1 ST deep, directly in front of the enemy unit. Any part of your base inside it counts.

While your unit is inside that zone:
You may move straight forward towards that enemy, or straight backward away from it.
You cannot wheel, slide sideways, or cut through the zone to attack a different unit.
To turn, you must use Change Facing: pass a Command Test, turn in place, and finish facing at least one enemy whose Killing Zone you occupy. This uses your entire movement for that phase.
If you occupy several enemy Killing Zones, you may charge only the nearest enemy, and only if you can reach it by moving straight ahead.

Example: moving forward 1 ST and then wheeling ½ ST is allowed only if the wheel is clear of enemy Killing Zones. Passing the second-move Command Test does not override those restrictions. 

8) Defensive fire. Here is what it says, the critical piece is that it is not a separate shooting action but rather adds dice to combat. 

Yes, both the charging unit and the unit receiving the charge can use missiles—but the attacker is limited to javelins. I rechecked “Missiles in Charges,” page 56.
The wording describes missiles being loosed just before contact, but the game resolves them as extra Combat Dice in melee, rather than a separate shooting attack before the units touch.

Charging unit    May throw javelins, provided it has not already shot this turn    Add half its usual Shooting Dice to its Combat Dice; give it a Shot marker

Unit receiving a frontal charge    May use any missile weapon, subject to the exceptions below, provided it has not already shot this turn    Add half its usual Shooting Dice to its Combat Dice; give it a Shot marker

A charging hero with javelins adds one Combat Die for throwing them and receives a Shot marker.
For example, your Wars of the Roses handgunners have 8 Combat Dice and 8 Shooting Dice. If charged to the front, and they have not already shot, they add 4 dice, giving 12 Combat Dice before other modifiers. If the handgunners themselves charge, their handguns give them no additional dice—only javelins can be used by chargers.

The restrictions for the unit receiving the charge are:
No defensive missile bonus against a flank or rear charge.
Blast weapons and Magic Missile cannot be used.
A unit must choose between using missiles and Counter-Charge or Thunderous Charge.

So there is no separate defensive shooting roll that can stop the charge before contact. Both sides include any eligible missile bonus in their melee dice and then resolve combat. 

9) Melee Summary


10) Armour Ratings



14 October 2026

The Citadel: Breakthrough-Reconnaissance Pull (Game 1)


Last week myself and Graham got together to play Part 2 of the Citadel campaign. Historically, this campaign chronicles the Battle of Kursk in 1943. In the first part of the this campaign the Germans have overran the first Soviet line of defence. 

PanzerGrenadier Division Grossdeutschland now are advancing to the second line of the Soviet defences at Lukhanino River. Defending are the 3rd Mechanised Corps with the 1st Tank Army. The campaign consists of 6 scenarios all during 4 days in July, 1943.

As the Germans scored a Major Victory in Part 1 of the Citadel Campaign, they get a +1 roll on their FM for the first 2 games as well as subtracting 2 from the number of turns required for Victory. The Soviets suffer a -1 on their FM roll for the first game.

As we have done in Part 1, where possible we are using v2 Chain of Command ruleset rather than v1 for which the campaign was written. We do use the OB from the campaign but do add non specific supports like Replen Points. We also where possible use the v2 scenario support and victory conditions as we have done here in the Probe Scenario. In the later scenarios in the campaign we will have to depend more on the original scenarios.

Forces

Germans (FM 11)


1942 Panzergrenadier Platoon #1


Supports  7

SL

2 Cars

1 Sniper



Soviets (FM 10 )


1942 Soviet Rifle Platoon #1


Supports 2

2 Entrenchments



The Game

Patrol Markers and JOPs
We had quite a hard time figuring out the terrain instructions, we treated this as a dry Balka but it should have been a stream. It made for somewhat of a confusing game
This was a tough game for the Germans, I just could not get across the Balkas, I was able to get one section off the table by running them up the road, but the second victory condition capture a JOP was stymied when the Final Countdown was initiated and then was suddenly terminated with Graham rolling a double 6 thus ending the game. I had considered withdrawing because I had lost one full section, but fate prevented me from having to make this decision.

Summing Up


We are having game 2 tomorrow, I think we have the terrain sorted so hopefully a smoother game.

13 October 2026

Update Saga Terrain

 

I have been working on upgrading some of my Saga terrain and gaming accessories. The initial plates I did were a little boring so I added some flock.

Saga is fun but because of the competitive nature of some of the games, many players like to use 2D terrain. This is a real no for me. The only solution I could see was 2D plates with moveable 3D terrain. I did most of this with a 3D printer.

Overview

Steep Hill

Large Forest

40mm Objectives...sheep!

Flat Hill

Small Forest

Cart

Baggage Train

Small Rough Ground

Small Marsh

Small Rocky Ground

Cart with Small Ruins



25 September 2026

Age of Invasion Campaign-Franks vs Britons (S3)


Monday last,  I got together at the David at my place for the third season game in the Age of Invasions campaign. I decided to do a raid on the Britons as I had not confronted David in quite sometime and I wanted to make sure that I get to play all 5 players in the campaign. I suppose I will battle the Welch in season 4. This game was going to be a tough one as David is an excellent player, but I am in it for the fun and it was really nice to have David over to my place as it had been a while.

I had chosen to RAID this season, thus there would be just one game. We played the Pure Profit scenario from the Polish Tournament Battle Pack. As noted below, I completely misunderstood the tactics needed to succeed in this scenario. 

Photos

Starting positions, with the Franks to the left and the baggage train in the middle. 
The Britons are ready.
Turn 2 and the Britons had already captured 2 of the 3 baggage trains!
Game was over essentially at the beginning of turn 4, I will know better the next time.

Results


Well that was a true pounding but an odd one as only a total of 3 figures were killed during the game. I did learn a lot though as this was ot a game about fighting but more about tactics. Both my terrain choices and deployment of my warband was just terrible and by turn 2 I had realised that I missed the whole point of the scenario.

But It was great to get together with David and I believe we spent more time chatting than playing!

23 September 2026

Sharp Practice-French Indian War

 

A couple of weeks 4 of us got together are the Abyss for a game of Sharp Practice. This was my turn to host. I had only arrived in Montreal late the night before so I did not have much time to put things together. This was made complicated by the fact that I was a bit unclear on what figures I had. I also had little time to put a terrain together. But I go things together that morning and fortunately Graham offered to pick me up.

Myself and William took the English while Rob and Graham took the Canadiens. We decided to play the first scenario in the book which is a simple attack on each on each with the goal of mutual destruction.

The setup was a bit rudimentary
But there was lots of action
Myself and William surveying the British attack
Thanks to Rob for some nice photos. I thought the game went pretty well, I am not sure if we did the forest los, movement and cover correctly. I just have not had a chance to check. But overall I was happy how the game went, it was quite bloody and there was lots of shooting, tactical movement and combat. If I remember correctly the British won the game.

An aside:

We played another FIW game on Sunday with 4 of the board members of our club, basically the same terrain and same troops (but with a different organisation) using the Muskets and Tomahawks rules. 
I forgot to take any photos and this time myself and Graham took the Brits while Iannick and Luis took the French. The game are differently mechanistically for sure but I enjoyed both of them. I think the organisation is a little more straight forward with SP but M&T has a lot of flexibility in organisation but a slightly more novel mechanic. Both are card activated but the card playe
d can be chosen to a certain extent in M&T. SP does cover more periods and might be a little more narrative in a sense....if you want to be Flashman in the First Afghan War or Sharp in in the sack of Badajoz, SP is your game. But this does not diminish the command nuances of M&T. And I see that Studio Tomahawk has just released an ACW supplement Kepis and Bayonets.




20 September 2026

Full Nelson Playtest v2

 

Last Saturday myself and William got together for another playtest of the Full Nelson rules from TFL. This is the first time we had an opportunity to play version 2 of the rules.

We went with larger ships this time with the Brits have two 3rd rates and one frigate with the Spanish having one 1st rate and 2 frigates. The Spanish 1st rate was the famous Santa Ana was of the largest Age of Sail ships built.
First game setup with William taking the Spanish

We played 2 games with alternating sides, each game probably took less then 2 hours, it is a pretty fast playing set of rules. In our first game we were still learning the rules but the 2nd game went very quickly.

I pretty well have all the accruements required for the game done now, most of them of my own design. They all worked quite well. 

William slaughtered me in both games! It was a lot of fun.

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

MMG

StuH 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.