wargaming in 28 mm and sometimes smaller
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 |
24 August 2026
Age of Invasions Campaign-Franks vs Visigoths (S2,G1)
Last Friday I got together at the Abyss with Robbie for the start of season 2 of the Age of Invasions campaign. This time I was asking on the Visigoths. In my previous 2 games, I had a loss and a draw so I was not that confident going into this game as Robbie is definitely one of the better Saga players in our club.
I had chosen to DEFEND this season, thus there would be just one game. We played the Turning the Tides scenario from the Polish Tournament Battle Pack, it was a bit of a weird scenario where we each started in opposite corners with our Warbands. There were 5 objectives (animals) spread across the centre of the table and essentially we had to grab them and then move them to our opposite edge at which time we would gain VPs, so it became pretty clear that this was quite difficult so the route to Victory was Massacre Points.
Photos
23 August 2026
Full Nelson Playtest
21 August 2026
Saga Terrain
| A beautiful winter terrain set up for Saga Age of Magic which I poached from a Sage blog. Everything looks great, I see a forest, a low hill, as well as what looks like a marsh. |
I enjoy SAGA, even though it is more of a game than a historical simulation. There is a great deal of fun in assembling warbands and working out the intricacies of each battle board. I am not especially good at mastering them, but I do manage to win the occasional game.
For me, SAGA has two downsides. The first is more my problem than a problem with the game itself: it can be extremely competitive, as demonstrated by the many SAGA tournaments held around the world. We have several very good players in our club, although I would consider only a couple of them overly competitive. That is perfectly fine, but occasionally you find yourself thinking before a game, “This may not be a fun night out.” On the positive side, it is still an evening spent with friends, and losing has never been a big concern for me.
The other weakness—and it does not affect every game—is the terrain. For me, much of the pleasure of wargaming comes from its visual appeal, and I enjoy putting attractive terrain on the table. With SAGA, however, this can be challenging. Accurate measurement is extremely important to some players, as it should be. I tend to take a more laissez-faire approach, although I am trying to improve.
Terrain with a vertical element, such as a hill, can make accurate measurement difficult. The same is true when trees or other features are permanently fixed to a terrain base. To solve this problem, many players use flat terrain pieces printed with images of woods, marshes, fields, and other features. This eliminates the difficulties associated with three-dimensional terrain, but, to be honest, it also detracts from the overall appearance of the game. I have noticed that this approach is particularly common at tournaments.
I therefore decided to see whether I could solve the problem—or at least solve it for myself. SAGA uses a standardized terrain setup, with maximum dimensions of approximately 30 × 30 cm for large terrain pieces and 20 × 20 cm for small ones. Smaller pieces can be used, but I think most players would consider doing so a significant disadvantage.
After giving the matter some thought, I designed both large and small terrain bases, along with separate three-dimensional pieces representing the different types of terrain used in the game. These features are not permanently attached, so they can easily be moved aside to allow accurate measurement and the convenient movement of troops. Most of the terrain components were produced using a 3D printer.
This is what I came up with.
| The vertical pieces that block line of sight are all more than 35mm high. |
| Clockwise from the top; a large forest, a small marsh, a large hill, a large steep hill, a small scrub land, a small rocky ground with a small ruin in the middle. |