Here are fifteen Spanish Guerillas from Perry Miniatures' plastic box set which I painted for our Fistful of Lead: Horse & Musket games. They required some filling to assemble, but as usual are a delight to paint.
Cor blog me!
Saturday, April 25, 2026
Perry Miniatures Spanish Guerrillas
Here are fifteen Spanish Guerillas from Perry Miniatures' plastic box set which I painted for our Fistful of Lead: Horse & Musket games. They required some filling to assemble, but as usual are a delight to paint.
Monday, April 13, 2026
TMWWBK - Getting Away with It
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| The British camp by the Nile |
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| Ottoman forces surge towards the British camp in the middle of the table |
The British started the game divided into two parts, one in the centre of the table at the dig site, from where they must drive two wagons loaded with loot to the riverbank, where the other half of the British forces are. Docked at the riverbank are barges, and a ketch with howitzers.
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| Ottoman Irregular forces |
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| British forces hold off the Ottoman |
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| Home stretch! |
Thursday, March 26, 2026
Conquerors & Kings: Battle of Dorylaeum
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| The Turks block the Crusaders' march |
Earlier this month we played the battle of Dorylaeum using Peter Pig's Conquerors & Kings rules. We had play the same scenario many years ago using (I think) Warmaster Ancients rules, but it's an interesting scenario that bears replaying.
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| Clash of cavalry |
I had done the maths beforehand and expected the Crusaders to deploy themselves in a compact formation and wait for the Turks to close before delivering a charge. wahj, playing the Crusaders, had a different idea. He charged straight at the Turkish line before Rafael had a chance to get organised, and quickly threw them back.
Monday, March 02, 2026
Garrison Miniatures Villagers and more Gripping Beast Arab Infantry
To add to my collection of 28mm figures for skirmish games, I ordered some villager figures from Garrison Miniatures via ebay. I chose this specific set because I felt the clothing of the figures were generic enough to allow them to do double duty: for our Ruckus Reconquista games, and our Fistful of Lead Peninsular War games.
I have also ordered a box of Perry Miniatures' new Spanish Guerillas, which will give us more options for our Fistful of Lead games.
Saturday, February 28, 2026
Battle of Znaim
For our game in February we played the Battle of Znaim.

The battle saw the French coming upon the Austrian army as their baggage train is making its way through the town of Oblass.
Fg and I, playing the French, initially planned to send two divisions across the river to our left and capture the town of Oblass, while the other divisions on our right screened the rest of the Austrians.
However, the Austrians moved their right wing up, and fg decided against crossing the river, and instead tried to capture the town of Tesswitz in the middle of the table instead.
Sunday, January 25, 2026
TMWWBK - Siege of Delhi
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| Sabzi Mandi, the village from where the mutineers will launch their attack |
For our second game in January we played a game of The Men Who Would Be Kings. I chose the Hindu Rao's House scenario from the Colonial Conflicts scenario book, but modified the scenario rules to fit the figures I had, and to make things more interesting for the players.
One major change I made was to convert the rules to grid-based for this scenario. I reasoned that for the mutineers, there were really just three points of interest, which formed their victory objectives. For the British, I gave them the primary objective of defending those three points, and a secondary one of capturing a "spawning point" for the badmash, which could be "recycled" indefinitely. The spawning point was a temple (represented by a mosque building in the game) which was located in the built-up area, which I decided could be represented by a number of grids which could be used to determine combat. This gave the British player an option to try to capture the grid to stop the endless flow of badmash units, instead of just sitting at their positions and shooting throughout the whole game.
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| The mutineers mass for their attack on Delhi Ridge |
The battle started a bit slow as, despite their numbers, the mutineers rolled poorly on the activation rolls and could hardly threaten the British. At the same time, the British could pick their targets tactically, choosing the unpinned units while ignoring the pinned ones, which again had difficulty rallying.
By the end of 12 turns, which was the planned game length, the mutineers were far from achieving their objectives. We decided to let the game play on, and the weight of numbers begin to tell. This prompted the forces on the far side of the table to sally forth to support their beleaguered comrades, and indeed the Gurkhas to sally forth from Hindu Rao's House. With no turn limit, it was a matter of time before the mutineers were victorious.
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| The Sirmoor Battalion sally from Hindu Rao's House |
In retrospect the activation roll of 8+ (7+ if a general was in the same grid) proved too punishing - one sepoy unit did not make a successful roll throughout the whole game! At the same time the stacking limit of two units per grid meant that the mutineers suffered a congestion at the foot of Delhi Ridge, which available units unable to press the attack as pinned units were occupying the grids in front of them. If we were to replay this scenario, I will probably increase the stacking limit to three.
Thursday, January 22, 2026
Conquerors and Kings - Battle of Idistavisto
For our first game of the year we played a mid-week game of Conquerors and Kings earlier this month as Martin was back for a break. I seized the opportunity to field my Tribal Germans against his Early Imperial Romans. The two armies last met in a game of Infamy! Infamy! five years ago, and now, with my army expanded with the help of a painting service, I decided it was time for a pitched battle.
The scenario I chose was the Battle of Idistavisto. FG and I took the Germans, while wahj and Martin commanded the Romans. I gave the Romans a "At my signal, unleash hell!" rule, which gave them the option to perform a flank march.
The Romans deployed wide, hoping to use their auxilia (and cavalry in the subsequent flank march) to flank the Germans and sweep up our right flank. On our side, I decided to deploy narrow and deep, anchoring our left flank on the river, and refusing our right flank.
To buy time for their flanking manoeuvre to arrive, the Romans similarly refused their right flank and gave ground. which caused me some concern. But the German line eventually hit the Roman line from the front and their right. Twice the Germans won the combats, but twice the Romans suffered no losses as their armour protected them and their Keep Order strategy warded off pursuits.
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| In the left hand corners you can see the widgets I made to aid in the calculation of combat dice |
At the same time, their flanking attack was disco-ordinated, and FG's forces on this flank launched a spoiling attack, taking some casualties but giving us enough time to move more forces for the attack in the centre.
We ruled that the Romans we driven off the field, but had enough auxilia to prevent an effective pursuit.
Once again I enjoyed the game, and have plans for another one soon, and perhaps a massive one at the end of this year if we can get the players together.
Have a happy new year ahead.














