Mobirise
MY GAMING

MY GAME ROOM...a dream come true.        Mods and ideas, rules used Age of Valor a version of Age of Eagles.

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1870

With 10 mm figures.
Exploring the idea of using the just bought excellent Age of Eagles (AOE) II  with its adaptation Age of valor, coupled with the so well done 1870 of Bruce Weigle.
Sometimes I use a command system, plus events cards. 

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Napoleonics
with "Balls, fire and steel napoleonics"

15/18mm figures; scale 1" /=100m; units are batteries, cavalry brigades, infantry 1/2 divisions/ brigades or if big enough, down to regiments. Scales and  representation fully adaptable. My creation, my long matured baby!

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Seven Years War or mid XVIIIth century things.

Guess what, my own rules
Balls, fire and steel, Frederick.
(adapted from the napoleonic system.) maybe, or not...Now playing Twilight of the Soldier Kings ;)

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American Civil War

Using Fire and Fury regimental... so far.
As of  early 2020 nearly all the minis (but not the terrain) are from a local pal. very rare games...I have 200+ figs to paint plus the remnants of my former Johnny reb armies to revamp. here

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WW2
Battlefront from Fire and Fury games
(IABSM)

Used to play, very much in general reserve nowadays. Occasional Battlefront game with a friend who has...everything for it. I'd have most of the terrain though. Typically;)

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NAVAL  WW2
General Quarters III

1/6000th ships and 1/1200 air from last Square /Magister Militum. If only I had players!  a bit here.

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Force on Force (finis!)

I enjoyed it very much...but one cannot play everything especially when others around..well don't play so much. And this one is not much solo and when I moved, selling the whole bunch to a friend (who is supposed to play well...) it filled my whole car. little skirmish game but well, you need country houses, then urban  types, then these vehicles, then this orchards, then... 

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Elsewhere+others

This was a test of Blücher rules with cards. I could not stand the absence of that very important and newish (when you do the revolution vs 18th century minded columns) organisational step: the division. And this 1815 Prussians who could put all their Landwehr on one side, ignoring real organization.  A good game but lacking in history.  (I even sold the cards)

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17th CENTURY: 
By Fire and Sword
Baroque
Twilight of the divine right

15/18 mm figs. So far I learned BY FIRE AND SWORD more or less 3 times! no one wants to play and I allowed myself to forget it three times. Still very willing and have added even more troops.
And then the rules keep changing a bit...
Soon more as the Thirty years is here! A very ancient dream!

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Sharp Practice
American War of Independance

15/18mm figs, mostly because I already had so much available, sometimes salivating looking at the enormous mass of good stuff in 28!
Mods I use and more ideas. 
 Game AAR 
another



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ANCIENTS AND MEDIEVALS

The return of old loves, all the fault of one ruleset: Mortem and Gloriam (mostly).

2022 PROJECTS (nothing is harder to predict than the future).

  • PAINTING 15mm- Napoleonics: Saxon division 1812+ (part will be filled by  greatcoat fillers)  24+ infantry + 6 gunners +2 guns +1 colonel+1 brigadier.
  • 1809 Saxons  12 figures; Russians  24 greatcoats; + a few Jäger. 10 gunners.
  • French , Russians, Austrians additional cavalry stands to play "bn scale" for some units;  around 60+ horsemen
  • Colonels and brigadiers for Waterloo to add to my player who owns the figures for 1815 , around 20.
  • More Freiwilliger and Landwehr for the Austrians  around 48 figs.
  • Berg plus Neapolitan   50 figures.
  • Prussians: Kleist Korps 1813 around 350+ figs.
  • TERRAIN: a few remaining houses, camp sites, more orchards, hills for the Borodino mat, finishing walls for the German town, homemade walls too. Winter trees.
  • SYW: a few more Reichsarmee units, say 80 figs
  • WW2 20mm Burma: 60+ 
  • Las Navas de Tolosa period 20mm: 100+ 
  • 30YW: 3 units of Spanish ( 90) +4 late war cavalry (36); pikes and flags stands to recycle additional musketeers to make more late war rgts (4x 11). civilians, trains...20+
  • Sharp Practice AWI: as I dug out 100s of figs...  Canadian volunteers (Saratoga) 20; more Indians 7+ ; militia 28+; British regulars 40+
  • 1870: 10mm  finish  the Saxon Korps (100+); Prussian cavalry 60; French  cavalry 36;  Bavarian Jäger 30. bits  20+ IX korps finishing, fr  VIIth corps bits/ mg, some brigadiers.
  • ACW  200+ guns wagons+++aie aieaie to be transfered to a pal.
  • Possibly medieval  Lion rampant or/and Baron's Wars 15mm as I have already bits and stuff.
  • Punic wars in 15mm mostly Wofun.  to base; paint some sk, baggages.           done

FORCE ON FORCE STAN AND IRAK (souvenir pics- finished gaming it-sold)


 In 20 MM, started around 2010 till 2013. All given or sold as had to shrink space for storage. it all started as "a small quick game", ended up with 1700€ of spending and the thing filled the whole car when I moved it to its new home. Had a lot of fun with it. Souvenir pics. 

You can view bigger pics with right click "view image"...

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COLD WAR COMMANDER  6MM

Set up 1/285th scale.

Where my recently done Leipzig felt mat came to unexpected use. Plenty of fields, the roads are not much what they should be but I don't have decent bitumen roads in scale. I would love to find grey chalk which would allow for it.
I chose the "exploitation" scenario from the rules, as did not want to learn the things about fixed defenses (yet). Little deviance as I allowed the defending brits a Bn of M109 in support.

turn 2

it looks good

We played with hidden deployment+ mobile for me (popov) as I can't understand post 1900 with everything seen. 
soviets had part of a DAG in general support.
2 reasonably in shape bn groups of Brits (one inf heavy with Chieftains, one lucky armor heavy with challengers: set somewhat in 1985.
Facing them two understrength rgts, one motor (BTR70+T72) one armour (T64+ bmp1/2).

We fumbled with the rules

but in the end it works quite fine.

It was quite fast to learn the basic systems but we fumbled quite a bit with the rules as we had to search  things. No wonder for a first game with only one poor sod who read the thing.
We ended up playing only with the tank rgt as I and the dice kept the motor one for "exploitation"/later. tank rgt vs brit 2coys of Challenger and 2 FV 438. The brits ended up smashed but He did not manoeuvre enough.

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I was puzzled as to how many Hq to use. Brits had one per bn and one overall(brigade) Co. soviets, one per rgt plus one "division/ or rather assistant division forward post. It was a bit not enough for the soviets. Next time they will have two per rgt like the real ones one "rear" one forward. 
Various mistakes:
Sp122 artillery has to be a sort of bn guns, no Foo , wrongly used. I forgot the composite armour of the Challenger, to the utmost joy of the BMP shooters.
For a while we forgot the evade against ATGW. 
I did not buy the rules for the remote shooting of Fv438. I  just put them behind the crest in full defile the guy with his joystick, dismounted assumed to be a dozen meters in front; I think this should be the way. The "morale" rules for collapse might have to be refined. Figured out that the brits could lose all 6 Challengers but because there were 10 other bases (FV432+ inf+ 2 fv438+2 scimitars) and still be happy. Hardly. The artillery rules are rubbish. Changed. (afterwards;) I will use proper hidden deployment with company counters and  some decoys. In this game there should have been no way to know where the mech  coy was hidden  like I knew. Not a big deal, it forces to think  and use recon. We liked the game, he also bought the ww2 version and we will test it. Might somewhat replace Battlefront as it handles armour badly. When the hidden bits are mastered, and some fine tuning, this game would go fast and be quite fine. 
Ideas and mods here. (WIP)

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