It is my intention to share my thoughts and experiences regarding the hobby of miniature wargaming.  I have been a wargaming for decades, having first played board wargames like Avalon Hill’s classic Tactics oh so many years ago.  Sometime in the 1980s I was introduced to minature wargaming through the local club at the California State University of Northridge.

I have played periods from 450 through Afghanistan in scales from 1/285th through 1/1 scale.  At present however I play primarily skirmish level 28mm games.  While I play mostly historical I am certainly not adverse to a little alternative history, legendary or Science Fiction games.

I hope that you the reader find this blog interesting and informing.

Cheers and Cry Havoc!

Ron Carnegie


Categories: Wargaming | 1 Comment

Here is a link to an AAR/ BATREP for Reckoning at Lone Rock — LEGIO XXVIII LILIPVTIA

Fallen angels at the town saloon. The terrain and details were absolutelyamazing in the game.Post two of two on Guns of August. Our last game on Saturday was Pulp Alley. I highly encourage you to check out their site as they have tons of downloads and I have NEVER played a game that was so fast…

via Pulp Western at Guns of August: Pulp Alley Games — LEGIO XXVIII LILIPVTIA

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A Few Terrain Reviews

Due to a number of matters outside of our control, my usual group of gamers has been very inactive recently, and this has been reflected here on these pages.  I though as a change I might post a few little reviews of some terrain I have in most cases recently received. Even more so because I enjoy sharing excellent products and traders with others!

At this year’s Guns of August I decided that I was no longer satisfied with my scenery.  A few years ago I purchased a couple of yards of a green felt that I had intended to paint up as a ground cloth for Wings of War.  I never actually completed that painting, and instead, the cloth became destined for other purposes.  While it is no inexpensive craft store felt and a far better color than most felts it is still a large expanse of green with little variation.  With a lot of terrain feature placed upon it this is not such a problem, but at Guns I had a table mostly free of such things, and I was very disappointed with the result.

So, the first thing I looked at to improve matters was that cloth.  I could have broken the featureless expanse by airbrushing varies colors but I didn’t trust my artistic abilities.  Instead, I looked to two commercial sources.  These were Cigar Box Battle Store and Game Matz.

The club uses some of both of these fine products.  The Cigar  Box mats are beautifully painted cloth whereas the Game Matz are printed on heavyweight vinyl and many are photo realistic.  For various reasons I decided to purchase the Game Matz  Grassy Battlefield mat, though I do intend to purchase some Cigar Box Mats in the future.


These mats are beautiful.  Some of you may have seen the Dark Forest mat by the same producer in many of my Pulp Alley posts.  Chris also owns a sea mat.  All of these are excellent quality, durable and waterproof.  They are too stiff to drape over terrain, so any hills or mountains have to be fully flocked and placed on top.

I have been relying on roads by Ricks Scenics and am very pleased with them, but recently need double the amount I had available.  This became a challenge because the company is no more.  Flying Pig Terrain took over production but they now are on hiatus!

I needed a lot of roads, wanted them to look good but didn’t want to spend a lot of money since I have already a good deal of rather expensive Ric Scenic Cobblestones!  Fleabay and War World Scenics to the rescue.

These roads were a very good price even with shipping from England.  They are not all a perfect match to each other color wise but they are far closer looking in person than the above pictures would suggest.  The appear to be a material very similar to roofing tiles but much thinner (at least thinner to those in the United States) with nicely flocked edges.  I bought two sets, one was simply straights and the other a bunch of useful pieces (smaller straights, turns, intersections, etc.).  These are very flexible, nice looking and will play the part of any metalled or asphalt roads I need, leaving my Ric Scenics for cobblestone and dirt roads.  I will be buying some more of these as I need a slip the other direction and I would like to cut some of the turns and straights to give me more choices.

While looking for these roads I stumbled on some beautiful hedges.  I wasn’t in the market for these, but hedges are always useful.


These also were on Fleabay, sold by Treefella1.  For about $4o USD I received over 200 inches of hedges! I have no idea what material is giving these their bulk, but they are flocked and based upon cardstock.  The gates are very nice.


Very pleased with these.  They did take a while to get here, and I am concerned about how durable they might be (the box it filled with flocking that has already come off) but I am far from disappointed.  These were far less money than equal quality products I have seen elsewhere, well worth the wait and I can reflock them if they ever need it!  i don’t see how I will ever need any more hedges!

The next items are NOT new, but I decided to add them as I am so very pleased with them

First, Hotz Mats fields.


These are made in two different scale sizes, mine are the 20mm to 30mm set.  They are just felt with flocking in rows but make some of the sweetest plowed fields I have ever seen.  His sets in this scale come with four in various sizes and they are available in two different “seasons”.  His delivery times can sometimes be slow, but the product is inexpensive and worth the wait. $13 USD for a set at the time of posting.


They do only come in squares and rectangles but one could easily purchase an extra set to cut up to form triangular pieces to make the squares fit into odd shaped areas.  These are completely flexible and lay flat.


Just a few shots with some vehicles and a Charlie Foxtrot house to show all of these elements together.



Cheers untill next time,




Categories: Charlie Foxtrot Models, Game Matz, Hotz Mats, Terrain, Uncategorized, War World Scenics, Wargaming | Tags: , , , , , , , , , | Leave a comment

Reckoning for Lone Rock, A Pulp Alley Adventure!

Yesterday afternoon found me off enjoying my local convention, guns of August, where I ran a Pulp Alley game of wild West Cowboy Action!  This is the first time I have used Pulp Alley for a cowboy skirmish.


I decided to use the Crime Spree adventure in the Vice Alley campaign book.  This is of course designed for 1930s gangsters, but one of the greatest aspects of Pulp Alley is how easy it is to do whatever you want with it.  Because I was playing at a convention I decided to allow 6 leagues (and therefore 6 players) rather than the usual maximum of four.  Because I was allowing six players I decided to allow a larger playing area as well.  Pulo alley is usually played out of a 3″x3″ table, but I decided to use a full 6″x4″.


I can’t really give as much detail as I might like in an AAR.  The number of inexperienced players, the tight quarters of the gaming hall, and the roar of the fans trying so hard to cool the hot air all conspired against me for properly documenting the game.  I often wasn’t really sure what was happening myself.  Another great advantage of these rules is that while they can be difficult to explain, they are very easy to learn.  Very quickly the players were able to help themselves very ably.  This allowed me to prepare for another game I was planning on running directly after this one. Similarly, I had only a small number of photos to use here.  Many of these, most of the non-antiqued ones were taken by one of the players

Similarly, I had only a small number of photos to use here.  Many of these, most of the non-antiqued ones were taken by one of the players


Again, borrowing from the notion of Vice Alley, all of my leagues were intended to be classed as criminal or vigilante.  The leagues consisted of El Guapo and his banditos, The McBroom gang, Marshall Harris and the Pinkertons, Sheriff Silas and his Posse and of course Preacher Harris and his Evangelical Vigilante Suffragettes.  I had planned a sixth league which of cowboys but I ended up with just the five players, that’s fine.  I think in the environment we were ibn even five was probably too many.


The plot points consisted of Major Plot point:  An active Bank Robbery

Minor Plot Points: A witness

An assault

A burglary attempt

An informant



The game was a lot of fun.  Some of my players had no experience with gaming at all let alone with Pulp Alley, and two were children ( though one of those was probably getting close to adulthood).

Categories: Convention, Pulp, pulp alley, Uncategorized, Wild West Skirmish, Williamsburg Legati | Tags: , , , , , | 4 Comments

War of the Roses and Sharp Practice 2

So a project that I have been working on for some time now has been a War of the Roses game using Sharp Practice.  The original idea for this comes from Pat’s blog Wargaming With Silver Whistle. The Idea was later added to the Too Fat Lardies’ Summer Special 2013. This excellent article with it’s inspiring photographs and the availability of The Perry Brother’s figures certainly called out to me, and I started to build for it.

So I began to buy figures and build, soon I learned that my local wargame show Guns of August,  intended to have a medieval theme.  The die was cast.  Only one problem, Sharp Practice 2 was released…

Obviously, I could have left matters alone and used the old rules, but I decided to revise the old Of All Base Passions  to version 2.  this I have done with no permissions requested or granted so apologies to all concerned parties.



Yorkist Troops Approaching Greenstead from the east

In a similarly unoriginal fashion, the scenario I ran was also from the Silver Whistle blog.  This is a pretty simple scenario.  Completely equal forces approaching an uncontrolled town and the opposing Lords territories.



Yorkists crossing the Bridge




Lancastrian Forces approaching from the West



From the start, luck smiled upon the Yorkists.  Both the command cards and the dice luck seemed to smile upon them.  Actually so did the terrain.  There was a walled field that should have been placed a few inches further to the west.  Its location ended up giving the Yorkist forces a real advantage,



Yorkist Archers Take the Field

I should have placed this field with its center equal to the Town’s main entrance.  Doing so would have been fairer.  This error allowed the Yorkist to take the wall and in the following archery duel, they would not have had such an advantage over their enemy.  The Archers in formation began a long range duel with one another, but with the Yorkists in cover and the Lancastrians exposed the former were slowly getting the worst of it.



Yorkist Billmen Make Their Way to the Side Gate

Oddly, neither Lord realized at first that the walled town had gates on the sides.  Upon this epiphany both sent forces towards those weaker entrances.  The bad luck with command cards, and with their dice for movement prevented the Lancastrians from reaching theirs.



Billmen Break Down the Eastern Gate!

Not so the Yorkists.  After just a few turns they broke through the wall and quickly dealt with the weak defense of the townspeople.  Gisborne, the Town’s mayor was still getting his forces together.



The Lancasters   Reconsider Their Targets


The Lancaster Archers realize the weak position but also notice that the enemy’s Men of Arms have been approaching the Town’s front gate and are well in short range.  This proves wise, and while little blood is spilled the foot knights find themselves becoming a little shaken.



Grand Melee!

Seeing that the Yorkist knights are close to having excessive shock, the Tudor commander ordered his billmen to close with them.  While the idea had merit, it failed to recognize the differing quality of the troops involved as well as the armor advantage of the knights.  As would be expected by their Noble Liege, the men at arms suffered very little from the scrape. They were forced to withdraw having received some small addition to their shock, but they lost only one man to the Lancastrian loss of 5.  Not only were the forced back by losing the fight by four, but they were now broken as well.  they routed back from whence they came with a tremendous amount of excessive shock.  The problem is this took them right through a group of their archers with enough excessive shock that they two now were broken.  The Lancastrian luck continued to plummet when an enemy arrow pierced the armor or the Lancastrian’s second in command.  He fell dead.  In a frighteningly quick fashion, the Lancastrian force morale total went from 10 to 3.  Lord Oxford was forced to order his men to pull back fearful that otherwise, they would simply rout.  The only good luck he had was when a random event (and perhaps the Yorkist soldiers breaking through the gates) caused Master Gisborne to place himself and the townspeople under the protection of the Lancastrians.


So, in the end, I had decided to not make use of deployment points but rather to follow the original idea of marching forces into the game.  Partly I reached this decision due to the scenario predating the new rules and partly because I don’t imagine this period to be one of great stealth.  This was an error, however.  Far too long was spent getting the troops into action.  In fact, oddly the fight went march,  march,  march, shoot a little, charge and then suddenly it was over.  I am also not convinced that there may not be a better way to do armor.  Presently it is a saving throw, but as all hits already have a saving throw for cover it seems redundant and the game starts to feel a little like a Warhammer.  More thought may be necessary there.









Categories: Convention, Sharp Practice, Too Fat Lardies, Uncategorized, War of the Roses, Wargaming, Williamsburg Legati | Tags: , , , , , | Leave a comment

Baron Von Schenberg and the Sinister Swamp, a Pulp Alley Adventure!!

Yet another adventure in the Williamsburg Legati’s Perilous Island campaign. A little earlier than expected, i haven’t even finished my zombies yet!  This game was played by Chris with the Rogue Legionnaires, Peter with the Red Shambala and Alex with the Knights of the White Rose.  This part of the campaign follows a less directed narrative as the leagues endeavour to find the clues to bring them to them to the next act.


This adventure pits the leagues against zombies in the swamp.  Lots of them as it turned out!   Instead of using 1 major and four minor plot points, this scenario places three areas of mysterious remains.  Each turn the players pull fortune cars and use the “x” attribute to set a number of new zombies.  These appear in a three inch radius around the bones.  Similarly that same area is considered an extreme perilous area and any character failing a peril would create a new zombie engaged with them.

Unlike regular plot points, these bone piles didn’t leave when picked up.  Rather a reward card is pulled.  In theory a league could have picked up all five plot points at one pile.  It didn’t happen though.


The Germans rolled a level 3 brawler for their event, The Russians had a character delayed and the French rolled limited visibility.  The French also brought along a dog with their resources.

The first real action was when Alexandra boldly went forth to get a plot point.  Instead she failed her peril and had a zombie right on her. Ivanna and the dog went to her rescue and the dog was dropped.


The layout of the jungle left the French in a bad way early on, as they had the furthest to go to get to their closest bone pile and the brush created a channel blocked by zombies.  their leader however is an entirely capable sort, and very quickly the zombies were cleared.

The Germans also were having issues.  They stopped moving forward and slowly began to be overwhelmed by the undead creatures.




In the end the zombies proved a greater threat than I had expected.  Due to the way we pulled cards, they were originally showing up in pretty large numbers though that slowed down significantly as play went on.  The Zombies wee not very dangerous on their own right, but the weaker characters couldn’t hurt them.  Alex and the Germans were also doomed by very poor dice luck all night long.

Join us next time for  “the Jungle Trail”!!

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