Saturday, 26 September 2026

Little river turnpike

Virginia, October 15, 1861. Confederate scouting cavalry tries to chase away Union pickets under the command of Lieutenant Tillou.

The Yankees have a group of 8 men in each house and a group of 6 on the road. The two groups of 8 Rebel cavalry will enter from the left upper corner on the road.



My opponent sends his Rebels thundering down the road towards the small Yankee group. Fortunately Lt. Tillou's card comes up and he's able to put his troops in a line formation, ready to receive the cavalry charge.





Unfortunately in the next turn, the Confederates get to go first, reaching the line before the Yankees can fire, with elan, making full use of their Sam Colt's equalizers ability (inflicting shock before close combat).



The Union line takes casualties and is pushed back.


The Yankees repeal the cavalry charge of the other Confederate group and now get the chance to fire a devastating volley.



Due to the limited amount of leaders and four flags per side in the deck the chances of Random Events happening increase.
One such event has Lieutenant Tillou step into something unpleasant and having his command level reduced to zero.

Lieutenant Tillou

Having a leader which can only use flag cards to do something is a problem in Sharpe Practice so Lt. Tillou has to move to a barrel of water to clean his boots. The remains of the Confederate cavalry groups are going around the Union flanks, hoping to catch Lt. Tillou.


Again, luck favors Tillou. He's able to clean his boots, escape and has the Union troops put some distance between them and the flanking Confederates.


Although one of the Union groups is charged in the rear and has to withdraw, the other two groups are able to turn and blast first one group of Rebels and then the other, sending them packing.






Union victory!


Thursday, 17 September 2026

Fighting over Thunderbird 2

My regular opponent at the club did some more work on our What a Power Armour adaptation of the What a Cowboy rules from TooFatLardies. I brought my That Looks About Right (TLAR) scale Thunderbird 2 as an objective for our power armoured teams. Both sides want to get their hands on Brains' Tech.


Troopers, both heavily armoured and not so heavily armoured, enter the battlefield.




A green team member claims the high ground.


Missiles are flying around and both sides pop smoke/chaff to increase their chances of survival.


A green team member's systems are "all red" and he ejects from the power armoured suit.


Meanwhile Thunderbird 2 has caught fire as a result from a nearby explosion. Troopers are trying to extinguish the fire.


Green has gained the upper hand and forces one opponent to eject and the other one to surrender.





Game over man, game over 😀

Saturday, 22 August 2026

Harrad airfield

After a 5 year hiatus we played the sequel to this game. 

Insurgent leader Barfani is going to be flown out of the country. His men have infiltrated the airfield in a final attempt to rescue him.

The Syldavian guards have to get him to the plane across the table. The guards at the plane can only move when the alarm is raised.



Insurgents move onto the table while the Syldavians guarding Barfani fan out. They suspect something's up. It is too quiet at the airfield.



The leader of the group guarding Barfani spots one of the insurgent groups and takes a shot: 1 insurgent is down!



The noise is sufficient to alert the Syldavian commander at the plane. He moves to look what's up and is shot by an insurgent LMG.
The alarm is raised!




Meanwhile, the insurgent leader is sneaking up on 2 unsuspecting Syldavians.



Incredibly he is unable to take out the guards (one saved hit and 2 missed shots).
Heroically using Barfani as a shield, the Syldavians return fire and the insurgent leader goes down in a hail of fire.


One of the insurgents, seeing his boss go down, decides to charge in a fit of rage. He is knocked out by the Syldavian leader. 


Having lost their leader and quite a few of their buddies, the insurgents fail their Dedication test and must retreat from the airfield.



Victory for the Syldavians!



Wednesday, 19 August 2026

Wild One Part 4

Jailbreak

The Chiss agents have taken Spitzenfinger to an Imperial facility where he must wait for ISB agents which are en route to take him to a secure location. Disappointed about the poor performance of his bounty hunters, Mondatta is prepared to give Lhin Tizzy and his crew one more chance to get Spitzenfinger.

Through Mari's Rebel contacts, Lhin receives help from Rebel agent "Emerald" and his droid HAC-R1.

HAC-R1 and "Emerald"

Emerald knows the facility and is able to guide Lhin & crew through a maze of service tunnels onto the level where Spitzenfinger is being held.

As they emerge from the tunnels an Imperial patrol also enters the area.

The door to Spizenfinger's cell is at the top of the picture



When the Imperial patrol scans the room they see movement on the other side.


Mari and Leebar have advanced to intercept the Imperial patrol.

Both sides start shooting at each other. Blayne and Lhin join in to cover Emerald and HAC-R1 who are making their way to Spitzenfinger's cell.


Oh no, Blayne is wounded and down! Jadh the medic has rushed to his aid.

Mari has dropped one of the stormtroopers, the others are spraying the area with blasterfire in true stromtrooper fashion (missing most of the time).

But not all the time! Blayne has recovered from his wound and is back in the fight, but Leebar is out of action. Two more stormtroopers are down, one permanently.

Meanwhile, HAC-R1 has cracked the code and opened the door to Spitzenfinger's cell. Eager to avoid being interrogated by the ISB, Spitzenfinger moves swiftly towards the exit.

The alarm has now been raised! Lhin and crew must escape before being closed in by Imperial reinforcements (roll a d10 every turn, on a 10, next turn 9+, next turn 8+, etc. they are cut off and captured). Fortunately they succeeded in neutralizing all stromtroopers except one, who has conveniently run out of ammo.

Dragging the unconscious Leebar with him, Blayne, Lhin and the rest head to the service tunnel entrance and escape, leaving a battered Imperial patrol to explain their failure to hold on to Spitzenfinger to the ISB.



Thankful for his rescue, Spitzenfinger reveals that the Imperials did not obtain the blueprint for his doomsday weapon because he hid it in the speeder, while the bounty hunters were fighting the Chiss.

The blueprint is essential and must be retrieved before delivering Spitzenfinger to Mondatta.

Will Lhin and his crew be able to retrieve the blueprint from the speeder now that the area is crawling with Stormtroopers supervised by highly motivated ISB agents?

Find out in Part 5. 😃