Tuesday, August 18, 2026

Numidian Infamy!

The son and heir came over on Sunday and we had another practice game of Infamy Infamy. Rather than setting up the Iron Hand of Mars terrain with its enormous number of trees, I decided we'd have another go at a scenario based on the Numidian Civil War of 118 BCE.


I played Adherbal, one of the rival Numidian kings. I had one unit of spearmen (Warriors in Infamy Infamy terms) and a few skirmishers and cavalry but all of my troops had to dice to emerge from their tents and might start the game with unfortunate amounts of Shock as a result of the surprise attack.


Jamie took on the role of fictional Jugurthine commander Arabio leading a mixed force of javelin-armed fort and cavalry skirmishers. 

Jugurthine cavalry chase off some of Adherbal's skirmishers

We used the Numidians I based some years ago for To The Strongest. They're on 12cm wide unit bases with so, with no figure removal possible, we used blue micro dice to mark losses. 


The game was fun, with lots of darting attacks but it pointed out a problem with the Infamy Infamy rules in this particular historical setting. With forces made up almost entirely of skirmishing troops, it was almost impossible for either side to lose Force Morale. This was because:
  • You don't test for morale loss if Skirmish troops are forced to withdraw (only if they're completely wiped out),
  • You don't test for morale loss if Warriors withdraw due to being shot at (rather than in melĂ©e) , and
  • The wounding or death of Supra numerum Leaders (predominant on both sides) is ignored in the game.


In the end we called it a day with the attackers well on top but unable to force a result. We were nevertheless happy to have improved our familiarity with the rules.

I'm in two minds as to whether to pursue this scenario further. I could see it making an attractive participation game for an event like Hammerhead but I'd want to:
  • Model the camp properly, perhaps with a rampart of thorn bushes defining the boundary of the broken ground,
  • Model the walls of Cirta at the city end of the table,
  • Think more clearly about the mechanisms around deploying surprised units onto the table,
  • Revise the Loss of Force Morale table to capture the factors likely to cause a Numidian army to break, and
  • Add more "character" Leaders to both sides.
I want to get to the point where my familiarity with Infamy Infamy is such that I can immediately see how I could use the rules to run a variety of small unit actions. I'm there with Sharp Practice but the varied nature of ancient armies makes this a bit more challenging.










Saturday, August 15, 2026

Filling the Forest Floor

I have The Iron Hand of Mars, my scenario for Ebor Lard written (in two versions pending playtesting next weekend) so I'm working on improving the appearance of the game. Lardy Days always feature some fantastic terrain and I don't want to be left too far behind.

The entire table represents a portion of the dense German forest. There's no chance I could put down enough trees to represent that accurately, and if I did there'd be no room to deploy the units appearing in the game.

With spread-out singly based trees, there's a danger that the table resembles savannah with individual trees sprouting out of level grassland. I want some low-lying terrain pieces that tie together the trees into a coherent primeval forest.

I'm putting together a bag of "forest floor scatter" that will be strewn across the table but I've also taken the opportunity to make some generic small terrain pieces.


They're based on irregularly shaped "rafts" from my 3D printer. For some reason I find that I can only guarantee proper print-bed adhesion by selecting the Raft option when slicing stl files so I generate quite a few of these.

The ground surface is Bond It Dark Oak wood filler, the rocks are rocks and the vegetation is two grades of static grass over an initial layer of fine flock.

Revolting Batavians!

I've also been experimenting with a technique I picked up from a model railway magazine. This tree is made from a cheap, Chinese-made tree armature. I soaked it in hot water to get of the original fluorescent green foliage and then painted it with Modpodge before applying two shades of static grass using my applicator. 


After I'd left it to dry, the coverage of the original plastic wasn't complete so I sprayed the whole thing with WSS layering adhesive before applying a third lot of static grass. Finally a whizz of hairspray to try and lock it all in place. We'll just have to wait and see if this will have the longevity to withstand transporting and storage between games.

Wednesday, August 5, 2026

Infamous Events

The "learn Infamy Infamy in short order so I can run it at Ebor Lard" plan continues to make progress. On Saturday Jamie and Phil came over and we played a scenario I'd designed specifically as a learning exercise.

The idea for The Summer of 69 came from an episode from a podcast called The History of Cologne. Episode 7 on the Batavian Revolt depicted a time when the city (then called Colonia Claudia Ara Agrippinensium) was at the heart of a region overrun by raiding Germanic tribes and revolting foederati. With Colonia's strong walls attracting refugees and a drought causing food shortages, it made sense to run a foraging mission into German territory across the Rhine.

The set up was randomised using the tables in the rules. Below we see the area of battle before the game began. Note (far right) a single tree knocked over - the only casualty of leaving the game set up from the night before with a cat in the kitchen!


I think the Geek Villain Rocky Grass mat works quite well for summer-parched Europe.

Needing three areas of habitation for the scenario, I made a new A-frame hut to supplement to two Jamie could provide. Materials were foam core, cardboard, wooden coffee-stirrers, and Milliput for the thatch.


Jamie entered from the west (left above) with his legionaries in column of march.


German slingers emerged on their left and were opposed by the Romans' own in the form of some Balearic allies.

Who were in turn attacked by German warriors.


The Roman commander was forced to split his legionaries to respond to attacks from two directions.


Eventually, we came to a fierce action near the centre of the battlefield.


With time moving on, with plenty of rules interpretation questions under our belt, and with the Romans outnumbered in the main fight, Jamie decided to concede the day. 

With some Roman-allied Gallic light cavalry in his rear and with one undamaged legionary Group to his front, Phil was relieved. He later said that he thought Jamie could still have won from that position.

-o0o-

On Tuesday evening, I decided to build on my familiarity with the rules by solo-gaming a small Numidian Civil War action. I knocked up a scenario based on a passage in Sallust. 

Following the death of King Micipsa, Numidia was divided between his sons Hiempsal and Adherbal and his far-more energetic nephew Jugurtha. 

Jugurtha quickly arranged for Hiempsal to be murdered and then took up arms against Adherbal. Armies led by the two men met near the city of Cirta (modern day Constantine in Algeria) but it was too late to form up for battle so both made camp. In the early hours of the morning Jugurtha's army attached the unprepared enemy and Adherbal only just escaped to be besieged in the city.

This was a fun exercise with both forces consisting almost entirely of skirmish cavalry and javelin-armed foot skirmishers.

I won't go into details here of what was a confused affair but suffice to say it was great fun. With a little adjustment (I should have imposed greater penalties for surprise on Adherbal's units) I think it could make a fun Saturday Afternoon Wargame.



My next step will probably be to set up a solo, alpha test of The Iron Hand of Mars scenario before introducing it to my Saturday Afternoon play-testers.


Sunday, July 26, 2026

A bit of Infamy

With Ebor Lard coming up in little over a month, I'm well into a programme of preparation for my Infamy Infamy game The Iron Hand of Mars. The scenario is written, I have sufficient terrain (though more is in development), and I have 75% of the figures painted and based.


The plan now demands that I properly master the Infamy Infamy rules (I've previously only played in other people's games) and playtest the scenario. Rich Clarke did a series of play-though videos on YouTube when the game first came out and following these step-by-step is proving very helpful.

The coming weekend sees the next stage as Jamie, Matt, and Phil will hopefully be joining me for a practice scenario I'm calling The Summer of 69AD. Set during the civil wars following the death of Nero, the outline is as follows:

After the assassination of the tyrant Nero a year ago, first Servius Sulpicius Galba and then Marcus Salvius Otho wore the purple. Now Aulus Vitellius, commander of the Rhine Legions has seized Rome and been declared Emperor by the Senate. This year will surely go down in history as The Year of the Three Emperors!

With the legions away securing Vitellius’s position, the situation of the Roman cities and forts along the Rhine is precarious. Several have already been sacked by rebellious Gauls and Germans. Marauding barbarian warbands and, it is said, rebelling Batavian auxiliaries haunt the countryside.

Colonia Claudia Ara Agrippinensium (modern-day Cologne) is in a particularly difficult position. Its strong defensive walls have attracted soldiers and civilians from across eastern Gaul but drought is making it hard to feed these additional mouths. Having largely exhausted the resources of the surrounding farmland, foraging expeditions must now be mounted into the forests across the Rhine.

I'm going to use smallish forces and leave out some elements of the rules. A straightforward foraging scenario should enable us to master the basics of the system.

I need three areas of habitation and Jamie will hopefully be bringing along a couple of suitable buildings from his Saga collection. I have another in production thanks to foam core, cardboard, coffee stirrers, Milliput and an off-cut of MDF...










Saturday, July 18, 2026

Artillery in TacWWII

The question of how artillery works in TacWWII came up on the Facebook group but I decided the best way to answer it was to give a detailed description here.

Let's start with the simplest case; artillery units firing at targets in their line of sight. This is what gunners call "firing over open sights". This takes place in the Direct Fire Phase, not in the Artillery Phase. 

A German sIG33 battery is firing at a troop of British A13 Cruisers at just over 400 metres range (11cm).

A13 (left) comes under fire from a sIG33 (right)

I would treat the 15cm sIG33 as a 100-130mm howitzer. In the 10-20cm range band that gives it fire factors of 5/5. We are shooting at a hard target so we use the number after the slash (not that it makes a difference in this case) giving a target number of 5. However the A13 is an armour class 1 target so there's a -1 die roll modifier. Personally I always think of a -1 modifier as increasing the number I need to roll to hit so our revised "N" value is now 6.

The sIG is in Defence Mode so our German player rolls to hit in Fire Phase A. He rolls his d10 and gets a 6. He's scored exactly "N" so the A13 troop is Neutralised. If he had rolled an 8 (N+2) or higher the result would have been a kill. Because the A13 was in Bold Attack and wouldn't fire until Fire Phase B, it doesn't get to shoot as Neutralised units may not do so.

It's worth noting that had the sIG been replaced by a mortar, a 12cm heavy for example, its "N" value against an armoured target would have been 10 meaning that it could only Neutralise a tank unit by rolling a straight 10 on the die.

-o0o-

Moving on to indirect artillery fire and to the last year of the war, let's assume we have a British Field Regiment of three 25pdr batteries firing from a location three kilometres off the British edge of the table.


This being a prepared assault on an enemy position, the entire Regiment has been ordered to support 2nd Bn the Devonshires.

As the Devonshires begin their approach march, the artillery delivers a programmed bombardment. Before the game (specifically before German deployment), the British player specified a target point, a duration (one game turn) and a barrage type (linear). 

In the artillery phase of Game Turn 1 the fire automatically arrives on target, which happens to be a road junction where the unfortunate German player has deployed a company of dug-in Fallschirmjäger.


Because this is a linear bombardment, the area covered by the fire is 4cm x 12cm oriented parallel to the British table edge.


All three of the Jäger platoons are at least partially under the template so the British player rolls three d10s for effect.

The 25pdr is treated as a "75-90mm Field Gun" and the firing range is in the <160cm bracket so the base "N" values are 7/10 (7 against soft targets, 10 against armour). Infantry are soft targets so the target number would be 7 but it's raised to 8 because the targets are in cover.

The British player announces, "as the dice fall" and throws the three dice. Reading from left to right he gets a ten, a two and an eight. 


N+2 isn't enough to destroy an infantry target so the result is that the two platoons at the ends of the company position are Neutralised. We mark them accordingly and note that we'll need a company morale test at the end of the turn. The explosion marker reminds us of the centre of the barrage area and that the company morale test will be -1 due to "under artillery fire".


-o0o-

Later on in the game, the British player attempts to call in fire on the single model that represents the hamlet of Valkenhorst. The Devonshires' battalion HQ is close enough to have observed a German platoon moving into the location so this is allowed.


Normally requesting fire would follow the sequence "write the request in the Orders Phase of this turn and try to send it in the Orders Transmission Phase next turn". However, because this late in the war the British are deemed to use "Sophisticated Doctrine", the request can be written and transmitted straight away.

The British player writes his request thus: "Whole Regiment to fire HE for two turns, point bombardment, target is the centre of Valkenhorst". For this scenario the British are rated Tac 6 so any roll of six or higher means the fire will arrive.

In the Artillery Phase, the British player attempts a Tac roll to see if the fire is on target. He rolls a two, which is four under the number needed to get on target. This means the fire deviates 3cm x 4 = 12cm in a random direction.

The British player curses when he sees that the deviation puts a Devonshires platoon under the bombardment marker (which is 4cm in diameter because this is a point bombardment).  

The unfortunate infantry must suffer three dice (one for each battery firing) at the 25pdr's a target number of 7. The nine causes them to be Neutralised (ten would have been a kill).

Because the Devonshires requested two turns of fire, the artillery will fire again next turn but the Tac roll for accuracy will be done again, this time with a +1 to the die roll. Hopefully the accuracy will be better next time!

I hope this is helpful. I'll amend this if further info is requested.

Friday, July 17, 2026

Back from the North

The Baroness and I are back from a road trip around points north.  We didn't see much in the way of wargames-related sights (though Dumbarton Castle was fascinating) but we did visit our share of markets and second hand bookshops.

The starting point to our shopping expedition was Tynemouth Metro Station, which hosts a market every weekend. There I found...

It's bound to be used in a game of Arc of Fire some time and at just £7 it would have been rude not to buy it.

The shops of the Stockbridge area of Edinburgh proved a great source of reference material.


I already have the Napoleonic Wars sourcebook that's full of Sharp Practice-relevant material so the ACW equivalent was a must-have. The Diary of a Cavalry Officer should be a great source of narrative snippets and the Men At Arms book will help me interpret it.

Finally on the trip I was somewhat surprised to see this in a back street in Moffatt... 


It's a replica of a Spitfire Mk.IX displayed in the garden of Lord Dowding's family home. Apparently the actual PT462 was converted into a two-seater and can still be seen giving flights to lucky punters somewhere in England.

Tuesday, July 7, 2026

Beware the Calends of September

In a moment of madness I offered to run at Ebor Lard (first weekend of September) the Infamy Infamy game I'd originally intended to have ready for Steel Lard (in November).

One Roman force - I need two!

While the basic game design is fairly well laid-out in my head, I still have to complete at least two items of terrain and at least three units of Romans. I also have to properly learn the rules and adapt them to fit my somewhat peculiar scenario. Oh, and playtest, playtest, playtest!

And I have to do all this in eight weeks, the first of which I'll be spending on holiday in Scotland. Wish me luck!

Batavian Auxiliaries