16 March 2026

UWS Programme for 2026

Although we usually have several games running at each of our monthly meetings, we encourage members to commit in advance to run at least one game per month. That way we hope to ensure there's at least one thing happening every month!

The table below shows what is planned so far and what happened.

David M.
Date    
Period
Scale
Rules (if known)
Organiser(s)
10 Jan
Napoleonic


WSS   

Dark ages

Ancient
28mm


10mm

28mm

28mm
Sharpe Practice


FOB 3

Pillage

Hail Caesar
Jeremy D, Chris and David M

Gary

Leslie

Andy
31 Jan
AGM

Cold war naval


WW2

French and Indian war





6mm

28mm


Skyhawk


Combat HQ

Sharpe practice
Jeremy Dowd

Jeremy Mulholland

Mike Leathem

Jeremy Dowd
28 Feb
WW2

WW2


WW2

WW2

Renaissance in Asia, Chinese vs Japanese. 
28mm

10mm


6mm

20mm

15mm
Chain of Command

One hour wargames+ 

Combat HQ

McGlinton Homebrew

Field of Glory
Jeremy Dowd

D
avid Maltman


Mike Leathem

Phil McGlinton

David Taylor

28 Mar



25 Apr
30 May
27 Jun
25 July
29 Aug
26 Sep

31 Oct
28 Nov

Dec

No meeting. Provisionally ??th January





 

28 February 2026

Overview 28th February.

We had 20 people involved in playing 5 games.

This month had a very heavy WW2 theme.


The games were : 

  • WW2 action in NW Europe, using Combat HQ.

  • WW2 action in Normandy, using Chain of command.

  • WW2 action in Normandy, using McGlinton Home brew rules.

  • WW2 action in The Valley of the Kings, Egypt, using One Hour wargames rules with some modifications.

  • Renaissance action in Asia, Chinese vs Japanese, using Field of Glory.


Setup time.




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Photos by the Editor.

Then the Panther arrived !

Game of WW2, France 1944. 

Using McGilton Homebrew rules in 20mm.













Organized, using terrain and models and nominally umpired by Phil McGilton.

AAR by Phil McGilton.

Players
British     : Phil McGilton.
German  : Adam McGilton.

This month Adam and I decided to play a small WW2 game with my own rules based on Wargames research Group rules from 1974. This time two small battle groups German and American fought over a small village in France 1944.


The sleepy French countryside before the combatants arrive.

The armies having pre-game R&R.



This time as the battle groups were smaller than normal we used Hidden movement with counters see photo.


The two battle groups were evenly balanced in terms of points. This give the American battle group more tanks 4 Shermans including a Jumbo with a platoon infantry. The Germans had a Hetzer and a Panther based around a Platoon of infantry. Each battle group had also a few extra support options.



The American force got off to a great start controlling most of the board and destroying a Puma Armoured car


Then the Panther arrived!


But the American force had a Sherman Jumbo and an A10 Tank destroyer lucking in the centre off the board. The American luck continued with the A10 knocking out a Panzer 4 on the edge off the village.


As more hidden markers were revealed it was clear the Germans had placed much off their infantry in the village. Despite the American infantry being supported by 3 Shermans they would make little progress in removing them.


It was in the centre that the game was won by the German Panther. First the Jumbo and then the A10 were knocked out by the 75mm L71 gun.

The German infantry well placed in the ruins of the village destroyed the two American sections sent in to dislodge them. The American Shermans knocked out a Hetzer and a Flak panzer. The German infantry knocked out a Sherman with a Panzershreck. The Panther after securing the centre of the board now moved to remove the last threat, the two remaining Shermans

The quality of German tanks is made clear in this game. The two remaining Shermans could not even penetrate the frontal armour of the Panther needing a side hit to kill the beast. It was at this stage the American forces decided to withdraw to fight another day but with more tanks and possibly air support.


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Photos curtesy of Phil and the Editor. 

Panzers in the Pyramids.

Game of WW2, Egypt, Valley of the Kings, 1943, a what if game.

Using One Hour Wargames, with some minor additions, in 10mm.













Organized, using terrain and models and nominally umpired by David Maltman.

AAR by David Maltman.


Players

German : Andy Smyth.
Allied     : Jeremy Nixon, David Buick and David Maltman.


The Brief : 

Hitler, in a rare fit of sanity, decided not to invade Russia. As a result Germany has the resources to give Rommel what he needs to defeat the 8th Army. A tribe of Arabs, who have been heavily put upon by the British for many years, show the Germans a secret route into the Valley of the Kings. While the main Axis army fights its way up the coast a flanking army is sent through the Valley to capture the 3 towns on the way to Memphis, the Nile and eventually the Suez canal. Fortunately someone in General Alexanders staff had the foresight to see this possible route and persuaded the General to put a small force in place, just in case. The armour is being kept back in case it was required in Cairo and no threat came through the valley.


The battlefield.

The map is indicative of the sort of terrain in the different areas. In the West it's pyramids, large statues and large rocky outcrops. The centre has sand dunes. The eastern side has the 3 towns with their date palm farms, connected by the road.


British order of battle.

In each town :

    • 3 units of infantry.
    • 1 Light anti-tank gun.
    • 1 Heavy anti-tank gun.
    • 1 Light tank.
    • 2 Medium tanks.
    • 1 Mortar.
    • 1 Self propelled artillery. gun.
    • A senior and a junior leader.
    • A FO.
    • 2 emplacements.

Aircraft

    • 2 Aircraft sorties.

British objectives.

    • Hold on to all 3 towns.
    • Have at least 50% of each of the groups units remaining at the end.


German order of battle. 3 battle groups each consisting of.:

    • 3 units of mechanised infantry.
    • 2 Light tanks.
    • 4 Medium tanks.
    • 2 Light tank destroyers.
    • 2 Self propelled artillery guns. 
    • A senior and a junior leader.
    • A FO.

Aircraft

    • 4 Aircraft sorties.


German objectives.

    • Capture the town of Dashur.
    • Capture the town of Giza.
    • Capture the town of Saqqara.
    • Have 50% of each groups units remaining at the end of the game. 


Deployment.

    • British deploy one battle group in each of the 3 towns. The tanks get diced for when they
      arrive on the battlefield.

    • Germans enter anywhere on the western edge of the table.

The Germans have a significant advantage in armour and, as we shall see, the self propelled artillery performed exceptionally.


How the game played out.

The battlefield with the armies deployed in their starting positions. I took the defence of Dashur and the RAF, Jeremy had the defence of Saqqara and Giza. Andy has decided to send each battle group against a different town.


First move was just a general German advance. British stayed hunkerd down in the towns, waiting. Aircraft were diced for but neither arrived.

The German advance continued. Aircraft both arrived and survived the anti aircraft fire, so are free to roam the table and attack targets that the ground forces can see. The Germans were too far out to spot anything this turn. The British spotter saw a light tank and the typhoon attacked it and survived the flak from the German 88mm.

The German advance continues and the spotters finally get close enough to see a British light anti-tank gun at Dashur. They call in strikes from the Stuka and 2 Hummels and the gun is destroyed.


The next few moves were all pretty similar. The relentless German advance with their artillery hitting whatever their spotters could see, causing mayhem amongst the British lines, particularly at Dashur.

The first British tanks arrive and start moving around the towns, as the rules do not allow them to finish their movement within a town. The forward German elements are encroaching on the towns and will be in place next move to attack. 


They have already reached Dashur where the light tanks and ant-tank guns gang up on the infantry in the emplacement and take it down to half strength.


On the action at Giza the German artillery takes out a Heavy anti-tank gun.


British tanks finally arriving at the front in Saqqara and Giza. But the German tanks will soon be on them.


At this point the main British commander Brigadier Nixon became unwell and had to be medevacked out of the battle. His 2IC Lieutenant Colonel Buick taking over. 

The British get a second Typhoon sortie and go for the German Hummels. But inflict little damage before having to withdraw.


The tanks finally get into battling each other, with the British coming of worst.






At that point time was up.

Adding up the victory points, the British were still in control of the 3 towns and had one battle group at over 50%, so 4 points in total.

Oberst Smyth had no assets in the towns, but all 3 battlegroups were over 50%, so 3 points only.

Technically a British win. But if it had gone another turn and Andy had read the victory conditions again I suspect that the Germans could have easily got into one, or possibly all, of the towns nullifying the British victory points.

An enjoyable game, even with such a simple set of rules. Now, the game took all day, not the one hour of the rules title. But the rules were originally written for 2 people each with a maximum of 6 units, no heavy artillery and, with the ground scale we were using, the battle field would only have been about 50cm a side so the longer time was not unreasonable.

I would recommend the book of rules as you get several sets going from ancient to WW2, following a similar format for each period, and a load of scenarios. Also its cheap ( £11 on amazon ) compared with most other rule sets, you know who I mean lardy boys and bazzer hilton. It's also a good set of introduction rules.

If anyone would like a copy of my modified WW2 rules let me know and I shall give you a pdf of them.

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Photos curtesy of the Editor.