30 May 2026

Sword Beach.

Game of WW2, France, Normandy, 6th June 1944. 

Using Rapid Fire in 20mm.













Organized, using terrain and models and umpired by Chris Caves.

AAR by Gary.

Players

German : Andy and Stevie.

Allies     : Jeremy, Ian and Gary.


I took part in a very nice game put on by Chris based on the landings on Sword Beach on 6th June 1944 using Rapid Fire (mainly Reloaded but with some bits of RF2).

Chris brought his usual superb terrain (10' x 5') depicting the beach area around Ouistreham and St Aubin using his lovely 20mm kit and terrain.

Some excellent looking concrete defenses and landing craft included.

German defenders (with early intervention from elements of 21st Panzer) were controlled by Andy and Stevie with Jeremy, Ian and I commanding elements of the Great Crusade.

A really excellent game it was too (Rapid Fire shines for this sort of endeavor).

British divided into 3 separate landing waves with plenty of 'Funnies' and other armour in first wave and 3 Battalions of well equipped Infantry in following waves (with more armour and Commandoes).

Huns had bunkers with 50mm or 75mm (in the Casino) AT guns, with several MG bunkers and numerous weapons pits, with some Panzer Grenadiers, Stugs, PzIIIs and couple of Marders arriving later.

Brits had a preliminary Naval Bombardment (which was pants) with ongoing support from naval assets (once FOO on table) and several sorties of rocket armed Typhoons.

Germans had access to Merville Battery (we rolled to silence it and failed at start) and later some Nebelwerfers.

Initial turns saw Naval fire fail and Germans also fail to hit any landing vessels (thankfully)

First Allied wave landed on right at St Aubin with subsequent waves coming in at center and left (Commandoes directly at Ouistreham).

British had several DD Tanks most of which failed to reach the beach.

Flail tanks cleared the beaches of mines under a barrage of anti-tank fire whilst 'dust-bin' firing Petard armed Churchills struggled to deal with bunkers.

German direct fire proved very accurate initially (so many 5s and 6s !!) and soon British tanks were burning all across the beach with foot sloggers slowly cross the sands under fire

First RAF sortie was shot from the sky but this nastiness seemed to inspire the invading troops who then used demo charge and flames throwers to take out the Casino and defended building at St Aubin which put a dent in German firepower.

However soon their armour arrived and seemed the invaders might get overwhelmed on the beach.

But British fire then proved deadly with Commandoes assaulting bunkers and a PzIII and the Marders lost to further Typhoon sorties and Sherman fire.

By this stage the Hun beach defence line was pierced in several places and weight of Allied numbers was beginning to tell as position after position was destroyed and a British victory was declared albeit a rather bloody one.


The battle blow by blow.

The invaders in their waves.

Quiet before the storm


.First wave disembarks near St Aubin.


The Casino in Ouistreham untouched by naval fire and housing a nasty Pak 40.


Allies ashore but Sherman burning.


Central German bunker which survived naval fire, Petards and tank fire finally succumbing only to direct assault by Engineers'


Slow progress (6" per turn in sand) across the beach.


Formidable defences at Ouistreham, Several bunkers and that sea wall.

Central area less formidable but swept by enfilading fire.


Beach obstacles and mines hampered the British armour.


Note the two large Bunkers to rear represented supporting batteries further inland and could not fire directly onto beach or be fired upon but could target units at sea, at which they proved to be pants.


Action hot and heavy with both sides suffering losses (lots of brewed armour).


Commandoes have destroyed the Casino and are pressing further into town as last of British support units arrive.


The landing fleet has miraculously remained intact.


Central bunker has at last fallen as British armour moves passes by.


Sea front at Ouistreham is in flames (fall of bunker on left cut of German access to support batteries).


Lots of burning armour on beach.


But central zone has been fully breached. 


Ding dong duels between Stugs, Shermans and Churchills at St Aubin.


Typhoon helps deal with Marders on road out of town.


View from German side as Commandoes assault.


And from crumbling centre.


Last Hun reserves stalk Allied armour.


A busy beach indeed.


The Commandoes advance.


Incredibly the German artillery failed to hit this target rich environment.


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We are fortunate to get a second AAR, done by Chris and posted on the Facebook Rapid Fire Reloaded group.

Saturday saw me setting up and running a D-Day sword beach club participation game in 20mm  at the Ulster Wargames Society

There were 3 allied players each with 4 full battalions and armoured support faced off against a couple of German defenders whilst I umpired and kept things rolling. 

I used rapid fire reloaded and the sword beach map from the old rapid fire campaign guide as the basis. The table included two large Morris / Hillman “bunkers “ disproportionately close to the beach ( however these gun positions were only allowed to fire indirectly onto the approaching armada ).

The only other variations were the use of a Canadian battalion ,and the Royal Marines landing on a different part of the beach ( I gave the allied commander autonomy to distribute forces ).

The game was great fun and introduced 3 new players to rapid fire reloaded supported by 2 regular players. 

I have also attached a few photos from test games ( in case you wonder why the  “end “ photos of the action vary ).

The table and kit has been put together by myself with most of the infantry being old SHQ figures which blend perfectly with the many plastic figures , most of the armour is Airfix ( Sherman’s and Churchills built 25+ years ago ).

The landing ships include several from Raventhorpe ( still available ) Airfix LCM’s ,LCI from Britannia , along with some of the buildings.























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Editorial comment : 

It's not a bit surprising the British won, they came a week early completely confusing the Germans.

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Photos curtesy of Gary and Chris. 

Somewhere in Africa, during the 17th Century.

Game of the Renaissance in Africa during the 17th Century. 

Using Fields of Glory, Renaissance in 15mm.













Organized, using terrain and models by David Brown and David Taylor.

AAR by David Taylor.

Players
Western Sudanese : David Taylor.
Ethiopian                 : David Brown and Tom Sheeran.

Western Sudanese (Figures by Khurasan Miniatures). Commanded by David Taylor.
Ethiopian (Figures mainly by Essex Miniatures). Commanded by Dave Brown, with Tom Sheeran as sub-general on the Ethiopian left.

The Ethiopian aggressors had decided to expand their empire into the lands of the Hausa state of Zazzau (modern day Zaria, Nigeria). Amina, the warrior queen of Zazzau had called on her subjects and allies (from the Hausa state of Kano) to resist the invaders, and her army had intercepted the Ethiopian army on the grasslands of the savanna (i.e. DT won the initiative).

The armies (800 points per side) lined up for battle. The Sudanese on the left and the Ethiopians on the right. The battlefield is very open with a gentle hill in the Sudanese rear which played no part in the battle, a couple of areas of brush in the Ethiopian rear (again which played no part in the battle) and a couple of areas of uneven ground on the Sudanese right flank. The uneven ground was very influential in how the battle on this flank played out, particularly the area near the centreline.

The Sudanese have their warrior infantry in the centre, light foot archers spread across their front, their Guard infantry in the rough going to the right of the hill and then their cavalry massed on both flanks, with their allies on their right. The Sudanese infantry is mainly bowmen, with one unit of armoured spearmen. However, they are significantly outnumbered by the Ethiopian infantry who are better in close combat and who have a number of modern musketeers in their ranks. The Sudanese have massed their generals with their cavalry on the left as they have an advantage in mounted, with 8 units against 5, leaving the ally general in charge on their right. The Ethiopians have also placed their mounted on the flanks with a mass of infantry in the centre. Their generals have been placed evenly on each flank.

Queen Amina, surveying the battlefield from her camp before leading her troops into battle.


Queen Amina, leading her troops, under the Hausa banner.


As would be expected, no figure manufacturers produce an appropriate figure to represent Queen Amina, so the figure used, both on foot and mounted, are printed figures from larger scale STL files, printed out at 18mm, by a friend. The horse is for an Arab general from Khurasan.

The tree is home made to try and represent an African Acacia tree. The tent is from Khurasan, as are the porters and cattle.

So back to the battle.


The Ethiopians advanced their small unit of javelin men on the left with their cavalry behind. However, the larger unit of Sudanese archers, despite being poor levies, made short work of the javelin men (who have routed off table to the right). As Stephen Bankhead always used to say, quantity has a quality all of its own. Being in uneven terrain, the Sudanese archers were happy to stand and engage the enemy cavalry with bow fire. The cavalry didn’t fancy venturing into the terrain, particularly with enemy mounted waiting for them on the far side, so decided to stand and take it, leading to the rapid demise of the unit of unarmoured cavalry (routing in the right rear). When the Sudanese guard (who were better quality archers) decided to get involved, the Ethiopian guard cavalry, the best mounted troops in the game, decided it was time to make a retreat  strategic withdrawal.

In the centre, the lines of infantry have just started to clash.

On the far left, the Ethiopian cavalry has been driven back by superior numbers with the loss of one unit of light horse, and are under severe pressure as the Sudanese heavy cavalry (the equivalent of the Ethiopian guard) line up to charge the enemy foot, once their skirmishing archers get out of the way of their betters.


The battle is nearing its conclusion. The massed archery on the right has dispatched the Ethiopian guard cavalry in short order (their decision to retreat being just too late). The allied Sudanese heavy cavalry are lining up, ready for the advancing enemy spearmen who are being screened by the light horse.

In the centre, the Sudanese spearmen, despite being armoured and having the advantage, are being whittled down by their Ethiopian unarmoured counterparts. But their morale is holding. Unfortunately, the musketeers in the middle have found that slow loading muskets are no match for greater numbers of quick firing bows and have fled the field, leaving the column of musketeers in support in disorder and waiting for their turn for more of the same medicine.

On the far left, the skirmishing archers have eventually moved away and the heavy cavalry are lined up to charge on their next opportunity. However, it is not looking good for the Ethiopian mounted as their cavalry have fled and their remaining light horse are in combat against superior numbers and losing. All the Ethiopian generals on that side are fighting in their front ranks, so no-one is available to rally troops or maneuver the strategic reserve. Oh, there is no strategic reserve.


And shortly after, the battle ends, on the right, the Sudanese skirmishers have evaded the charges of the Ethiopian foot and the allied heavy cavalry are lines up to charge.

In the centre, the Sudanese spearmen have eventually succumbed to their losses, but the archers in the centre have routed the second unit of musketeers, who being deployed in column, were unable to bring their firepower to bear against the longer line of their enemy (I am sure that should be a lesson for the future Mr Wellington).

The other smaller unit of archers in the centre has been charged by the Ethiopian guard infantry, another tough unit, but both are disrupted and the archers are holding on valiantly.

Everything is ready for the decisive blow on the left, however, with the loss of the second unit of musketeers in the centre, the Ethiopian army crumbles in defeat, with 7 units lost to 1 lost for the Sudanese. A very enjoyable game, particularly for the Sudanese, however, why the Ethiopians deployed their best cavalry facing archers in uneven terrain is still being discussed around the camp fires.

The rematch, somewhere in Africa, during the 17th Century.

Following their defeat at the hands of the West Sudanese, the Ethiopians have cobbled together another force to stop the Sudanese exploiting their victory. The Hausa army of Zazzau (modern day Zaria), under Queen Amina and her allies (from the Hausa state of Kano) have moved into the agricultural lands to the east where the Ethiopians are waiting (i.e. DB won the initiative).


The armies (800 points per side) during the second turn. The Sudanese on the left and the Ethiopians on the right. Despite the agricultural setting, the battlefield is still very open with two gentle hills on the Ethiopian side and two areas of enclosed fields on the Sudanese side. Only the hill on the Sudanese right played any part in the battle.

Again, the Sudanese have deployed their infantry in the centre, with their mounted on the flanks. However, this time the allied command is on the left. The Ethiopians have also lined their foot up across the centre, but this time they have fewer mounted with their light horse on the left, one unit of cavalry on the right and their Guard cavalry in the centre, alongside their Guard infantry.

The Sudanese have moved first, advancing a large unit of light horse over the hill on their right, only to be confronted by a wall of Ethiopian javelin men and light horse. The rest of the army has made a general advance across the battlefield. The Ethiopians have done the same, bringing their Guard cavalry out to engage the allies, while their light horse and javelin men have moved up to bring massed shooting against the enemy light horse. This time the Ethiopians have a strategic reserve with a unit of spearmen on the hill under their C-in-C.

The Sudanese light horse on the hill have just charged the enemy javelin men only to be intercepted by the enemy light horse as the light foot evade. The Sudanese have the advantage being uphill, with a larger unit (the two lone elements behind the unit are part of it, they just insist on sliding off the hill and off the edge of the table when placed with the unit). The rest of the hill is fine as it has been coated with metal filings, painted green which the troops adhere to. Unfortunately, the rocky areas haven’t had this treatment.

This hill is to be the graveyard for generals, with the Sudanese committing one general to the combats while the Ethiopians committed two. All three commanders are to fall to the enemy swords. Despite initial setbacks, the Sudanese are able to get superior numbers of mounted involved, including their armoured horse to destroy the two small units of Ethiopian light horse.

The battle after the first few turns. On the right, the hill has been cleared and the Sudanese mounted are advancing around the end of the Ethiopian flank. The Sudanese heavy cavalry has charged the musketeers at the end of the line and swept them from the field (the remnants, 3 bases, can be seen heading for the rear beside all the Sudanese mounted). The heavy cavalry has then rallied from pursuit and are now advancing towards the rear centre of the Ethiopian line. The reserve has come off the hill and lined up to face the enemy cavalry while the Ethiopian C-in-C tries to shore up the end of the line. The heroes of the day must be the unit of levy light foot archers at the right hand end of the Sudanese line. The big gap in front of them is full of dead bodies of the Ethiopian superior two-handed swordsmen, who are realising that a big sword is no replacement for a good shield when they are being peppered by arrows, even from poor foot.

In the centre, the Sudanese spearmen are again in combat, however, this time against musketeers. On the far left, the heavy horse on both sides are lining up to engage, however, the Ethiopian cavalry is again under pressure from massed shooting.


The final stages of the battle.

The Sudanese light horse is ganging up on the javelin men on the right while, while the cavalry wreaks havoc with the foot, rolling up the Ethiopian line. In the centre the musketeers are barely surviving against the enemy spearmen and are about to break.

However, on the far left, the allies have disintegrated, with their general, bravely leading his heavy cavalry from the front, succumbing to a sneaky blow, leaving the flank in disarray. The Sudanese archers providing the link between the ally and the Queen’s troops have also been slaughtered by the Ethiopian Guard infantry.

But it is too little, too late as the Ethiopian losses in the centre and the right are too much and the army quits the field, with 6 units lost and 2 fragmented, against 3 units of Sudanese lost (mainly allies, so that was OK).

Another enjoyable game, but not a good one if you were a general with 4 out of 8 generals being killed. 

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Photos curtesy of David Taylor.

25 April 2026

Baby Blenheim.

Game of the War of Spanish succession , 13th August 1704. 

Using Field of Battle 3 in 10mm.













Organized, using terrain and models and umpired by Gary.

AARs by Gary and the Editor.


Players

French : Jeremy Nixon, David Brown, Stephen Casement, Tom.

Allied    : David Maltman, David Taylor, Andy Smith.


Club today and I ran another FOB3 scenario with my 10mm toys again.

Scenario was based on Blenheim (I termed it 'Baby Blenheim') with units representing as usual 3-4 foot battalions or 8-10 cavalry squadrons.

Was nominally designed to accommodate 4 players but ended up 7 played to control 4 Commands per side.

Allies were Dave T, Andy and Dave M with French under command of Dave B, Jeremy, Stephen and Tom.

I used historical deployment areas but allowed players to swap units between commands if they wished (think they only shifted a couple each).

What a cracking game this one turned out to be with loads of to and fro action, incidents galore and swings of fortune for both sides with a super battle narrative.

Allies had some minor success after initial advance but then came undone with multiple units being Routed as French artillery seemed to get an endless run of artillery cards.

Seemed Allies were going to stutter as could not get a good run of cards (not helped by a mid-deck reshuffle) or successful rolls other than for rallying (superior officers helping).

The Maison Du Roi in the centre charged and swept up 3 units and things really looked bleak for Allies as their losses mounted and Morale pool dwindled rapidly.

French were also taking losses from superior Allied volleys but a lesser rate.

But then when all seemed lost (Morale expended but did not turn a potential game ending Army Morale card) Allied fortunes uniformly improved all across the battlefield and French center suddenly collapsed with several units routed or destroyed (including Maison Du Roi) and French morale plummeted to zero as well.

Allies were then able to get the English foot into action against Blenheim itself and after initially being forced back they swept the French out of the town (gaining a much needed +5 Morale).

Things then went from bad to worse for French as Allies pushed well across Nebel into crumbling French centre and their guns lines were assaulted (French started to 'gift' morale to enemy).

Losing a General did not help and he was never replaced (i.e. no leadership card)

Looked to be no way back for the French but a unit of Bavarian Foot Guard did sterling work routing opposing foot and horse units, but again the Allies managed to Rally quickly.

One feature was the Allies managing to gain extra actions on French Lull cards (they had 3 in their Poor deck) and often key actions they were like melee, infantry fire or artillery fire which rubbed salt into French wounds.

French were hanging on by a thread but did manage to play 8 or more cards before they pulled an Army Morale card which they failed and they quit the field.

A very close game with Allies teetering on brink at one point (although Marlborough may have kept them in it with his D12+1 command dice vs Tallards D10) but they survived and pendulum swung back so far French could not recover.


The battle blow by blow :

The quiet battle field, before the armies arrive.



Initial Allied advance in center (from right) under Marlborough (Dave T) facing Tallard (Stephen) and Blainville (Dave B)


Allied right under Lord Cutts (Dave M) move towards Blenheim (French forced to keep 2 Battalions in the 2 sector town) defended by Clerambault (Jeremy).


On Allied right Prince Eugene (Andy) advanced against Marsin (Tom).

Initial success for Allies getting across Nebel in centre.

View along battle lines from French right at Blenheim and the Danube.

French guns and the Maison Du Roi have pushed Allies back.


Late in game and Blenheim has fallen to elite English foot with French routing (red tufts).

French right and center in real trouble now and Blainville is Hors De Combat with units all disordered (yellow tufts) out of command.

Allies applying coup de gras in center.

French left only formation still mostly intact.

French guns about to be swept away.

Heavy action near the windmill.


View from the Allied right.


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Today you get a second AAR for this battle. Lord John Cutts gives a report of the attack on Blenheim town.


The froggies moved into Blenheim on mass, with some of their infantry coming down to the river and cavalry in support. 

I agreed with Lord Churchill that when the cavalry in the centre of the field had been neutralized we would storm the town. Could not do it with cavalry at our backs.

The Frenchies were looking too happy at the river, so I sent the infantry up to drive them off. 


A few good volleys and they scarpered back out of range.


For a while it all got a bit hairy in the centre with M'Lord Churchill under some pressure. Then it turned back in our favor. For the most part we traded musketry with the French infantry to the right of Blenheim and kept the ones to the left pinned by our Dutch cavalry waiting just out of musket range and the Dutch infantry giving then a volley or two. I sent my British cavalry over to the right to support Lord Churchills infantry should the French cavalry break through. Then the attack on the town started with the first British regiment going to its right flank preparing for the attack.

The Dutch fire fight on the left managed to rout one French unit, at a cost of one of the Dutch units falling back. A second British unit wheeled to allow itself to fire into the town, the third staying back incase the French cavalry in the centre boke through.

British attacks on the front and flank of the front half of the town saw the French defenders routed. 

Next go it was into the back part of the town and they went as well. Blenheim as now a part of Britain with the men ransacking every hostelry for Bavarian Larger ( The Brits abroad, what can you do with them - Editor ). The Dutch cavalry following the French just in case they managed to recover.

So that was it, the French crumbled in the Centre and Right of the field and it was all over bar the after battle booze up.

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Editorial comment : 

When the French finally retreated from the town of Blenheim, Gary quoted a line from the ballad of brave Sir Robin. So it seemed only fitting to turn to the comic bard Mr Eric Idle for a suitable commemorative ditty to be sung in the Taverns of Britain and Holland.


The ballad of the brave French army.


Brave French army thought this was their day,

Held Blenheim town in their sway.

Then the British and Dutch went in, to give them a good kickin'.

Oh, oh, oh, brave French army.


Brave French army ran away,

Bravely ran away, away.

When danger reared its ugly head, they bravely turned their tails and fled.

Oh, oh, oh, brave French army.


Yes, brave Sir John Cutts, took up his sword and whacked French butts,

And gallantly, the Froggies chickened out. Bravely taking to their feet,

They beat a very brave retreat,

Bravest of the brave, the French army ? nay !


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Photos curtesy of Gary and the Editor. 

Fords of Isen.

 Game of the Lord of the Rings, border of Rohan, late February 3019. 


Using Midgard, in 28mm.













Organized, using terrain by Tim Snoddy, models by David Smylie and umpired by Tim Snoddy.

AAR by Tim Snoddy.

Players

Rohan    : Jeremy Dowd and David Pentland.
Isengard : David Smylie, Chris Caves, Billy McClenaghan .



The quiet battle field, before the armies arrive.



The scenario revolved around a river that was impassable except for two fords. Victory is decided mainly by holding the fords. It is based on a scenario from Lard Magazine 2024.


Isengard sent a flanking force of light riders and skirmishers which would arrive later in the game on the right flank on the Rohan side of the river.

Rohan had called up reserves of heavy riders who would also arrive later in the game.

The defenders had to deploy first and the cunning Isengard generals stacked their strength against the less well defended left flank ford.  Including the much feared unit of trolls.




Defenders deploy so that anyone attacking across the right hand ford will have to charge two units.  Missile fire is weaker in Midgard than in a lot of rule sets, only really effective at close range.  Luckily close range is enough to cover the entire length of the ford.


This is late game at the ford on the right flank.  Isengard forces have suffered heavy losses trying to cross the ford.  Defenders led by a hero hold on determinedly. 


Meanwhile the Isengard flanking force of Warg riders also led by a hero has arrived.   

Skirmishers move to a ploughed field to protect themselves against Riders of Rohan who have also arrived.  


There is a great battle in the field but despite making the best of the terrain advantage the Isengard skirmishers are routed.  

The unit of Warg Riders charges the unit of defending archers only for the Warg Rider unit to be routed. 


The hero fought on and in a dazzling display of martial skill defeated the archers on his own.  

He then charged the defending unit on the ford and routed it!  

This led to high drama and controversy.  Only a defending hero remained on the ford.  

He had to fight on and I ruled that he only had to fight one of two enemies who had been fighting the unit he led.  This meant he remained on the ford at game end.  

The other ford was in Isengard hands and the game was a draw.  

However I checked with the rules author and he said the situation was not covered in the rules but he felt the last remaining hero defending the ford should have fought both enemies.  

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Photos curtesy of Tim and the Editor.