Sunday, 10 May 2026

Battle of Britain Campaign - Turn 2 and a remote game

The dice were rolled for Turn Two (15 July to 21 July) of my Battle of Britain campaign to determine the Luftwaffe’s next mission. (For details of the campaign system, click Planning an Air Campaign.) A roll of 3 resulted in a Bombing Raid on London scenario. This game would be played remotely against Jon from Palouse Wargaming Journal.

The campaign missions for the Luftwaffe.

The forces Involved:

Luftwaffe

  • 1 × Heinkel 111
  • 1 × Dornier 17
  • 3 × Messerschmitt 109s

RAF

  • 2 × Hurricanes
  • 2 × Spitfires

In addition, the RAF would deploy two Barrage Balloons with Flak.

The game used the Blood Red Skies (BRS) rules from Airfix's Battle of Britain Boxed Set. The major difference is I have added the rules for bombers and the game does not use trait cards as per Warlord Games' rules. I have additionally adapted the rules for play on a hex grid. For remote gaming, I find a grid so much easier as it simplifies movement and positioning during play.

Jon would command the Luftwaffe, while I would take the role of the RAF defenders.

Scenario Setup

The scenario was prepared at the start of the remote session.

Weather - A dice roll of 2 produced Overcast conditions, resulting in three clouds being placed on the tabletop. Clouds were deployed alternately by the players, beginning with the Luftwaffe.

Defences - The RAF player then positioned two barrage balloons and Flak defences to protect the target area.

Pilot Skill - Pilot experience was then determined. The Luftwaffe continued to benefit from their early-campaign veteran advantage. Jon’s force consisted of:

  • 1 Ace
  • 2 Veterans
  • 1 Regular pilot

The RAF, meanwhile, suffered a penalty to skill rolls following their defeat in the opening Sortie mission. Despite this setback, my RAF roster included:

  • 1 Ace
  • 2 Regular pilots
  • 1 Novice

Deployment -  The Luftwaffe deployed first, entering along the table edge opposite the target zone, which was located in the centre of the far table edge. The RAF then deployed anywhere within their half of the table in preparation to intercept the bombers.

Altitude - Finally, each aircraft’s starting altitude state was determined as:

  • Advantaged
  • Neutral
  • Disadvantaged

Under the rules, bomber aircraft could never begin or gain an advantaged altitude. They just plod along in a straight line to the target.

With all preparations complete, the scenario began.

Game Report

The RAF patrol sighted the approaching Luftwaffe formation well before it reached the coast. Even as the bombers were identified, the British pilots were searching the skies above for the escort fighters that were certain to accompany them. Sure enough, the Messerschmitts were spotted higher up, ready to protect their bombers.

The RAF fighters opened their throttles and climbed hard to intercept. In response, the German fighters surged forward while the bombers, a Dornier 17 and Heinkel 111 laden with bombs for London and the docks pressed steadily onward towards their target.

RAF fighters climb to intercept and the escort fighters surge forward.

The Messerschmitts swept in fast and aggressively, machine-guns blazing, and the RAF pilots were forced to weave and turn sharply to avoid the incoming fire. They used the cloud cover and the tighter turning circle of their fighters to evade the worst of the attack.

The Messerschmitts engage the RAF fighters.

The British pilots broke through towards the bombers. As they swung in behind them, the Hurricanes and Spitfires began making attack runs against the enemy bombers, knowing time was short before the escort fighters returned. Short bursts of fire stitched across the bombers’ fuselages. Some damage was inflicted, and both German bombers were forced to lose altitude under the attack. Yet neither bomber was seriously damaged. The RAF pilots began glancing nervously over their shoulders for the inevitable return of the Messerschmitts.

Spitfires and Hurricanes make attack runs against the bombers.

The Luftwaffe fighters were soon diving back into the fray, forcing the British aircraft into evasive twists and turns. Even so, the RAF pilots did their best to press home their attacks on the bombers whenever the chance presented itself.

The bombers were proving to be difficult targets, and before critical damage could be inflicted, the Messerschmitt pilots struck decisively. Two RAF fighters were shot down in rapid succession, their aircraft falling away from the battle. Now outnumbered and with little prospect of stopping the raid, the surviving RAF fighters were forced to break off the engagement and turn for home.

German fighters are able to down two RAF fighters.

With the skies cleared of opposition, the German bombers continued towards London, now facing only the London's barrage balloons and flak batteries defending the capital.

Summary

Pilot skill is an important factor in the BRS game rules, influencing initiative, shooting accuracy, and ability to dodge hits. While Jon may have had better skilled pilots, the turning ability of the Spitfires and Hurricanes evened things up. Allowing my fighters to avoid the initial rush of the Messerschmitts with only minimal damage.

The RAF pilots were able to work their way onto the tails of the German bombers. Unfortunately, their shooting failed to make the most of the opportunity. Jon’s Messerschmitts regrouped from their first attack run and returned to the fight. This combined with the defensive fire from the bombers, disrupted my attack and inflicted sufficient damage to drive the RAF fighters off.

Bombers in formation.

The game took about an hour to complete. This included scenario setup such as determining pilot skill, altitude states, and weather conditions.

As the rules are still new to both of us, particularly for Jon, and with me having only played a handful of games, we occasionally had to stop to confirm certain rules which did slow the pace of the game at the start. 

Compared to our previous remote game, which began with only a single aircraft per side before later introducing an extra aircraft each, the larger forces in this scenario made for a far more challenging game. The activation system which is based on altitude and pilot skill creates some interesting tactical decision-making.

After the game, our discussion turned to whether the rules might also work for First World War air combat. As it happens, Jon has some WWI aircraft, along with a sizeable collection of kits still waiting to be built. I had previously come across a fan-made WWI adaptation in the "Blood Red Skies Ready Room" Facebook Group, so I downloaded a copy and sent it through to Jon the following day. No pressure, of course.

Updated campaign map and tracker.

Sunday, 3 May 2026

A change of painting subject

I have been painting Zulus for a few weeks now, 240 completed so far, and felt it was time for a change of subject. 

The 1:72 scale plastic Zulus completed so far.

The perfect excuse arrived with a postal delivery of some Star Wars Legion models I had spotted on sale. Some Wookiees and B2 Battle Droids were quickly painted up and added to my growing Star Wars collection, adding a bit more variety of units in my skirmish games.

Battle droids.

Wookiees.

While I had my Star Wars figures out, I decided to upgrade the Emperor model. It is a nice enough model, but it looks like an old man rather than a truly menacing figure, even when accompanied by his bodyguard. To give him a bit more menace, I decided to try and add some bolts of crackling energy coming from his raised hand.

My current model of the Emperor lacks menace.

Adding his body guard helps increase the level of menace.

This was done by bending some wire into shape, coating it with glue, and sprinkling sand over it for texture. Once dry, I sealed it with a second layer of glue before painting it in successive layers of mid-blue, light blue, and white to try and create an energy effect. A small hole was drilled into the Emperor’s raised hand, allowing the wire to slot neatly in place. This means the energy effect can be added or removed as needed.

"Luke, turn to the dark side!"

It can be removed when not needed.

Later this week I have a remote Blood Red Skies game scheduled which will be part of my Battle of Britain campaign.

Sunday, 26 April 2026

Battle of Britain Solo Campaign – Week One

This week I finally managed to get my Battle of Britain campaign underway. I had delayed the start of the campaign until I could collect and paint a Ju 87 Stuka to finish off the Luftwaffe force used in the campaign, and with that now completed, everything was ready to begin.

My latest purchase was quickly painted and ready for a game.

I made one adjustment to my solo campaign mission rule mechanism. Rather than starting with a randomly generated mission, I decided that the opening week of the campaign (8th–14th July 1940) should start with a Sortie and Reconnaissance mission. From that point on, missions will be randomly generated, until the final mission which must be a bombing raid on London.

The campaign itself is very abstract, with each turn representing one week of real time. Each week a single tabletop mission is played and its outcome will determine the broader operational situation. See my previous post (here) for the campaign rules.

For the mission games I am using a variation of Blood Red Skies rules converted to a hex grid.

Mission Setup

As the Sortie and Reconnaissance mission was not a bombing raid, there was no need to deploy any barrage balloons or flak. So the first step with this game was to determine the weather, which would determine the number of clouds on the tabletop:

  • 1 = Poor (4 clouds)
  • 2 = Fine/Overcast (3 clouds)
  • 3–4 = Fine (2 clouds)
  • 5 = Clearing (1 cloud)
  • 6 = Clear (0 clouds)

A roll of 5 resulted in a single cloud, which the Luftwaffe (who always place clouds first) positioned roughly in the centre of the table.

Deployment

The Luftwaffe deployed first, placing three Me109s and one Me110 along a single table edge.

The RAF deployed second anywhere within the opposite half of the table. They chose to split their force, positioning two Spitfires in one corner and two Hurricanes in the other.

Advantage Levels

Each side then rolled to determine their aircraft starting Advantage Level for all aircraft:

  • 5–6 is Advantaged
  • 3–4 is Neutral
  • 2 or less is Disadvantaged

The Luftwaffe rolled a 6, giving all their aircraft an advantageous starting position. The RAF, however, rolled a 2, suggesting they had been caught somewhat unprepared for this sortie and would begin the game at a disadvantage.

Pilot Skill

Finally, pilot quality was determined. For the first five weeks of the campaign, the Luftwaffe would benefit from better skill levels, adding +1 to all skill rolls to reflect their pool of combat veterans.

  • 6+ = Ace
  • 5 = Veteran
  • 2–4 = Regular
  • 1 or less = Novice

Despite the odds favouriting the Luftwaffe, the RAF rolled exceptionally well with one Ace, two Veterans, and one Regular. Opposing them were four Veteran Luftwaffe pilots.

The first game of the campaign was ready to began.

After Action Report

Week One (8th–14th July 1940)

Mission Type: Sortie and Reconnaissance

It was a fine summer’s day, the sky was clear but for a lone drifting cloud. The Luftwaffe sighted the RAF fighters ahead at a lower altitude. Wasting no time, the German formation split in two groups, each group heading off to engage its opposite number.

The formations split into two groups as they close.

The RAF pilots quickly responded, turning towards the oncoming German fighters and climbing hard, engines roaring as they fought for height to gain advantage. Within moments the sky was full with aircraft manoeuvring for advantage. Short bursts of fire rattling out as pilots sought to land hits on an enemy aircraft.

Then came the first decisive moment. A Me110 lurking on the edge of the confused engagement, was able to slip onto the tail of a Hurricane. Seizing his chance, the pilot opened fire at close range. The heavy fighters guns landed some critical hits to the British fighter. Smoke started to stream from the Hurricane showing it was badly hit and doomed. A second Hurricane, showing quick thinking, had broken away and vanished into the safety of a nearby cloud.

In the confusion of a dogfight a Me 110 seizes it chance and downs a Hurricane.

Elsewhere, the fight had become a furious contest of skill and nerve. Two Spitfires tangled with a pair of Me109s, wheeling, diving, and climbing in a dogfight. Time and time again, each pilot used their skill and luck to dodge the incoming fire.

A second dogfight underway between Me 109s and Spitfires. In the background a Hurricane emerges from the cloud.

But the situation would not last for long. In a coordinated move, the German fighters were able to isolate one of the Spitfires, the wingman of the RAF Ace. They struck with precision. A burst of fire found its mark, and smoke began to pour from the Spitfire’s engine. With its engine failing, the aircraft tipped into a steep and uncontrolled descent.

A British Spitfire begins an uncontrolled decent.

Having taken two losses in the encounter, the surviving RAF fighters disengaged and made for their home airfields. Today belonged to the Luftwaffe.

Campaign Outcome

My campaign map and tracker. The first campaign week (8th-14th July) has been crossed off with “2L” circled for a Sortie mission with a Luftwaffe victory.

Though no campaign victory points were gained from this encounter for the Luftwaffe, the cost to the RAF will be keenly felt. For the next two weeks, their pilots will have a -1 applied to all skill dice rolls. 


Sunday, 19 April 2026

Planning an Air Campaign

In between painting Zulus, I am up to 180 now, I have finally managed to put together all my Battle of Britain campaign notes for use with the Blood Red Skies rules. The games will feature my small collection of 1:72 scale aircraft and will be played either indoors on the tabletop or, weather permitting, outside in the garden (see here).

Here are the campaign rules...

A campaign tracker I made.

This is a solo campaign where the player takes the RAF role. The campaign is played over 17 turns with each turn representing one week during the period from 10 July to 31 October 1940. The RAF objective is to minimise Luftwaffe bombing success against London, industry and Channel convoys.

Each tabletop game is a key encounter that determines the campaign outcome for the entire week. A very "bath-tubbing" approach with my handful of models.

Turn Sequence

  1. Luftwaffe Target Selection: Determine the Luftwaffe’s objective for the week.
  2. Mission Briefing: Note campaign modifiers and set up the tabletop.
  3. Engagement: Play the game using the Blood Red Skies rules and a Solo Flowchart.
  4. Debrief: Record the result and update the Campaign Calendar.

Luftwaffe Target Selection

At the start of each campaign turn, roll 1D6 to determine the Luftwaffe’s primary target.

  • 1 = Bombing industrial areas.
  • 2 = Sorties & Reconnaissance - Probing defenses and fighter sweeps.
  • 3 = Bombing London (Mandatory Target on Turn 17).
  • 4 = Bombing Airfields
  • 5 = Bombing coastal Radio Direction Finding (RDF) Installations.
  • 6 = Bombing Channel Convoys.

Note: If you roll the same target as the previous turn, the mission is scrubbed due to weather. Mark a dash (—) on your calendar; no game is played for that week. A reprieve for the RAF!

Record the target selection on the campaign map’s calendar. For example, cross off the week and write “3” at the end of the week if the target was London.

An example of a campaign game turn ticked off with a line through the week. The target selection was a Sortie game indicated with a "2" that was won by the Luftwaffe shown with an "L".

Mission Briefing

Once the mission is decided the next step is to create the forces involved. The forces are based on my limited 1:72 scale collection.

A couple of Hurricanes chase down a Messerschmitt 109.

Force Composition for Mission Engagements

  • Bombing industrial areas - Luftwaffe (1x He 111, 1x Do 17, 3x ME 109) vs. RAF (2x Hurricanes, 2x Spitfires).
  • Sorties & Reconnaissance - Luftwaffe (1x Me 110, 3x ME 109) vs. RAF (2x Hurricanes, 2x Spitfires).
  • Bombing London - Luftwaffe (1x He 111, 1x Do 17, 3x ME 109) vs. RAF (2x Hurricanes, 2x Spitfires).
  • Bombing Airfields - Luftwaffe (1x Do 17, 4x ME 109) vs. RAF (2x Hurricanes, 2x Spitfires).
  • Bombing coastal RDF Installations - Luftwaffe (1x Ju 87, 4x ME 109) vs. RAF (2x Hurricanes, 2x Spitfires).
  • Bombing Channel Convoys - (1x Do 17, 3x ME 109) vs. RAF (3x Spitfires, 1x Boulton Paul Defiant).

Weather & Defences

Bombing Targets - For all missions except Sorties, place a target marker/objective on one tabletop edge.

Barrage Balloons - For bombing missions on Industry, RDF installations, or London missions, the RAF player can place 2 barrage balloons within their half of the table. This is reduced to 1 balloon if London was successfully bombed within the previous 2 weeks.

Flak - For bombing missions on Industry, RDF installations, or London missions, the RAF player may place 2 Flak units anywhere within their half of the table.

Weather - Roll 1D6 for the number of clouds. Players alternate placing clouds (the Luftwaffe place the first cloud). Clouds must be 6” (or 2 hexes) away from other clouds or targets.

  • 1 = Poor (4 Clouds)
  • 2 = Fine/Overcast (3 Clouds)
  • 3-4 = Fine (2 Clouds)
  • 5 = Clearing (1 Cloud)
  • 6 = Clear (0 Clouds)

Aircraft Deployment and Pilot Skills

Aircraft Placement - The Luftwaffe starts by placing their aircraft along one tabletop edge (opposite the target if a bombing mission). The RAF may then deploy anywhere within the opposite half of the table.

Starting Advantage Levels - All bombers begin Neutral. For all other aircraft, roll 1D6:

  • 5-6: Advantaged
  • 3-4: Neutral
  • 2 or less: Disadvantaged

The RAF roll 2D6 and use the lowest score if an RDF installation was successfully bombed in the previous turn.

Pilot Skills - Roll 1D6 per aircraft for their pilot’s skill level. Subtract 1 if a Sortie mission was lost in the last two weeks.

  • 6+ = Ace
  • 5 = Veteran
  • 2-4 = Regular
  • 1 or less = Novice

The Luftwaffe adds +1 during weeks 1–5; subtracts -1 during weeks 13–17.

At the beginning of the campaign the Luftwaffe had the edge in pilot skills having on hand combat veterans who had already fought in: Poland, Norway, France & the Low Countries. However, they were fighting over enemy territory and overtime they lost their edge in experience. While the RAF pilots were fighting over home territory, that meant a safe landing in friendly territory with quick rescue on land or by the Royal Navy.

Airfield Damage - If the Luftwaffe successfully attacked an Airfield last turn, the RAF begins this game with 1 Boom Token.

A He 111 on a bombing run.

Gaming Notes:

  1. The use of aircraft traits in the game allows players to gain advantages with their aircraft. However, the Blood Red Skies full version of the game from Warlord Games uses trait cards, so all aircraft do not always get to use their traits. As I have no trait cards with the Airfix version, where traits can always been used, I have opted to limit the use of traits. Players can use up to 2 traits in a game turn, then must roll a dice and score 4+ to use any more traits during the game turn.
  2. When any of the games are played solo, I will be using a Blood Red Skies solo flowchart for determining the actions taken by the Luftwaffe. I found the flowchart in the files of a FaceBook Group “Blood Red Skies Ready Room”.

Campaign Victory Conditions

At the end of Turn 17, count the total number of Luftwaffe Successes (L) involving London, Industry, and Convoys.

RAF Victory - 3 or fewer Luftwaffe successes.

A draw - 4 Luftwaffe successes.

A Luftwaffe Victory - 5 or more Luftwaffe successes.


Saturday, 11 April 2026

Air Wargaming of the Garden Variety

I had hoped to get my Battle of Britain campaign rules all written up this week, but hat was not to be and they currently remain a collection of notes and scribbles on a first draft that still needs to be written as a second draft. I also wanted to play-test a bomber scenario, this will help with the design of for some of the campaign missions.

The game set up on the lawn with the target industrial complex in the distance. Two Hurricanes can be just seen patrolling in the upper right of the photo.

As my tabletop was already occupied with a game and the weather being fine and sunny, I decided to take the Blood Red Skies game outside. This is something I have been keen to try out for a while, as it gives the game more space and the aircraft do not feeling as crowded as they do on my 6x4 foot tabletop. I had earlier in the week made some larger bases for the telescopic rods to slot into, they keep the models stable on the lawn, so most of what I needed was already prepared. (Information on the making of the telescopic stands for indoors can be found here.)

The only question I needed to answer was how to represent clouds in an outdoor setting? In the end, I used quilt batting, which is the soft material used between layers of fabric on a quilt. Fortunately, with my wife is an avid quilter and there is always a ready supply of offcuts. She helped me find some suitably sized bits of white batting, which I then cut into cloud shapes for the game.

White quilting batting being used to represent the clouds.

The Scenario

A single Heinkel 111 bomber is being escorted by two Messerschmitt 109s. All are flown by regular pilots. Their objective is to bomb an industrial target.

Intercepting them were two Hurricanes on patrol. One is flown by a regular pilot and the other by a veteran pilot. In Blood Red Skies the pilot skill is important when it comes to the activation order of aircraft, additionally it helps provide an edge with both shooting and dodging any hits.

To represent the target, I used some factory buildings and flak gun emplacements I had made a few years ago (2020!) from wooden blocks for a St Nazaire raid game (info here). The buildings were laid out on a board to create an industrial complex. The complex is defended by two flak positions.


The Rules

For this game I used the Blood Red Skies rules from the Airfix Battle of Britain boxed set, which are a slightly cut down version of Warlords rules without the tactical and doctrine cards. When playing on my tabletop, I have adapted these rules to work on a hex grid, but for the outdoor game I switched to free movement, treating 12 inches, or one foot, as the equivalent of one hex. While I did have a measuring stick, I did on occasion use my feet to measure out distances. This was very convenient as it saved me always having to bend down to measure.

Although I do not have Warlord Games full Blood Red Skies rulebook and supplements, I was able to glean enough information from various quick reference sheets (QRS) found online to pull together a workable set of rule mechanisms for the bomber.

Game Report

As the Heinkel 111 with its bomb load, droned steadily toward its objective, it was sighted by a pair of patrolling Hurricanes. The RAF pilots wasted no time in turning to intercept the incoming raid. In response, the Messerschmitt escorts broke formation and began accelerating forward to engage.

The Messerschmitts move to engage the patrolling Hurricanes. While the Heinkel maintains its course towards the industrial complex.

The Messerschmitts and Hurricanes climbed and engaged each other in a tight dogfight, each pilot jockeying for position. Using a bank of cloud as cover, one Hurricane pilot using the aircraft's agility, slipped into position and shot off a burst or fire that cause minor damage to a Messerschmitt. An unexpected but useful blow.

A Hurricane uses the cloud to its advantage.

A Messerschmitt takes light damage.

Seizing the initiative, the veteran Hurricane pilot broke away from the dogfight and made for the bomber. The German fighters, recognising the danger, abandoned the dogfight and gave chase, using their great dive ability to close the gap and get in behind the Hurricane.

A Hurricane breaks away from the dogfight to threaten the Heinkel.

Pressing home his attack, the Hurricane pilot manoeuvred to tail the Heinkel and fired several quick bursts. The bullets stitched across the bomber’s fuselage, and soon smoke began streaming from one of its engines. The advantage was short-lived, as the Messerschmitts fell in behind the Hurricane and attempted to drive it off as it dodged their bursts of fire.

The bomber takes a hit on one of its engines.

Messerschmitts attempt to drive off the Hurricane.

While the first Hurricane weaved and jinked the tailing Messerschmitts, the second Hurricane had not been idle. Appearing out from a cloud bank, it lined up the stricken bomber and delivered a well-aimed burst of fire. This proved decisive, the bomber's second engine faltered, and it began a steep, uncontrolled descent.

The Heinkel is shot down by the second Hurricane.

With their bomber lost and also having taken light damage, the Messerschmitts saw little point in prolonging the engagement. Breaking off, they turned for home, leaving the skies to the RAF.

Outside on a sunny day wargaming. So enjoyable!

Hopefully this game report provides enough details on how the game progressed. When dogfights occur in the game and aircraft are going up, down, left, right. and centre. It is very difficult to describe all the different manoeuvres which are going on. Anyway, the game worked out well and now I have all the pieces I need to finish off writing up the campaign rules. 

Saturday, 4 April 2026

Painting Zulus and a remote Air Wargame

Painting-wise, it has been all about painting the Zulus. Last week I was able to complete 60 figures, and I currently have another 60 sitting halfway done on my painting desk. All the Zulus are plastic HaT 20mm miniatures. I am hoping to keep the momentum going for as long as possible by painting steadily until I hit that inevitable point of not wanting to paint another Zulu. When that happens, as it inevitably will, I will switch to something different for a change, then hopefully return to painting the Zulus refreshed.

In terms of basing, I have settled on 4 x 3 inch bases and have 12 figures per base. This gives a nice dense look to the unit, while still leaving enough space around the figures so I can apply glue and flocking without too much difficulty.

The first batch of Zulus completed.

The Zulus are mounted on 4x3 inch bases. 12 figures per base.

On the gaming front, I have returned to air wargaming using the Blood Red Skies rules by Warlord Games. This was a project I started earlier this year with Airfix’s Battle of Britain set which came with the basic Blood Red Skies rules. The boxed set came with 2 Messerschmitts and Spitfires in 1:72 scale and I have added some additional models to add variety, Hurricanes and German Bombers (see here). They are all mounted on telescopic rods so I can vary heights to show when aircraft are Advantaged, Neutral, or Disadvantaged as per the rules.

Yesterday I played a remote game with Jon from Palouse Wargaming Journal. To make remote play easier I have adapted the rules to use a hex grid, as free movement and the associated measuring and shooting angles can be problematic when gaming remotely.

The setup for remote gaming.

My remote gaming setup is fairly simple, a mobile phone mounted on a tripod using Google Meet. For this game I added a backdrop sheet to prevent the models from getting visually lost against my wall of shelves with their clutter of boxes and containers.

As Jon was new to the rules, and it had only been a few weeks since my last game, we started with a small action with one aircraft each. Jon opted for the Messerschmitt and I had a Spitfire. There is no action report this time, partly due to me not taking nearly enough photos during the game, but also because an air combat game is really difficult to describe. Unlike land battles, where you can write about and take photos of flanking manoeuvres and centres holding firm, it is difficult to describe dogfights that have the aircraft zooming around the tabletop shooting at any enemy targets that end up in your aircraft sights. I will have to think more about how best to describe the games as I am planning a small air campaign.

A dogfight in progress as viewed from the mounted mobile phone.

Early on in the game Jon managed to get his Messerschmitt into more advantageous positions to line up more shots overall, but luck was not on his side with his dice rolls letting him down. On those occasions when he did roll well and landed a possible hit, my pilot proved elusive and successfully dodged incoming fire. With both our aircraft struggling to land any decisive hits, we introduced additional aircraft to escalate the engagement. Jon had a second Messerschmitt, while I added a Boulton Paul Defiant (a recent purchase I that I could not resist getting on to the tabletop) with its distinctive turret guns.

The extra aircraft came with veteran pilots and soon increased the intensity of the game, creating more firing opportunities. It was not long before Jon managed to get on the tail of my Spitfire, and this time, his shooting found its mark and I was unable to dodge. My Spitfire went down in flames and that was the game.

A Spitfire getting shot down.

Thank you to Jon for a most enjoyable game. By the end of the game we had both got to grips with the rules and many of its nuances and our aircraft rule traits. Hopefully I will be able to remember the game's nuances the next time I play! 

Currently reading.

I am planning to setup a short air campaign over the next couple of weeks, and I hope to post the campaign rules in my next blog post. With any luck, my current reading "The Most Dangerous Enemy" by Stephen Bungay will provide plenty of inspiration and ideas.

Monday, 23 March 2026

Boardgaming and test painting Zulus

No wargaming this weekend, but there was plenty of gaming all the same. With the kids and their partners over for a BBQ and games day. As a family we all enjoy gaming, and this weekend’s boardgames line-up included the co-operative games "Reign of Cthulhu" and "The Captain Is Dead!". The Captain Is Dead! proved to be popular and we played it twice, narrowly losing in the first game before managing to pull off a victory in the second game. In the evening we wrapped up with "Small World of Warcraft", which was won by my wife. Despite declaring at the start that she did not understand the rules and was going to give the game a miss!

A cooperative game of The Captain is Dead! in progress.

The games day began with hunting down the horrors of Cthulhu.

The day wrapped up with a game most of us had not played.

Planning and preparation for my Anglo-Zulu War project continues. On the rules side, I have been reviewing options following suggestions from "A Wargamer’s Guide to the Anglo-Zulu War" by Daniel Mersey. At the moment I am leaning towards using "Black Powder Second Edition" with its "Zulu" supplement. I need to settle on the ruleset soon as this will help to determine the basing approach I take.

A option to wargame the Anglo-Zulu War.

On the painting table, I have started work on the HaT 20mm plastic Zulu figures. A test group of four were painted. With 600 Zulu figures to get through, I am keeping the painting approach very simple. They are prepared with a wash in detergent and a coat of PVA glue, then block painted with a final PVA coat to give them a glossy finish that I like. 

The countdown is 594 Zulus to go...

Preparing the plastic figures with a wash in detergent.

A test group of 4 figures are painted.

I have also spent a little time on some remaining Star Wars Legion figures. If I am honest, that was probably a bit of procrastination on my part before I start tackling the mass of Zulu warriors in the plastics pile. Anyway, they are finished now, so no more excuses!

Some Droidekas completed. They were very fiddly to glue together.

Some more Rebel troopers. I chopped off some of their heads and replaced them with Kroot and Tau heads from my W40K bits box. I already have a couple of Rebel troop units and wanted this one to look a bit different.

Thursday, 12 March 2026

Scratch made WW1 wagons and the next wargaming project

I have continued with the WW1 Middle East theme from my last post by making some very simple supply wagons for both the Turkish and British forces. I often end up with spare cavalry figures after painting units, as the HaT 1:72 scale figure boxes usually contain 16 figures while my cavalry units are made up of 12 figures. Rather than leaving the spare figures unused, I decided to put them to use as wagon teams.

The British wagons on the move.

Turkish wagons guarded by cavalry.

The wagons themselves are simple scratch-builds. They made from off-cuts of wood, with balsa-wood shaped to form the canopy. The wheels are made from washers and card glued together. Each wagon is drawn by one of the spare cavalry figures and a horse with the saddle removed. Like much of my WW1 armies, they are very basic models with any detail painted on so they look the part when viewed on the tabletop.

The almost completed wagon. The toothpick axles just have to be trimmed.

The wheels begin as washers glued to card. Once the glue is dry, they are cut out. This approach provides a nice round wheel with a good thickness.

A toothpick acts as the axle.

Any remaining wagon detail is painted on. I will often use a combination of a dark colour and lighter colour when painting details such as the wheel spokes.

Alongside the wagons I also completed a couple of howitzers crewed with some spare Indian figures that were converted and an officer. These will provide the British forces with some more artillery support. Again all the figures and models are HaT 1:72 scale (although the officers may be ESCI - not sure as the come from my spares box).

Indian crewed Howitzers

My next project arrived a couple of weeks ago. A large box with a selection of HaT 1/72 plastic figures for the Anglo-Zulu War. Prior to doing much with these kits, I have been waiting for a couple of second-hand books to arrive. This project was not planned, it was opportunistic, and came about when I saw Hannants.co.uk had a good number of boxes of HaT Zulus boxes available in stock.

The next project arrives.

Some reading.

Possible rules.

More on this project in the coming weeks (and months) as it progresses...