Among Tims various donations to my 15mm lorry fleet were a few dodgy diecasts, which I thought would benefit from some TLC.
Wednesday, 16 August 2023
Some light lorry bodgery
Marston Less
I could only attend one night of gaming this week so I offered to put on a quick session of Tony Cullens 'Marston Less' ECW rules. We played a few games of these at the club before lockdown, and I'd modified them to incorporate the Thirty Years War and adjusted the combat system to use 2D6 instead of a D20. We'd done a couple of hypothetical battles as well as Edge Hill and Fleurus (an early TYW battle).
Early in lockdown I'd been playing around with the Portable Morschauserscope and hacked the code to update the unit types, maps etc and I'd done a Marston Less scenario for First Newbury in 1643 intending it for remote play.
As we only had about an hour and a quarter of game time and a lot of players, I just went with the historical setup.
Tuesday, 15 August 2023
World War One in Three Turns at COW 2023
I wanted to put something on in the short games slot at COW this year, and as it is well over 20 years since I last ran World War One in Three turns, I got all the stuff for that out again. I did a bit of light tweaking on the 1918 combat results table, as it is a bit harsh for some of the player options, but otherwise the game is unchanged.
Players take on the role of a British divisional commander and conduct a series of attacks in 1916, 1917 and 1918, selecting a plan from one of the options presented by their staff, and then pushing a lot of toys over the table and throwing lots of dice to see if the plan succeeds or not.
As the war proceeds, the range of options change as the tactical capabilities of both sides change and the defensive posture of the Germans is modified. The final outcome each year is determined by the interaction of the players plan with the current German tactical stance, so what works well in 1916 isn't necessarily going to work in 1918.
Unfortunately the plenary game started late due to catering delays at the venue, so my session was delayed as well and we didn't get going until after 11pm. A number of players dropped in though, and we managed to run it four times before it was time to go to bed around 1220am.
Saturday, 12 August 2023
NQM Stalingrad
I've had various conversations with Chris over the years about NQM, and I've incorporated some of the concepts into my own rules. I'm always very interested in rules based on how real armies actually do things, rather than wargamers fantasies, and NQM as written, has a whole ton of sensible stuff about the practicalities of manouvering military formations and assaulting positions defended by modern weapons with a significant perspective on the importance of recce, resupply and casualty evacuation.
Chris has recently been working on a grid based version of his rules, and an early iteration was used to fight El Alamein and Gazala, and more recently, various trips to Stalingrad. We arranged for me to visit NQM HQ in Wellingborough to push some toys around.
Thursday, 10 August 2023
More 15mm Char Bs
The final bit of the missing QRF order which eventually turned up was a pair of Char Bs.
Tuesday, 8 August 2023
Bruce Quarries AiW rules at COW 2023
I have all the various ‘Tank Battles in Miniature’ books, and one of the more intriguing ones has always been the Arab-Israeli Wars one, which is notable for a distinct lack of any rules in it at all, although my own 6mm IDF units are all painted according to Quarrie, with sand yellow Centurians and sand grey everything else. ‘Based on the information available’.
Russell has painstakingly gone through the book and made a brave attempt to construct a playable set of rules out of the ideas presented therein. What it ends up as is two sides of A4 with various charts and numbers, and an awful lot of percentages.

That was actually really interesting as the rules reflected some of the concerns of the time, the lower Russian vehicles were harder to spot, but any hits at all were invariably lethal, with fairly minimal saving rolls even for heavy armour. High rates of fire made combat very dangerous indeed, but the air rules were bizarrely confusing (why do bombs hit on 4-7 on a D10?). One real oddity was having to roll for breakdowns every single time a vehicle moved, at very low odds (5%), which was all a bit Squad Leader, although both sides suffered a number of breakdowns in the game which did add some flavour.
You could pick all sorts of holes in the rules from a more modern perspective, but hats off to Russell for producing an entertaining game, and it was a good trip back to the 1970s.


















































