Showing posts with label Wargaming. Show all posts
Showing posts with label Wargaming. Show all posts

Thursday 17 December 2020

Painting to a high standard or I wargame; therefore I have to paint.

Sorry come again..
Whose standard?
What's the objective?

Yes I admire masterful work, but I can't and don't aspire, however I like ro think I am always improving. I can list my other delusions later.

I recall when my son found my old 25 mm D&D models, that I'd purchased and used back in 1980. It began his interest in wargaming and renewed mine circa 1999.
Armed with my first attempts in acrylics, I took my Brettonian Knight into the local store to show it off and the store manager though it was quite a good effort for my 9 year old son. No I didn't correct him rather I slunk out of the store tail between my legs.

And yeah that coloured my opinion. Did I want to spend hours painting to Golden Daemon standards or did I want to roll dice and crush my enemies?

In effect what is the hobby to you, why are you painting up models?
What drew you into the hobby and what is still driving you today?

I Wargame; therefore I paint!, but also:

- I also make and paint scenery, because what I envisage isn't there. In addition initially I couldn't afford to buy the models and the scenery when I started out.
- I research, boy do I research, my wife often says you're not painting you're on the PC.
Well I need to know the right colour for the regiment as determined by historical record or SciFi fluff. What colours would the houses, trees, fields be etc etc.
- I research the order of battle.
- I also write rules and scenarios.

There is so much more to the hobby than painting a figure in fact it is probably of minor importance but it has come to dominate. You don't need an exquisitely painted model to play a Wargame a block of wood will do the same function, indeed a friend of mine had a very capable Warmaster Wood Elves army I often fought against that was just the bases with typed script on them, it beat my adequately painted army often. In fact because creating a new unit was so simple he could revise his army quickly and at minimal cost.

For me the joy of the hobby is a damn good game and as such I can make do with no scenery and incorrect models.

Escape the dice, concept board 2008, went to shows as
Achtung Dice! a participation game 2009
For example here is an image of a game I played with my son back in 2009, literally using anything to hand 28mm 40K models to represent the 20 mm WW2 POW camp game we envisaged and designed.

The point is there was no real scenery, all models and scenery were proxy, rules were scribbled down and changed as the game played out.

We actually had a blast and the game went on to win awards at shows.

However it makes the point.


2009 board design try out for Hands Up!
a 2010 demo Rapid Fire game.




2010

Here's another  play test layout again with club members again great fun.
Models to hand and printed out map (stylised) of the area we were to build, with what models we  had available to play.





But to get back on track, I paint my models and scenery because I want to own it, feel it's mine. Even when I buy pre-loved models I'll touch up and re-base to make them my toys.
No they won't win awards but they are my 'preciouses'!

So how do I paint? Well enough, some people will comment on how well, maybe those people are very polite, but if I'm happy then who cares. I'd rather play than paint, but even I will spend ages on a model because I feel it deserves it and more importantly I want to.

What I paint on a model depends on scale and I've certainly learnt through painting 6 and 10 mm models that highlighting certain details, popping if you will is key to getting a good looking unit or model on the table and it differs for each model, unit or scale.
Oh and believe me a quality wash also hides a lot of errors and sins. So wash and go back to touch up a few lost colours to bring the 'pop' back and away you go.

Currently I'll undercoat mostly black or a dark brown (Horses) and on occasion the finished product might determine the undercoat. Bone=skeleton, Goblin(ish) green = Orcs and goblins and in all instance a dark wash gives you the black line detail and sometimes I will dry brush or blob touch up to pop .

After undercoating I'll then dry brush with a key colour or just a light grey. this allows me to see the model's detail, then I paint. For example if there is a lot of chain or plate mail I'll do that first over the whole model using Boltgun for 28mm and Mithril silver for smaller scales as smaller scales need brighter colours.

Baccus Early Imperial Romans, black undercoat, Boltgun dry brush (I subsequently used Mithril).
I do flesh first as I always overlap at 6 mm.

How you start, the order you go in depends on the model and to a degree your ability. I always end up touching up over-painted areas and the next time I'm painting that model or uniform I'll approach from the learned direction. In my opinion there is no right or wrong way, just 'your' way, the point is that your models are on table 'painted' sooner rather than later, you're having fun gaming and feel encouraged to get the next lot painted ready to play.


Table top quality Early Imperial Romans - Baccus
I'll say this; if you are being put off painting because it's not good enough then lower the standards you are aspiring too. They probably aren't your standards but the view of that part of the hobby hat thinks painting is the thing rather than the game.

For the moment stop listening to the nay-sayers around you. Instead ask yourself; am I happy to play with this on the table, remember when it is three feet away from you, you won't see the scabbard, never mind the dry brushed and inked jewels on the scabbard.
As you grow with painting confidence of course you self critique and ask others how they achieve their results, listen closely to painters that are better than you but not necessarily the best painter in the club, only those who like you are still working towards perfection.
Learn to paint and improve your skills incrementally, the same way that you will eventually layer your paints.

Northstar archer centre flanked by GW Brettonians for Frostgrave

And you know what, if you stop trying to be perfect you'll enjoy the process more, play more games and even improve your painting.
Painters block is the fear of doing it wrong and I get it every time I start a new army or era.
Again some of the painters I admire will do anything except start a new army. They will touch up this, finish off that, doing anything to avoid starting that new army.

Bad Squido games, GW and Reaper models
for Frostgrave

Some times less is more the central mage has very little work done on it, a cream dress and thin inked.


I also find my painters block kicks in when I'm not enjoying the process, when I'm struggling often in my case this is when I need new glasses, if I'm really off painting I get an eye test.

Which brings me to magnifying glasses should you use them or not?
I used to think so, then realised if I can't see that detail without serious magnification, why am I even painting it? Yes I will use them to ensure the brush goes where I want it, but I've found a good quality 'BRIGHT' light is better, a day light bulb even more so. I get my best painting done in my conservatory in the afternoon when the sun is shining in.

Also check to see if you need glasses, seriously. Back in 2002 I realised I couldn't read the green print on the black background in my gaming magazine a stupid colour combo to be honest, but I got my eyes checked out and understood why my painting was off.
I use varifocals which do weird stuff when you are painting models as you have to look through the bottom of them (try looking along your nose to paint), in addition the focus is for reading distance. So and I recommend this more than a magnifier get a pair of painting glasses, tell the optician what you want them for show him your painting position, I pretend I'm painting a model, he can then build a lens that focuses where you paint. This is then normal 20:20 vision as designed by nature for your eyes, do use a magnifier for fine details if you feel you have to in order to place the brush, but as stated a bright light and good vision is all you need.

To summarise I like to play on a well planned table with gorgeous scenery that make you think tactically, with table top quality models, but am equally happy with a sketched out map and counters.

As I said I Wargame; therefore I paint, but it is at times an evil necessity.

Talking tables let's go back to that 2010 game as a finished project. Hands Up!
To blow my own trumpet I made the board using Chris Hall's design from the earlier picture

MadGamers at Bovington Show 2010, Chris Hall, Russ Sandy, Mark Foulds and Trev Crook,
Rapid Fire Rules.

And the 2009 game Achtung Dice!, (the provisional name was Escape the Dice.)
Rules Mark and Tim Foulds, Tony Baker, Russ Sandy, Trev Crook, Denis Jackman and others too many to mention helped play test and do all the scenery and model paining.

Achtung Dice! a POW escape game Mark and Tim Foulds, Russ Sandy, Tony Baker and Denis Jackman.
Rules devised by Mark Foulds



Tuesday 26 December 2017

Mechanoids

Some of you may be old enough (like me) to remember these from their first airing on Dr Who a reminder of the Mechanoids  and a clip from The Chase.

I've been playing Future War Commander and as my teleporting Terminators were winning every battle for me, my opponent was not  impressed. I play a Marine Corp army, essential 'Epic Space Marines' whilst I believe he plays an [FWC] Cybernetic Species X31 Army, using Dalek models.
He feels the Terminators with their teleport ability are under rated, a game changer and winner and he's probably right so I was considering another army

My wife is a quilter, this hobby takes up as much time and maybe more cash than wargaming, her stash may be larger than mine and I've lost a number of really useful boxes over the year but there are benefits there is rarely criticism of spending.

This year I was in Hobbycraft, whilst my wife was looking at buying a Sizzix machine, there was nothing currently that I wanted there for me but the Sizzix demo was still ongoing.

Mind empty waiting for release I waited for the pitch to end as I walked through the store then I passed by the bead counter, loose beads all sizes and types. Enter Wargaming Mode, the hexagon beads looked just like Mechanoids.

The Pitch over my wife didn't actually buy the Sizzix at that time but found me poring over and selecting beads. £7 ish for a large pot of mixed beads which she kindly offerred to buy for me as I'd waited so patiently.

We went back the following week when she bought it and I got in some more beads.

Once home I threaded them on to wire then sprayed them black.

Then I lined them up to see what I had whilst consulting FWC for the right army list, I decided it had to be Droids.




The Mechanoids of yore had a small black disc sticking out from the top, I figured a panel pin would do that trick

I decided the largest bead would be Battle Robots and also field as Psycoborgs be the Tanks/guns. You will note I attached small canons to them ssing the gold beads above.

The medium sized ones could be the polymorph assault droids.

The the smaller size would be the standard Mechanoid being both Cyborgs and Korbach, the difference in the two was the range so I painted the pins in the Korbach red and also the guns for the Pyscoborg (Mark 1) as they both had 60 CM range, would make it easier on the battle field.

I'd given the Psycoborg (Mark 2) a Cryonic device, and whilst that was only effective at 60 cm I painted the guns ice blue. Tru they also have a primary weapon with a 80 cm range, but it made the unit stand out.



So painted up, unusually I based them before painting, figured it would be easier.



I'd been painting the bases a Burnt Umber (see below left) but it was way too dark, so I added white to get a milk to dark chocolate colour as opposed to the very Dark chocolate/black colour it had been.

Added more white and dry brushed added even more white and dry brushed a second time.

Then flocked using a bright flock rather than my usual scorched grass

I did this as I had discovered my standard 28 mm basing was making my 6 mm models too dark they became just board pieces.

I think the lighter colour work and bring out the best.

No idea what the command pole/trees are meant to represent, I just like the beads, sad ...

Hope you like it. 

Army list at the bottom.

Thursday 3 August 2017

Borodino AAR 30th July 2017

On Sunday 30th July we played a Black Powder game based on the Battle of Borodino.

Chris McGill had kindly organised the game and umpired throughout, ensuring I didn't use Hail Caesar rules which are close enough to throw you off especially if like me you've been playing that a lot and not Black Powder.

Denis Jackman, Xavier Jackman played the French, Trev Crook and myself played the Russians. The French objective? Simple, push a hole through the Russian army and March on to Moscow.

The Russian were set up first then the French would be deployed.

Because we place the hills under the cloth they don't easily show up. So I have marked the isolated hill at the front, behind which is the redoubt and marked a line behind it which shows the foot of the next line of hills, the army is positioned on the crest.

After Chris had placed the units I was asked if I would like to make any changes. Seeing the redoubt I decided to put some guns there and 4 units of infantry.

Trev declined to advise although he knew the battle well. 
It seems that the redoubt had been built in the wrong place and on the day when Kutuzov arrived he ignored it, placing Jagger on the hill in front. Trev obviously wanted me to learn from experience.

At the top of the picture is Bordino and the river runs across the cloth behind it. Cossack units were
positioned there. Units were placed in the in the town at the bottom of the map and another in the woods at the bottom of the page.

The French deploy, their right wing remains off table as a reserve







We waited to see what Napoleon (Denis) and Ney (Xaviar) would do.


As I expected Denis declined a flank, but with units off table in reserve I couldn't initiate a move up table leaving as that would leave an open invitation to Moscow.






As the attackers the French advanced first.

Denis' units move more or less to order too many moving three paces forwards, however a brigade blundered veering into range of
the artillery in the redoubt.

My flurry of firing was statistically OK but there were too many units incoming to have much affect.

In addition French attack columns rolls a 3+ moral/save against musket fire.

I certainly wasn't going to get the three rounds of firing I'd hoped for and needed.


                               The Russian brigades stoically await the French Tsunami.
All is still quiet at Semenovskaia



















An eagle's view of Semenovskaia and the woods to it's south 
which the troops surround and protect as well as the woods to their South.


The French second move brings them into contact with the Russian centre.


Denis command the Old Guard and Young Guard in, unlike Napoleon, I don't believe they fought at Borodino but rather cheered on their
comrades.

Whilst they have moved in there has not yet been 'a roll' for incoming fire. The Young Guard rashely charging the cannon withdraw disordered as it fires into their column.


After combat and indeed the next turn little has been achieved by the Russians, but much by the French, a full brigade to the north of the Old Guard's initial attack (right in pic) has collapsed under the French attack.
One unit of Old guard has pushed through. (the unit it attacked rolled snake eyes for it's break test, forcing the unit behind to test, snake eyes again and OFC the supporting gun goes automatically.








The big picture
































Turn four - on the rest of the battle field the Russians try to move their troops towards the centre, a vain attempt to stop the beginning of the end.

Whilst cavalry brigades attempt to slow the French long enough for help to arrive.

Cossack even coming through a ford to assist and prevent the French cavalry from becoming too aggressive south of the river. They did better than expected.

This withdrawal of a third of the Cossacks encouraged the French Cavalry to attack those remaining north of the river. With very mixed results, the Cossack fared better than they should.

The French would be eating their own horse meat.










Now the French right wing appears so as to discourage any more northwards movement.
















End of turn five and the Cavalry's attempts to slow the advance are clearly failing and with no
infantry or artillery to support, there is little they can do.


A wise commander would at this point withdraw and save resources for the next battle.




A French victory!





A view of the final battlefield as Russian troops evade the French in order to redeploy again closer to Moscow.












Denis Jackman's account can be found here





Photos here.




OOB and other docs found here





Probably my favourite photo, a view up the battle filed North East to Borodino

------------------------------------------------------------------------------------------------------------------

Note 1:
The Order of play in Black powder as written should be Initiative, Command movement then fire.
This means you can walk up to the enemy line shoot it, maybe disorder it and attack in your next turn when it is no longer disordered.

We use what I understand has become a widely accepted alternate order of play; shoot, Initiative, Command finally movement.

This means you can't walk up to an enemy unit and fire at it from 2". (unrealistic.)
It does mean you can fire at it from multiple units, disorder it (you hope) then try to charge it. (which to me seems more realistic.)

Note 2;
Distance, lots of people have differing ways of transferring measurements form 28 mm games to 6 mm games, in my club we use inches but halve the movement and reduce range to 1/6th. The does limit the amount of long distance shooting you can get in. In the opinion of the history buffs inmy club, this better reflects the reality of the time.

For a full AAR of the Battle of Borodino go to this link Battle of Borodino 7th September 1812.
I've copied in their map of the battle and you can seeat the centre the unoccupied redoubt with Russian Jagger deployed on the hill in front.



 Map of the Battle of Borodino, 1812.
        N - Napoleon, K - Kutuzov       
                                                                

    (c)   http://www.napolun.com     



Google Earth image of the battlefield today, Russian spellings.


Friday 28 July 2017

Chaos Warbands 2003

It's a funny old world, having found the previous article I then found the models.

Photo time!

Tim's Head Hunters, the three missing hounds are probably with the wolf riders in the WHFB Orc and Goblin storage box.



My Black Pudding Boys


Why are mine painted and Tim's not? It's 2003 Tim's 13 and I'm trying to encourage him to paint his own, which he is doing, homework, Takewando, scouting and other interests permitting.
I'm a little older after all duties are done, this is my relaxation.

Chaos Warbands - AAR 10th Jan 2003

Another gem from the past. (my opinion)

At Denis Jackman's suggestion the club was running a Chaos Warband campaign GW rules similar to Necromunda as the result of a battle affects the warband's development.

This was my After Action Report.

They Shall Not Pass

Dork Flumas - Black Pudding Boys (Mark Foulds) stood by the small alter he’d created in honour of Khorne a simple pike forced into the ground, the oldest skull, the first he’d taken, now clean of flesh was mounted on the central spike and he’d learned that it stared towards danger. He carefully positioned the misshapen head of the semi-intelligent animal his men had just eaten on the small pile of skulls, which surrounded the base of the spike. One day the pike would be hidden from view and he would be a great warrior.
As Dork turned to leave he caught the movement of the skull as its sightless sockets stared towards the west, quickly gathering his men he charged off to see who was intruding upon his domain.
From his position between the clumps of trees Dork watched the strangers lined up in front of him seventeen in all in a line running North to South. There were two groups of three marauders on the northern flank, five chaos hounds, then the leader on horseback, sunlight glinting of his shield and five Chaos warriors on the southern flank their mutated arms were barbed and fanged like second weapons, formidable opponents.
For a moment he though to let them pass, but knew Khorne would not favour such an act. He sent four of his warriors to the north the enigmatic chosen one holding a position behind them; the second group of four warriors went south whilst he followed, close enough to support either group.

Skull Crusher - Head Hunters (Tim Foulds) was moving east towards the ruined town of Wurldege, it was rumoured that there were men for hire living there. It was imperative that he got there quickly before they left, or worse were hired by someone else. As he moved through the blighted land he sensed the increased magic of sacred ground and moved eagerly forwards, this would be the sort of ground a band would call its own. There was rumour of a small band of men here. For a moment he toyed with the idea of killing their leader so that they would join him, but he knew they would not. Unless he defeated each and every one of them they would reform around one of their own, make him the new champion. He prepared his men putting them in a line himself placed in the centre. They would charge through, each man for himself and regroup at the town. Looking around he gave the signal and the Head Hunters advanced.
Head Hunters Turn one.
The Head hunters marched forwards the marauders towards a small wooded hill, the warriors moving north in front of a small copse, whilst Skull Crusher surrounded by his pack of chaos hounds cut south west to move around and down the southern flank. Skull Crusher didn’t want a protracted fight today he had to get to Wurldege by tomorrow evening.
Black Pudding Boys Turn one
Calling upon the chosen one to move southwards in to the woods to cover the centre, and commanding the Warriors in the north to go into the tree covered hill in front of the marauders. Dork Flumas moved south sending his other warriors into woods from where they could ambush the enemy leader or his chaos hounds.

Head Hunters Turn two
Both groups of marauders charged up the hill into the woods to attack the four chaos warriors who awaited them, The five chaos warriors, mutated arms snapping and flexing rushed into the small copse against the chosen one. Meanwhile Skull Crusher swung north cutting behind his warriors and to the west of the hill where the marauders were slogging it out with the warriors. He smiled grimly, the feint had worked, half the enemy force was out of touch and with luck those warriors would not get a fight today
Being in cover the four chaos warriors attacked the marauders two attacking each group. The flail smartly mashed the brains of one marauder and the mace did equal service in the to the other group. The marauders failed to hurt the warriors and the great weapons failed. One group of marauders decided to leave the battle whilst the others stayed on to fight.
Meanwhile the chosen one flashed his two weapons and neatly decapitated two trees much to the amusement of the chaos warriors who unable to retain their mirth failed to hit the chosen. None the less outnumbered as he was the chosen decided to fall back and tripped whereupon the warriors overran his position and found themselves within strike distance of Dork Flumas.
Black Pudding Boys turn 2
The careless charge of the chaos warriors had brought them within range of the Dork Flumas and his warriors in the southernwoods; who all charged in two reaching the target. Between them they kill one of the invading warriors and suffer no wounds, chaos warriors hold firm and all closed in for the next phase.
On the hill the marauders take down a chaos warriors the heavy weapon knocking him to the ground. Both sides determine to slog it out.
Head Hunters turn 3
Turning in his saddle Skull Crusher watches as his men hold of the enemy warband and gallops on to the east for his rendezvous, his will forcing the chaos hounds to lead in case any more enemy block his way. The two fleeing marauders rally and watch as their fellows are cut down.
The melee of warriors in the centre results in a wound on the leader, but all fight on determined to fight to the end.
Black Pudding Boys turn 3
The three knights on the hill are unable to stop the escape of the mounted group and charge into the rallied marauders who disable one warrior. All are steadfast and fight on.
In the centre the ‘Great Baker God’ affects the melee and nothing happens!
Head Hunters turn 4
Skull Crusher races on towards the board edge and stops 3” away, he had hopped to end the battle but all must fight another round of combat.
The marauders kill another chaos warrior; his companion can’t believe I tand stays to seek revenge.
In the centre the ‘Great Baker God’ still holds sway.
Black Pudding Boys turn 4
Oh shame the two marauders remove the last chaos warrior.
But in the centre Khorne comes to Dork Flumas’ aid and together with his warriors they kill two chaos warriors, the rest sensing failure turn to run but are cut down by the leader and his men.
Head Hunters turn 5
Skull Crusher leaves the eastern table edge and the battle is over.

Black Pudding Boys report.
Well Skull Crusher and his Head Hunters may have won the game but Khorne was not impressed, he didn’t even get his sword out! I had lost four warriors and a chosen and they all recovered though I will be speaking severely to the chaos warriors, being taken down by marauders for Khorne’s sake, as for the chosen, less topiary and more skulls.
A fun battle and it shows how much I need a fast unit. But I gained two favour points and got to roll on the advancement table where I rolled the Mark of Khorne! (Well what else did you expect me to roll????) This gives me frenzy and an extra attack.

Head Hunters report
Gained four favour point and the displeasure of Khorne, when I rolled for recovery I rolled two ones and had to use two favour points up to save two of my chaos warriors. On the other hand my leader rolled on the advancement table and gained +1WS, he must have spent the evening practising!

Conclusion

A number of lessons learned, most importantly that the rules need some clearer interpretation. All of us need to sit down and think about the situations that have occurred and how we have resolved them. Then we need to create house rules that can grow as our games continue. There is a certain element of conflict between using our men as units (regiments) or as skirmishers.


Mark's Black Pudding Boys

Tim's Head Hunters


                          ---------------------------------------------------------------------------

Reading this now in 2017, I wonder how differently I'd play the game regarding units/skirmishers given the wide range of rules that now exist. 
I believe using the Frostgrave rules concept with each band of men under a captain would work well, the captain able to take four men rather than one.

Friday 21 July 2017

Warmachine

Khador Faction

Back in 2011 I was introduced to this game and I must say I enjoyed it and it's very different mechanics. It makes you think outside of the traditional move, shoot, combat gaming box.
You activate a model/unit and carry out all three actions in any order before moving on to the next.

For instance you have a model engaged in a melee that you can't fire through, activate that model finish combat. Now activate your sharpshooter and take out the model that had hid behind the combat.

Why don't I play the game anymore? It's not played at my club or by my peers.

I had great fun painting the models, cheated by using a red undercoat and played around with snowy bases.
Used an Army Builder red spray to prime the models and after doing all the detail used a red ink to blend the [GW] Blood red touchups



Did buy quite a lot of models but got ruthless and sold most of them, don't play don't need.
Not my normal squirrel like behavior, of burying them somewhere in the house/attic and getting them out to dust before reboxing.

Other images here My Google Warmachine Album

Friday 14 July 2017

MAD gamers, or more properly Maidenhead and District Gaming club. [1999 - current]

Frequent visits to GW Maidenhead, an exchange of cash for plastic/metal and I'm an addict.

The store manager noted a few of us frequent older players popping in and suggested we get together to play, as although it was possible to play in store space was limited and often full. so...

Chris Evans - store Manager
Chris Stillman
Mark Davies
Chris Davidson
Russ
Mike Emery
Mark Foulds

We started meeting and playing games, I actually won one or two! A novelty.

In our enthusiasm we started to plan a 40K campaign. Rules were devised a map drawn and the characters of the various wargamers became apparent.
Some were happy go lucky you have to be to play Imperial Guard. Others had to win at any cost, Dark Angels, Blood Marine players, you know the type. Some were right devious an Ork player. I played my Iron Warriors, I can't recall the other armies.

I'm not sure the campaign got very far, too many of us enjoyed a good argument two in particular enjoyed a good wind up, their favourite victim would be argued through a full circle until the two of them were agreeing with and suggesting to him what he had initially said and couldn't see what his problem was.
I thought the pair of them were just being difficult, it was years later it was pointed out to me by one of them that this was the highlight of the evening for them.

I recall one evening session that collapsed into one of these discussions, eventually enough was enough and we started a game at 01:00 finishing at 05:00. Still chuckling now, it was an improbable game six of us on a 4' x 6' table.

In order to play the campaign we had to create army lists with leader which we could position on the virtual map. I needed a name, with a void for an imagination that day. I decided to randomly hit keys on the keyboard a little tweak and a Chaos Lord gaming legend was born; Dranask.

The idea was that each small army group would march across the map to occupy hexs and receive resources, all bar one organised small 100-400 point armies that would survive an encounter with another player so sent forwards about 3-4 armies. One player made up 10 point armies and sent out 20. The rest of us were not impressed.

Mike wanted to start a club, but considered it impossible as the local authority had informed him he would need a gaming licence. At the time I lived next to the Town Mayor, a quick question or two. No we don't need a licence we are a Wargaming club, not a 'Gaming Club', as ever ask the right question.

Mike had the contacts and we started meeting at the Maidenhead Football club. Friday night £1 a night, a constitution was drawn up and the first members were.

Denis Jackman, Mark Foulds, Mike Emery, Chris Davidson, Mark Davies. Other commitments had pulled the other 'founders' away from the area.

The club went well and at one point we had in excess of 80 members.
Sadly due to a misunderstanding we moved away to 'The Rose' lovely pub lovely welcome, but not ideal and at the same time the local shop opened a 'Games Bunker (room) and many younger players drifted away.  We moved again to a local social club, a Thursday night so I was unable to attend and left the club, but it stayed there for many years.
Three factions developed, but two re-joined and are still Madgamers  men with a passion for historical wargames, rather than points driven games and a GW sponsored club that also plays none GW called Maidenhead Reapers meeting on a Monday so we have two clubs in town.

Use Facebook   and  FB link

MADGamers now meet at the North Maidenhead Cricket Club.


Lizard Men - Lost Children of the Fallen Gods

My first WHF armies way back in 1996 were from the 5th edition box set; Bretonnians and Lizard Men, my son and I had a blast with those mode...