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Saturday, 2 May 2026

Marvel Crisis Protocol.


Despite Devon Wargames Group being a mainly historical club, we do run the odd "other" game. This month I decided I would give Marvel Crisis Protocol a run out.


Marvel Crisis Protocol gives players the opportunity to be their favourite Superheroes for a day, whilst trying to occupy or collect objectives as they save/seek to destroy the world.

Having gathered four virgin players willing to give it a go, I ran a training turn, so that everyone had some idea about what was going on. This did not go too well, with some of the concepts confusing the players (probably my fault in the way I explained them.)


Pressing on, I gave the players one character each and ran a full game, at reduced points. Captain America, Ironman and Rocket Raccoon took on The Hulk and Doc Ock. Being experienced gamers, the chaps started to pick up the rhythm of the game and were soon making informed choices of who to activate and what abilities to use. The boys saw that this game was about more than damage and picked up victory points for secure and extraction tokens.

The first game finished with a big victory point win for Captain Marvel and company.


Play was speeding up now the boys were getting the hang of the system, so we swapped sides and put the scenario on "rinse and repeat."

This was a much more nuanced game. Doc Ock and Hulk decided to pick on the little guy Raccoon. The other side went after Doc Ock and tried to keep Hulk at a distance.


It wasn't long before Rocket Raccoon was "dazed" and Doc Ock had picked up damage. Hulk attempted to get involved and launched the garbage truck Ironman was standing on into the distance.

Rocket Raccoon was soon knocked out, whilst Hulk was now getting really angry.


Some heavily powered up attacks left all the rest of the opposition dazed at the end of the final turn.


Many thanks to John, Mark, Paul and Lawrence for taking it all with good humour, as they channelled their inner Superheroes.

Vince

Saturday, 25 April 2026

French Indian Wars skirmish to "Blood & Plunder".

 

I guess I would class myself as more of a historical big-battle, large skirmish kind of wargamer when it comes to a preference about the games I would always jump at playing with a distinct leaning towards the simulation quality of a set of rules, which I gauge on my own assessment spectrum of simulation at one end of the extreme and game at the other, and then my other assessment profile, fun to play - not fun to play, preferring that sweet-spot of the fun, simulation game.

As far as the first parameter with regards to Blood & Plunder (B&P) rules from Firelock games, seemingly more aimed at the smaller skirmish game, they would not have appealed in terms of other rule sets I would naturally turn to, and as regards the simulation aspect, I see them very much in the realms of a game, aimed at lovers of the Hollywood pirate cliché, in the guise of Captain Jack Sparrow rather than claims to be recreating the career of Edward Teach.

As to whether B&P are or were fun to play, the initial hurdles to my decision to play them would have not permitted me to have offered an opinion until now.


In addition to having a clear set of parameters when assessing games and rules I prefer over others, I also believe in the maxim that minds are like parachutes, working at their best when open, and the Devon Wargames Group is the kind of club where you can get the opportunity to play most sets of rules out there at any given time, with all sorts of themes as well.

So it was the chance of playing something new to me that prompted me to take up Mike C's offer to host a game of B&P using his marvellous collection of French Indian War figures and terrain which I have enjoyed games with in previous club meetings.


The rules themselves have features common to several others I have played in my time with various unit and character statistics that feature in the combat and morale calculations that require testing during play, the normal movement, loading and firing actions and an interesting activation sequence using a playing card sequencing  based on the suit of the card, its value, with aces low, and the quality of the troops using the card.


The quality of the troop type is important, because although the suit and value determines who gets to activate first in a given round of play, the quality determines how many things you get to do in that action, and sometimes the two requirements don't always match, leading to an interesting decision point for players as to who to activate and when depending on a given situation, never knowing what options the enemy might have as their priorities.


Mike presented the table as seen above, for the four of us playing the game, with two players per side, and with myself and Nathan commanding the British garrison holding the fort, and with potential for some reinforcements turning up later in the game, whilst Alex and Steve M took the French command, tasked with taking the fort and fending off any relief attempts.

As part of the setup Nathan and I, as British defenders, had the opportunity to rearrange parts of the terrain to our liking and so prepared a clear field of fire around our stockade, as the most likely preparation made by any garrison. 


Each team of players was presented with a very nice set of 17th century replica playing cards from which we drew a hand of cards equal to the number of units we had in play and then once we could see the hand, the decision on who to activate and what to do with the unit in question.

At first, with the various units at long range and seeking to manoeuvre into position, the activation sequence was not particularly critical, albeit the occasional irritating hit on a unit that was hoping to get the first advantageous shot from cover, which, as figures became casualties pushed units ever closer to their break point as the game progressed.


I must say that the anticipation of reviewing the hand of cards drawn each turn of play and bathing in the comfort of several face cards in hand whilst trying to assess the priorates coming up in play as regards getting in an important shot or charging in on a unit that was ripe for being sorted out with the bayonet was a very fun aspect of play in B&P and made for a very interactive game as the drama unfolded before us.


The French made good headway around all sides of the fort and their combined firing soon forced the British back from the front palisades around the main gate, as Nathan and I decided to surrender the position, looking to form an inner defence of the compound based around the tower position at the back of the fort garrisoned by our best bayonet wielders and firers, the ever reliable British Grenadiers.


As Indians and French Marines scaled the front palisade and dropped into the interior, a close hand to hand struggle developed in the compound, with nowhere to hide, as the British defenders poured in musketry backed by bayonet attacks, as the defenders attempted to turn the compound into a kill zone for the first enemy units that entered; and this was where the card play really came to the fore, with the need to get the drop on the enemy and make it count before they could respond in kind made for a very fun entertaining period of play.

Meanwhile the first British relief units started to appear on the perimeter in the form of several units of British rangers who very quickly asserted themselves by shooting up and dispersing several follow up French units closing on different sides of the fort.


In the end the interior compound fell to the French, but not without a heavy toll on the attackers and although the British rangers were making progress on the perimeter and the fort tower held firm it seemed fair to award the game to the French, although I like to think they would have had to offer terms to our stalwart grenadiers to surrender the place with full military honours.


I can't say I will be a regular player of B&P, but I enjoyed our game and can readily see why the system attracts its fans, with its player decision points generated by the card play mechanism an attractive way to enjoy skirmish games.

In my assessment B&P leans more towards being a game rather than a simulation of skirmish black powder warfare, but is no less than a very fun game as well being a strong competitor in this genre to similar offerings such as Musket and Tomahawks.

Thank you to Mike C for putting the game together and to Steve M, Alex and Nathan for the fun of playing it.

JJ

Saturday, 18 April 2026

Clotted Lard 2025 in Support of Devon Air Ambulance.

 
I am proud to write that the Devon Wargames Group has regularly promoted our hobby of historical wargaming in support of several charities over the years and in more recent years that has been directed in support of our own county wide air ambulance service, Devon Air Ambulance, that provides vital emergency rescue around our very large rural county that is a summertime destination for many folks resulting in our population multiplying dramatically in the summer and our roads becoming heavily congested with visiting traffic.

Devon Air Ambulance Trust relies on a combination of public donations, income from its charity shops, and lottery funding to support its operations, and with donations from the public making up 23% of its funding that saw the trust raise £15.8 million in 2024 and needing to spend £14.8 million of which £9.2 million was used to provide its charitable service, saving lives across Devon, we in the club are very pleased to be able to support such an important service.

Another great day in 2025 for Clotted Lard VIII.
Thank you to everyone who took part and contributed to helping Devon Air Ambulance in the process.

We have enjoyed the company of Too Fat Lardies and all our friends in Lard for the last eight years with our annual Clotted Lard show, and last year saw the event raise just over £264 after expenses, with a further £20.40 raised on the day from participants and visitors happy to make a contribution.

To this, as in previous years, the club voted to round the sum up from £264 to £400 at our Club AGM  to which was added the contributions from the day.


As in all club activities nothing could be accomplished without teamwork and volunteers willing to make a contribution, and whilst we all get to enjoy playing the games we bring to the tabletop, it would be remiss not to mention Richard Clark and Nick Skinner of Too Fat Lardies who have been regular supporters of our show over the years and continue to be so. 

In addition I should thank the managing committee of the Lympstone Village Hall who make available their 'second to none' facilities that we all enjoy for our show, Colin Murray our Clotted Lard Club 'cat-hearder in chief', who has taken over the reins to organise our annual event, Jack and Sarah Frost who arranged our cream teas 'Devon style' with, of course, cream on first, and all the club members and Lardy friends who turned out to help get things set up and cleared away, as well as contributing to the games we hosted.

Thank you to one and all and here's looking forward to Clotted Lard IX in 2026.

JJ

Saturday, 4 April 2026

Blood Red Skies - Battle of Britain Mini-Campaign

 

This month Si got his RAF & Luftwaffe models out on the table to entertain a few of the chaps with a Battle of Britain mini-campaign using the rules 'Blood Red Skies' from Warlord Games, and written by Andy Chambers, offering a fun action packed way of playing WWII air battles.



The campaign consisted of three scenarios played for about four-hours that resulted in a 2-1 victory for the Luftwaffe.



Scenario One was a 'Dogfight', a learning game pitting two Spitfires up against two Bf 109s.



Scenario Two, 'Fighter Sweep' that featured eight Bf 109s up against six Hurricanes and three Spitfires. This went to the Luftwaffe after the RAF ran out of fuel/ammunition or just lost morale.



Scenario Three was 'Escort', with four Bf 109s, 2 Bf 110s, and two He 111s against six Hurricanes and three Spitfires. 

After the loss of a Spitfire and a Hurricane, the RAF withdrew.



The aircraft are 1/144 scale model plastic kits, and the flight stands and clouds are home made.

Sunday, 15 February 2026

Muskets and Tomahawks in the American War of Independence.


This weekend I had the pleasure of joining Mike C., Bob, Si, John, Alex and Paul for game of Muskets & Tomahawks version II, set in the wilderness of North American during the American War of Independence with a straight forward attack and defence scenario, that had the American Patriots or Rebels depending on what side of the War of Independence or Revolution you get your history from and like wise the poor-old Redcoats, simply following orders and policing the colonies against tax avoiders, or those damnable lobsters doing the bidding of their tyrant king, you can take your pick.
  

As you will see the American line looked rather formidable with a river to its front with sections of rapids restricting the areas to be forded, overlooked by plenty of cover provided by woodland, flanking a ridgeline on which several emplacements had been constructed and defended by American Continental regulars, with their riflemen and allied Indians operating mainly out on the flanks.
 


The British had a significant force of regulars that included light infantry and grenadiers, backed up by loyalist units including the Queen's Rangers and several warbands of Iroquois Indians.


The position looked like the one General Howe would have definitely flanked, looking to minimise casualties by turning the rebels out of their nicely constructed positions rather than an attack directly to the front; but it seems we must have had 'Old Tom' Gage running matters because a classic Bunker Hill manoeuvre was the order of the day and so the British force was split into three divisions, as seen above with the intent to demonstrate in the centre and look to turn the flanks, with the centre supporting and reinforcing success as it hopefully presented.


To support this 'order of the day' the British would be able to recycle destroyed units and bring them back to the table from the jump of points on their table edge as required.

My Light Bobs deploy on the left flank preceded by a screen of Iroquois warriors as the advance begins.

I hadn't played M&T for quite a while, and most of us were getting reacquainted with the rules and sequence of play as we went, with the interesting decision points the rules throw up for the respective players, whether to play an enemy turn card or not and thus take command points for a later activation, whilst trying to set up a sequence of play to discomfort the enemy in so doing.


As my light bobs and Indians walked into a maelstrom of American long rifle fire, effectively the artillery in this skirmish game, with my Indians purposefully out ahead screening the lights and being the bullet magnet I thought they might prove to be, the regulars came on behind in open order, looking to close up to the river as unmolested as they could ready to threaten the positions on the other side.


The Indians did their task manfully as they made best use of the limited cover on the British bank and returned some sporadic musketry that managed to knock over the occasional militiaman or rifleman that showed himself.


In the meantime the the light-bobs, who had done what I had hoped by drawing American units out on to the American left flank to contest their approach, used their quicker march rate to quickly change direction and join the regulars nearer the centre in readiness to join the crossing, accompanied by the battered Indians.


The battle was also 'hotting-up' on the British right as John pushed the Queens Rangers and Loyalist Provincials across the river with his regulars in close support, managing to drive off the American Indian and militia, not though without casualties as the Provincials fell back in rout, to rally back behind the redcoats advancing past them.

Si managing things in the centre, swung his recoats to the right in support of John's success and helped to draw off fire from the main push that was backed up with the British assault unit of Grenadiers looking to take the fight up on to the American ridge.


With a six turn game the battle was very much in the balance at the halfway stage, with the British assault starting to make their way over the river but suffering ever increasing casualties as they did so.


The first British regulars across rapidly formed close order line from the open order they had used in the approach march and started to issue the first crashing volley fire that was the trade mark of British infantry from this era, with the first volleys starting to thin the ranks of Continentals lining the ridge.

As if to join in the fun my battered Indians seemed to take heart from the turn of events and charged into the woods on the American right flank wiping out a unit of riflemen with tomahawks in close assault as the light-bobs drove the Americans out of another nearby wood, making good use of the bayonet and thus allowing my two units of regulars to get across and join in the musketry to clear the forward ridge of defenders.



However our American opponents were certainly not done and attack was followed by counterattack with my Indians and light-bobs dispersed in the fighting as the remains of these battered units finally succumbed to the casualties they had accrued on the approach.
 


As the afternoon drew to a close, our battle reached a crescendo of action as redcoats battled along the length of the forward slopes to dislodge the American defenders and were rewarded for their casualty count with the dispersal of several American units manning the log emplacements.



The final 'hurrah' saw the bearskin clad grenadiers launch themselves on to the American left flank ridge position driving off the defenders with their bayonets but going down gloriously, to quote out senior commander, in the process.
 

The game was declared a British win, but only just, and the table bearing the British casualties bore testament to the bill paid for such a victory, and with many more victories such as this the war was most certainly lost.


Thank you to Mike for putting on a very fun game, with lots of drama and narrative, and of course to Bob, Si, Paul, Alex, and John for their company and play.

JJ