Wednesday, 11 November 2026

Crisis Antwerp 2026 game : Maleme 1941 in 54mm

On November 7th, we were present at the Crisis Wargame convention 
As the theme of this Crisis was Airborne, it was the moment to try to recreate an event that had been in my mind fot ages: the German aibrone assault on Crete - Greece.
We used blinds for the British troosp, so their position was in the fog of war.
What we also use in our experimantal rule, is limiting ammo. A platoon of six infantry figures has ammo for 6 turns (1 die) for 2 stands. meaning if all stand fire, 2 pips are removed from the ammunition die.
fixed MG's also have 6 turn of 4 dice fire on short range. LMG have 3 turns of ammo, with 3 dice on short range. Also the mortars have 6 shots of ammo but can shoot twice in one turn. Close combat removes one pip.  The Mathilda has 8 shots for it's main gun, and can also shoot twice in a turn. Flamethrowers only have 2 shots.

Close combat is one die per figure. Without ammo, it's  1die per stand. The Fallschirmjäger , being veteran troops received 2 extra dice, + one extra die because they are mostly armed with armed submachine guns. Of course, there are correction for cover etc.

To have a playable game, part of the battle for the Maleme airfield was selected.


Preparation : 2 New-Zealand compagnies of 3 platoons with support weapons.
Not in the picture: the AA guns, the 2 bren carriers, a scout car, and a Mathilda tank



2 platoons of Greec infantry with a light machine gun as support weapon.


German support teams: recoillless guns, mortars, LMGs, snipers, and flamethowers.


3 compagnies of 3 platoons (2 coming in with gliders) and one as paratroopers.


The British OOB
German OOB

We made 6 cardboard glider planes. The 2 glider compagnies would come n, in two waves.
The glider would have to come through the AA gun fire, and take into account they would crash on bad landing ground.

We had 2 participant players, Tom and son Ruben, who would each take one of the German glider compagnies. Our group member Jonathan took the British. Patrick and Dirk(mee) were referee's/advisors.

Table setup



The 2 NZ platoons in te airport buildings with the gliders nearby.

One of the first wave gliders was shot down (one platoon lost) 
2 Gliders went directly for airfield. the support weapons gliders went for the dry riverbed.
No crash landings.

The New-Zealand troops were not placed on the field at the start, and were "hidden" behind numbered blancs.

With the blanc in the airfield building was revealed, tow NZ platoons, support by a flamethrower became visible.
The german platoons were immediatly in trouble. 
Revealed blanc can do a reserved fire shot in de German move turn.
At short range , this wasn't good. But the Germans went in close combat after receiving the first salvo. 

A British Lewis machine gun position was taken, but this platoon was now targeted by the NZ mortar.  The second Fallschirmjäger platoon fought with the second NZ platoon. In the second round (British turn ) This NZ platoon was eliminated, but also heavy casulaties for the Germans. The first German platoon was wiped out by the 1st NZ platoon and flamethrower.
In the German turn, the remains of the second Fallschirmjäger platoonstormed the mortar, and took the position, but a second lewis machine gun took them out.

The airfield still in British hands.



The landing of gliders of the second wave in the South  was dispursed in the hills.  Those teams were confronted with close range crossfire, and close range combats, also for the support teams.  Outgunned and outnumbered, the Fallschirmjäger  teams in the hills were are eliminated. 

Thanks to Team Würfelkrieg for having us in their video,
so I was able to make a snip of it, as I took only one photo
 of our game. Referees Patrick (seated) and me, Dirk.



The paratrooper Fallschirmjäger company had arrived on the airfield while another 3 gliders came in,  including the second recoilless gun. The second gliders platoons, now took out the remaing Lewis machine gun position. The Fallschirmjäger company HQ crashed and only a part of the support weapons survived.  
A first Bren Carrier arrived. It's fire pinning down one of the German paratrooper platoons. The first recoilless gun was in postion and took a shot at the bren carrier but mist.  But one of the greek platoons, targeted both by a mortar and one of the paratroopers platoons saw it's moral break and it fled. 

British turn: the paratroopers platoon on the bridge was targeted by several machine guns (including from the Bren Carrier, and Greek LMG) and were taken out. The Fallschirmjäger were in big trouble.  But in their turn, they were able to neutralize 3 machine guns (both with mortar fire and infantry fire) and take all the AA positions.

 The next British turn, the second Bren Carrier came on, together with the scout car. Both LMG Bren Team passengers  disembarkerd and started shooting, together with the Carrier Bren guns, and the scout car .  It destroyed yet another German platoon. 

The NZ platoons from the hills started moving to the airfield. In their turn, the German the recoilless guns (second one now also deployed) destroyed the both Bren carriers,  and they were able to eliminate with mortar fire the Bren LMG teams.  

The Mathilda came on. it took a shot at one of the recoilless guns and eliminated it. There were only two Fallschirmjäger platoons left, 3 low on ammo mortars and one recoilless gun. They still took out the scout car, butthe  taking of the airflied  by the German paratroopers failed.  Clear British victory.


The Mathida, and the destoyed Bren carriers

Dispite their avantages in numbers and close combat addtional dice, the German attack failed.
Main reason is the to dispured landing of the gliders, rendering the troops outnumbered and outshot from the start. If the first wave, all would have landed in the riverbed, and combined with the platoons arriving there from their parachute drop zone, they could have stormed the airfield with 6 platoons. 

Also in the south, the gliders should have been concentrated on the flat landing zone. 

But on the other hand, I estimated the German teams would be to strong for the defenders to have a balanced fight. That's why I added the 2 Greek platoons, and certainly the extra Lewis HMG's proved to be to much for the assailants.

I would lik to thank our participants, Tom and Ruben, who I think  had a good time,  so we hope this will bring them to the wargame tables in the future.




 

Tuesday, 10 November 2026

Saturday, 31 October 2026

Need a little help (from my friends...)

 Female 54mm fig?



One of the figures on my 'wishlist' is a Victorian-age woman adventurer, journalist. She is to feature as Alice Griffith, friend and later on the partner of my favourite hero Simon Fonthill. For Simon himself and his batman/companion in adventures Jenkins, I have found suitable donor figures. I state mention 'donor' deliberately as I intend to construct the characters myself. Make conversions, cut and paste plastic parts.

My search is fed by the desire to use this kind of charcter heroes and iconic persons from historic events, books, movies, stories and television in my wargame adventures."Under the optional rules, Harold Rangers offers you the chance to transform some or all of the figures you have used in the basic rules into favorite characters from real life, movies and fiction, or even make up your own heroes". (James Delson, Harolds Rangers). 

Below an AI result (picture) from a textual instruction I gave. Below it, some authentic photo's that grasp the feeling I hope to catch in the finished figure.

I hope you, readers have ideas WHAT basic figures offer possibilities as a good start, to make this female character figurine from plastic parts and accessoires. Please share your thoughts on that. I do not have the full scope of all potential donor figures in the nowadays- and behind us, toysoldier world.

I



What I allready had for ideas: Britains Deetail farmer series women figs, Preisser 1/32 18th cent (train) passengers and sure I know, 3D printing is a possibility. Still I prefer the old fashioned toysoldiering approach of hacksawglueing.

Anyone out there with ideas on this subject? Brand, name of a figure, jungle-themed play sets, clues?

Thank you!

AI was used to produce the initial picture with the Alice pose.

Thursday, 22 October 2026

Operation ARCHERY: A Lofoten raid in 54mm

 


Norway, VAAGSØ, December 27th 1941, Norwegian and British commando forces attacked occupied coastal settlements in the Lofoten Archipello.

Their main goal was to frustrate the German high command by demonstrating their vulnerability and at the same time rise the British public morale.
Objectives were the destruction of fish-oil producing facilities (fish-oil was used to make glycerine), take out the lighthouse as an observationpost/radiostation and possibly gather vital information by taking prisoners, advanced equipment or documents.

About Patton 

Dirks prelude to Ww2 rules in his well known format, together with 'stone-age' toysoldiering adventures by Donald Featherstone (Battles with model soldiers: 1970, Wargaming airborne operations: 1977) tends to grasp my serious hobby attention once in a while. Contributing to these are the games published by TSC owner Jamie Delson. His view on playfull skirmish (war)gaming is unsurpassed. Tweaking rules where needed or when obvious, doesn't bother me, since I most of the time solo play myself and 'myself' never complains. So 'Plastics, leads the way!'

 

Higgings boats race for the shoreline...


Operational logistics

Using my old time favourite tabletennistable to host the game, it's surface was initially covered with a greyish melanged blancket (sea) and a grassmat leading up to a low hill range opposing the waterside. A narrow beach region was constructed with small stones, sand and some rocky structures. Various urban pieces were then added. Playmobil, homecrafted stuff, painted West-German 'Wild West' buildings and FisherPrice (thanks Sesamestreet) stuff. Norway then, had typical styled wooden houses and only a few colors they were painted in. So, the accessoires pile was drawn together giving it some 'couleur locale' from mostly Action spraycans.



Game based on the actions in the centre of above map (group 2).


The two main structures that were vital to the scenario were a fish-oil plant with storagetank and the German HQ located in the town's hotel. An old lighthouse laying directly at the shoreline has victorypoints too. It facilitates observation- and wireless advantages.
Figures used are of mixed origin: Airfix, Italeri, Britains, Mars and (Ronny's former) 21st Century. Landingcrafts were deconstructed/paintjob milkcartons as BMC's were 'held up in the Mediterranean' (Italy, in fact). Mimicking a crusty snowlayer, cottonwool areas were created. Landscape features and atmosphere enhancing 'props' placed all around the scene. The small harbour given some piers for boats to land on. Ideally it would contain one or two small local fishingboats, but they were sadly missed amongst my 'parts & pieces' inventory.



 

Fog of war

The type of cinematic approached game (surprise, speedy and stealth) asks for a mechanism where a (solo) player can be amazed by a sudden new game-situation. Anticipation and foresight versus firepower and intelligence. That's why a 'trigger'-system was used. This idea isn't new as you will understand. It includes: troop disposition, troop activation, reveal, behavior and escalation. Various markers were prepared, shuffled and concealed in chance appointed places, mainly buildings. Soldiertype specific (Commando's) 'silent takedown' was possible. 
To make the eventual extraction of the attackers a possible hazardous event; fire & burning town, rearguard & fair counterplay as well as extraction phase rules were maintained. The German escalation doctrine was regulated with a so called 'alarm-track' with five levels of intensity.

First blood

Boarded on the LCM's, the race for the coast began. Various locations along the coastline could be possible and even a missed landing was opted (throwing a 6 (d6)).



Infact that's what happened! After dicing for how many vessels would land in turn 1, it turned out two were to approach; boat A (1st troop, regular commando's: Bradley) and - B (HQ: Durnford). But A suffered a minor engine failure, missing it's initial wave-moment. It floated steerless for one turn only to retry in the next turn. HQ went ashore at the (seen from open water) left pier, out of harms way, but without essential firepower from 1st or 2nd troop! The remaining Higgins' both steer the beach. Boat A, engine running again, luckily at the same spot as where HQ was waiting for aid. Boat C ( 2nd troop, regular commando's: Giles) delayed a second turn (6 thrown), finally landing at the right pier, adjacent to the oil-factory.




Lance Cpl. de la Torre, from 2nd troop, scouts the route towards his objective.

All commando groups proceed a combat-move forwards. Still the Jerry's are unaware of hostile presence. Cpt. Giles orders a section under de la Torre to advance to the right flank of the factory building. Himself following staight up the pier, leading him left of that same building. Meanwhile a Bren-team covers the windows and door from behind some hard cover on the beach. 
HQ positions on the beach left of their pier header, whilst 1st troop moves up to the lighthouse. Doing so, entering it's activationzone, triggering the first alarmphase. Four extra, blind FOW markers, placed within the battlefield plus revealing the FOW marker in the building, producing a two men MG team on the raised terras of the lighthouse. Killing one of two men hit, by their first bullet burst, immediately. The other, the Brengunner of 1st troop, is only superficially hit and can for now, continue his duties.




The responsive fire from the commando's result in four hits. Leaving the German machinegunner seriously injured and killing the loader instantly. Shooting from and at the lighthouse in the vicinity of the Vaagsø Kryddery (general store) activates another FOW marker. A German wacht-patrol emerges and starts shooting. Killing another two British, including the former wounded Brenner. The other mortal victim is the demolition specialist. Damn. Troop-commander Cpt. Bradley severely wounded. Lt. Schreuders follows up and gets command of 2nd troop. Testing for the condition of the German wounded MG gunner in the next turn, results in his passing away. The medieval originated structure is without opposition now. 

The next turn allow three British orders to be given (thrown with the About-dices; flags or 'I'). 
Cpt. Bradley sadly perished due to his injuries. The de la Parra squad enters the oil factory from the right flank and activate a new FOW event: a German infantry group of five incl. a non- commissioned officer. The alarm level going up one level to three, enabling a mortargroup, situated in the far right corner of the gametable, to respond to the sounds of urban fighting. Aiming their first grenade at the enemies storming the lighthouse structure. But it unfortunately misfires at 'feuer!'; killing one of the two crewmembers and causing a serious wound to the other. Leaving the piece unmanned. 

Durnford orders his HQ to storm the pharos-building with a run move, resulting in a more than perfect commandpost, 2 intelligence/objective points (that were underneath a FOW marker hidden in the 'funkraum' and are possibly codebooks). 


In turn seven, all but the HQ troop advance further. First troop clearing the fish-oil facility. Second troop partially moves up to the Havutsikt Hotel through a backside alley of the mainstreet buildings.


The hotel, being the German command centre, is expected to hold more vital intelligence/victory points. It proved occupied by several German forces including an officer of some ranking. 


Since the alarm level has been rising about every second turn, more Hun forces rush down the furthest-side low hill, entering the mainstreet. They seem undecisive in their approach and fail to come to grips.



German soldiers pass through mainstreet.
 On their way to the left pier and the lighthouse.
 Simultaniously the German HQ is attacked by a commando squad,
entering it from the backside.
(building above, in reversed position for playability).

Too hot to handle

Grenades effectively cleared the ground floor, leaving a couple of fallen men on the ground. No information was gathered here. The German 'hauptmann' fled to the first floor, followed by cautious commando's, suspecting more lurking elements, there. 
Outside, most of the German forces that held the crossroads at the end of mainstreet (close to the beach) are put out of action or dispersed by Bren crossfire and riflemen from both the oilfactory and the lighthouse.





In the beginning of the game it was set to last for 8 to 10 turns. Since I played it solo in my own house there was no time restriction. In fact a situation had to wait for about a week, to be continued.
The final turns were all about extraction of the commando's. The full lot needed at least two, maybe three movement turns to reach the awaiting landingscrafts, that would transport them and the casualties to the Royal Navy vessels out there at sea.
Only a Brengun team of two was left as a rearguard to cover their comerates backs. It was the team from 1st troop, positioned at the factory-side of the beach. 



The getaway

All that could walk helped the less lucky ones to the ramps of the 'Higgingses', unpatiently being washed up to the shoreline or pier-structures. Controlled and precise Brengun fire held the 'grey posse' at bay long enough to get into the vessels. 'Rearguard & Last Man Covering Fire' ruling even allowed the last two men to get out, before the wooden factory-shed fully went aflame.



First troop, second troop and HQ made the return to the ships. German forces reacted too late to effectively stop the Allied forces from reaching their primary objectives: information and sabotage. They failed in causing devastating amounts of casualties or defend the strategic objectives. 

Commando's: killed 8, incl. Cpt. Bradley, light wounds 2, factory burned down, lighthouse demolished, intelligence points 2

Germans: killed: 11, wounded 3



No AI was used in this contribution other than the advertisement in the scenery!

SKÄLL!

Thank you for reading. Hints, feedback and inspirational 'chit-chat' will be highly appreciated. Leave them in the below, comments. Happy toysoldiering!

Wednesday, 21 October 2026

Medieval campaign : the Woelingen war : the battle of Zeveringen, July 1400



Medieval campaign : the Woelingen war 1400-

 

Alfter playing a few times a medieval campaign with the neighbouring wargame group, The  Stipsicz Hussars. I decided to start one within our group.  I created the fictional county of Woelingen.

 In this parallel world, in the County of Woelingen, Count Godevaart III Montpeigne has passed away, leaving behind only a four-year-old daughter as his heir; her mother, Adelheid of Urtz, died as a result of childbirth. Someone must now become her guardian and protector—a role that also carries the authority to decide whom the heiress shall eventually marry.

Various players have put forward their claims: Godevaart III has no surviving brothers, though he does have several cousins. Furthermore, his father, Godevaart II, was quite prolific in his romantic pursuits, fathering a number of illegitimate children who were granted fiefs of their own. Godevaart III also had sisters—Adela, Isolde, and Catharina—whose respective husbands now feel called upon to "sacrifice" themselves for the well-being of their niece and heiress. All of this unfolds against a backdrop where the kingdom itself has endured years of civil war, contested by three princes, each laying claim to the throne. A five-year "Truce of God" has brought a temporary peace. Godevaart II had managed to keep his powerful county out of the conflict; now, the princes—Odo de Osbern, Thurstan le Goz, and Godwin Leofric—see an opportunity to bring the county into their own camp, and are actively seeking to back suitable barons for the role.

Each claimant presented their case at a gathering hosted by Renaud de Girlande, the Bishop of the capital, Blux. The Bishop remarked that while every claim holds some merit, the matter concerns the secular affairs of the Montpeigne family; he has therefore chosen to distance himself from the proceedings. He awaits the family’s final decision with devout humility, pledging to recognize the chosen candidate as the sole and rightful guardian.


Notwithstanding the complex rulebook and playing mechanisms, 7 players joint the campaign.  A die role decided the order players could choose one of the 20 heraldic shields I created, with the Griffin as central theme.  Also, the players received a list of medieval names  and could pick one.  There was also the choice to be made of 3 fiefs as their starting territory as baron. The fiefs with a symbol could not be selected(containing a town) . Now each player had to muster an army and occupy as much fiefs as possible, except for the counts personal fief. Each baron could also join the camp of one of the princes and receive an amount of money. If they stayed neutral, they could occupy a free fief, but not pass through occupied ones., but also their own territory could not be entered. 

The strange situation resulted, 5 players choose prince Godwin, while 2 players stayed neutral.  Chances of conflict in the first campaign year very limited that way.


Yet in the “summer” turns in the month of July of 1400 the neutral army of Thrustan Van Parbloes (Geoffrey) collided with the one of Wulfstan van Sluishierde (Alberik) in Zeveringen.

 The die decided who was defender and who attacker. The defender (Alberik) had to dice for the scenery. He only had a wooden fence and 2 pieces of broken ground. The attacker, (Geoffrey now had the possibility to move one of the terrain features 50cm. He moved the fence to his left.

 The armies are small as the budget of each player was limited.

 

Geoffrey had one unit of veteran mercenary knights, one of crossbowmen, and one of pikes. Besides his unit of companion knights.  He had to split his troops in 3 battles. The middle guard were his 2 units of knights. To his left the crossbowmen, and right the pies. As he did not hire generals, he received the free one command die generals for each of his flanks.

  

As member of a party, Alberik had a larger budget and did hire 2 units of men at arms, one of longbows and one of pikes. He had also hired an extra  first class mercenary  general of 3 command dice. The barons also received 3 command dice. Also, as the Godwin party had given the bishop of Blux a contribution, he himself was present for moral and divine support (Alberik his force could ignore 6  flags, or reroll command dice in the game)



Eliminating one battle of the opponent mend victory. Having battles of one unt, I expected a very short battle… I did not happen.

Both players have little experience. Certainly, Geoffrey made a number of errors.

As he was the attacker, he had the possibility to deploy as he liked, but his knights had to face the fence. Which mend redeploying. He also choose his crossbowmen had to take their pavise shield with them, reducing their firepower and movement for several turn.

 






And the “clock” was ticking. Each turn, a D6 value was reduced from the starting value of 30. At zero or less, the battle is finished.

Reluctance to move in contact on both sides resulted in only the longbows making casualties, first on the pikes, later the mercenary knights. Finally, these knights charged the supported (2 units) longbowmen.  With only 3 knights left,  and no support, Geoffrey knights had still 8 battle dice, Alberik 5.  

3 bowmen were lost, but 2 of the knights perished. The knights unit was removed from play. 


With the “clock” almost at 30 Geoffrey didn’t want to risk his character dying or losing his companions.

The defender had won.  The army of the attacker disintegrating. Alberik had won the fief.