David Bickley's Wargames Blog

The occasional ramblings of an average gamer, journeyman painter, indifferent modeller, games designer, sometime writer for Wargames Illustrated and host of games in GHQ.



Tuesday, 23 June 2026

The Queen's Justice

After the recent weeks employed on refurbishing older figures and painting those newly acquired, I felt we might give the Heart of Darkness collection a run out on the tabletop battlefield here in GHQ. Back in the day when our original collections hit the table we would have used Chris Peers' Death in a Dark Continent rules. But as in many other areas our hobby has moved on and so we are giving our Frankenrules, first seen a couple of months ago in a game with Paul, a second run out. Phil as our rules junkie in residence will no doubt have something to say about the experiment in due course...

On to the game then! In the opening scenario it seems King Bykalaizii m'Tuubi has been somewhat abusing his position as the dominant influence on neighbouring native tribes, fermenting unrest and interfering with the local commerce of the British SCEA Company! 'Robinson of the River' has determined the errant monarch shall feel the force of the Queen's justice!

To that end he has gathered his force, lead by the fearsome Askaris of the Queen's Own SCEA Rifles and the famed Sikhs of the Jalfrezi Rifles, fresh from triumphs on the NW Frontier in Rhanzlistan. Accompanied by two mountain guns this formidable array of Imperial might should soon put old Bykalaizii in his place!
The peaceful and tranquil abode of King Bykalaizii m'Tuubi and the P'Doki, totally unaware of what the wrath of Robinson of the River is about to unleash on them.
Activation and movement rates are borrowed from Bolt Action. Each side has 12 elements in the game, so 12 dice, with a Red End of Turn dice added for jeopardy. In addition at the start of each turn until every unit is on the table the arrival point of the Natives is determined by a three sided dice, each number corresponding with three tiles on the tabletop battlefield. 
All units in this run through are designated as Regular units as defined by Black Powder Mk2. Most Colonial units are of 6 figures, some native units are up to 12 figures and could be Large in future games? The Jalfrezi Rifles are charges here by a unit of P'Doki warriors. We add Closing Fire casualties into the total when determining the outcome of Hand-to-hand fighting. [Having used Hail Ceasar Clash and Sustained in the first trial of the Frankenrules we used the Black Powder rules' version today.] The P'Doki came off worst in this instance...
The second unit of the Jalfrezi Rifles catches the Pygmies in the open with a devastating volley! Phil suggested rather tongue in cheek that perhaps they should be a Small Target!
The Sikhs bring their mountain gun into action to further inconvenience the Pygmies! They become Shaken with excess casualties and fall back Disordered on failing their Morale roll.
The P'Doki attack is supported not just by the Pygmies but also the famous Lion Guard. The violence of the attack sees the Sikhs Shaken by losses and they must take a Morale test.
Unsurprisingly they fail and Rout. Our House Rule will allow two chances to Rally when their Order Dice is drawn.
While the Jalfrezi Rifles are engaged on his left flank Robinson has thrown three units of irregular Askari forward towards the King's Kraal. The leading element is surprised by P'Doki warriors who burst from cover. Although their Closing Fire is desoltary they are made of steam stuff and beat the Warriors in Hand-to-hand combat.
The Jalfrezi Rifles and their supporting Mountain Gun have blunted the attacks from the P'Doki Warriors and their Pygmy allies. This flank has seen several Turns of heavy fighting with fortunes ebbing and flowing.
While much attention has focused so far on the Left flank of Robinson's forces he has taken advantage of the scattering of Bykalaizii m'Tuubi's main forces by the random entry dice to advance largely unapposed on the King's Kraal. 
More P'Doki Warriors appear on the flank ofvthiscadvance rushing forward to engage our hero and his entourage. They ate greeting by a volley which Disorders them and leaves them Shaken! Oh, its those damned 'dice gods' again...
Morale check duly failed of course! The Warriors flee in Rout ~ remember the two Rally chances though!
Two units of the Queen's Own SCEA Rifles drive off more P'Doki Warriors opening the way to the King's Kraal and possible victory!
Finding the King's Kraal largely undefended, the irregular Askari waste no time in putting the huts to the flame! By now Bykalaizii's army is Broken. The remnants skulk away back into the forests to regroup and heal their wounds. The King's Kraal will be rebuilt and Bykalaizii m'Tuubi will wreak his vengeance on Robinson of the River!
A thoroughly entertaining game for both players. The game threw up one or two ideas which we incorporated as we went along. The red End of Turn dice introduced degrees of jeopardy in early turns, but then seemed to hide at the bottom of the dice bag! Some modifications were trialed to the Firing and the Hand-to-hand stats for Robinson's group and for the Europeans leading the Irregular Askari which we felt reflected rather better their attributes. Certainly handling the Natives after the early interrupted Turns (red dice effect) proved challenging and allowed Phil's more disciplined units to steal a march on Bykalaizii! We will reflect on the game experience over the next couple of weeks and perhaps try another run through.

Friday, 19 June 2026

Keep Right On...

...to the End of the Road, or in this case to the end of the newly acquired figures from Wargames Foundry and North Star Africa for The Heart of Darkness project. With these figures added to the collection there should be enough for occasional games with a variety of scenarios inspired by history and fiction ~
I am quietly confident that baring the occasional woke gamer who might drift here casually most readers will clearly understand this and others in the series are of their time. Today's values and opinions have significantly evolved, for the better in most cases, but Wallace's novels set in Colonial West Africa can provide lots of ideas for scenarios, as can the Tarzan series by Edgar Rice Burrows. Enough of that now though, back to showing the last figures for the project ~
The tribal drummer, drum, witch doctor and heap of skulls from the Congo King set sold by North Star.
I really disliked the witch doctor pose, but I'd bought it so I painted it. Its just a dark blob really! The skulls were much easier!
Probably the most controversial element of the project, carefully labelled by North Star as 'Captives' and without an illustration on the website. They are of course slaves, lets not beat about the bush; no political correctness here abouts and a highly necessary component in games featuring the Arab Slavers faction, or indeed inter-tribal conflicts. Four figures in walking and standing poses and two slave yolks in each pack. I mounted six figures yolked in pairs and two others individually for a bit of variety.
Finally, six more P'Doki Warriors to add to the tribal faction. These are from the Wargames Foundry figures I purchased at 'Ommer'ead back in the early Spring! The Lead Pimple is now devoid of any figures for The Heart of Darkness project I can report, so time to clean up and spray undercoat something else to cleanse and reinvigorate the old mojo...


Wednesday, 17 June 2026

Added Firepower







While browsing the Wargames Foundry stand at Partizan last month I came across this Askari gun & crew pack featuring a mountain gun and four crew. I must have had this set before at some point, because the crouching figure is already amongst my remaining figures from the original collection based along with some small statuettes. The bugler comes from the Askari Characters pack I also got at Partizan. He will muster into the ranks of the Queen's Own SCEA Rifles in due course.

Phil and I are planning a trial game next Tuesday across the tabletop battlefield here in GHQ. Hopefully he will bring his collection along too, once he's swept the cobwebs off it, to swell the numbers. We'll be using our 'Frankenrules' I first tried out with Paul earlier in the year. They combine Bolt Action Order Dice and Movement rates with Black Powder Firing and Hail Caesar Hand-to-Hand combat. We used the Stamina checks from Black Powder, along with Disorder and Shaken for Morale status. Paul and I thought they worked really well for a first try so I think that I might add in some Special Abilities for the second run through. More on all this I'd hope towards the end of next week after Tuesday's game. 


Monday, 15 June 2026

King Bykalaizii m'Tuubi & entourage

 

I have been beavering away off and on painting various figures for my In the Heart of Darkness project. As I've now completed enough to warrant a post I thought that I would take time to share the latest additions with you. First up naturally is the principle native figure, King Bykalaizii m'Tuubi of the P'Doki. While he figures on a large base with wives/daughters and a witch-doctor I thought we needed a fighting version too. Here he is then, represented by a single figure from the North Star Africa range, Congo Chieftain figure pack ~

As you may recall from a game report posted earlier, he is protected by his close bodyguard unit, the Maiden Guard. I thought there should be a male equivalent and so the Wargames Foundry pack of masked warriors were pressed into service as his Devil Guard, joined by a chieftain figure from North Star's Africa range. The shield pattern matches that of the Maiden Guard to help them stand out on the tabletop battlefield here in GHQ ~
King Bykalaizii m'Tuubi, famed more for his low cunning than martial spirit, is not above seeking an unexpected advantage against any and all enemies. To that end renegade W'Tzoni warriors are recruited as needed for his Lion Guards ~
Strangely, or perhaps not on reflection, these warriors do not seem to enjoy a long career. Perhaps their charge has something to do with that when hunger strikes...?
There remain in the Lead Pimple just a few figures to round off the project, for now at any rate, comprising: six more warriors to swell the P'Doki ranks; a witch-doctor and war drummer for the W'Tzoni faction; and a handful of other figures to serve as objectives or table dressing in future games. Hopefully they will be finished in the coming days, then it will be back to Post-Roman Britain and some armoured infantry Phil has passed to me.



Saturday, 13 June 2026

W'Tzoni Warriors

Either side of our sojourn dodging the showers down in the South West I have painted up more Native Warriors for my Heart of Darkness project. All but the Chieftain figure are from Wargames Foundry - the main man himself is from North Star's Africa range. They are slated to be the W'Tzoni, cannibal allies of the Arab Slavers faction, and so to differentiate them from the P'Doki Warriors I have fitted them out with basket weave shields. Sadly painting complex patterns on these proved beyond my hands and eye issues and so I've perforce settled for a brown ink wash in an attempt to bring out the sculpted texture on the shields ~

I have one further group of Warrior figures to show when their bases are finished. There is then a final group of Warriors, together with a secret weapon for King Bykalaizii m'Tuubi's forces, left in the Lead Pimple awaiting their moment under the Brush of Doom, but in the meantime I have to finish the Askari mountain gun and crew. While we were away I squeezed off a sly order to North Star for a few further native figures some potential game scenarios will need. More on those of course as and when...



Wednesday, 10 June 2026

Revolutionary Action in GHQ!

Back in the groove after our early summer recess Phil and I met up across the tabletop battlefield here in GHQ once more. We had agreed on a Wars of the French Revolution game using Black Powder Mk2 rules as is our usual go to now. As we are a bit rusty after a three week hiatus I set up a simple encounter battle between an Allied force of British, Hanoverian and Emigré units and the Revolutionary French hordes! The game length is set at 12 Turns as is our usual limit. Now, enough introduction, down into the action via the expected annotated photomontage ~

A view along the French lines as their army enters the table: Light Cavalry in the foreground; infantry Demi-Brigades in the centre and far right; Heavy Cavalry behind the right flank in the distance.
The leading French Demi-Brigades step off in Ordre Mixte, combining the fire power of the line with the shock impact of the column.
The French HQ makes its plans for a comprehensive defeat of the Allies before them. {Tent by Grand Manor, figures by Perry Miniatures and Boot Hill.}
French Heavy Artillery stands ready to soften up the Allied lines facing the French army as it deploys for the attack!
Looking along the Allied line: Heavy Cavalry in the foreground; two Brigades of British Infantry; a Hanoverian Brigade of Line and Light Infantry; a Light Cavalry Brigade of Emigré units on the army's far left wing.
Emigré Light Cavalry occupy the far left of the Allied line, hopefully a deterant to the French right which looks very strong as it deploys.
The Grand Old Duke of York urges the Hanoverian Infantry Brigade forward, without much success it must be said in the early game turns! {Figures from Trent Miniatures, Wargames Foundry, Castings Room Miniatures, Front Rank.}
The leading French Demi-Brigade advances, screened by a cloud of skirmishers and closely supported by Dragoons and Heavy Cavalry. {Figures by Trent Miniatures, Eureka Miniatures, Wargames Foundry and Casting Room Miniatures.}
The Heavy Cavalry and Dragoons in close support of the French infantry played a leading role in disrupting the Allied left wing as it struggled to engage the French infantry assault.
On the French left the Light Cavalry Brigade, supported by two batteries of Horse Artillery, advances with élan creating the long ridge dominating the Allied right wing where the Heavy Cavalry has proved sluggish in deployment.
First blood though to the Life Guards who smash into over enthusiastic Hussars and Rout them in short order!
Hanoverian Light Infantry braces itself for the inevitable French attack, throwing forward a screen of skirmishers to harass the French advance. As French Dragoons try to work around the Allied flank they are met by a reckless charge of the Hompesch Mounted Rifles!
Buoyed by their early success against the French Hussars the Life Guards sweep forward to attack the second line of the Lights. Victory here would seriously compromise the French left, but their casualties are already mounting after two rounds of melee.
Back on the Allied left wing the first crisis is passed. A combination of steady fire and the cold steel of the bayonet sees one column of the French Demi-Brigade thrown back in rout! The over confident Dragoons are also forced to retreat. The Allies have a breathing space on this flank but need supports.
The French renew the attack on the Allied left. The Hanoverian Light Infantry are Shaken by the violence of the assault but their morale is high and they fight on dogedly. Not so the Mounted Rifles who are routed by the supporting line of French Dragoons!
Despite dispatching the second line of Hussars the Life Guards are blown and a determined charge by the French Chasseurs sees them routed in short order. The advancing British infantry sensibly forms square for defence against the new threat.
Back on the Allied left the heroic Hanoverian Light Infantry defeat the remaining parts of the Demi-Brigade after a gruelling and drawn out melee. {They passed numerous Morale Checks despite losses!}
Meanwhile on the Allied right the situation changes yet again. Despite shaky morale the British Heavy Cavalry, the Kings Dragoon Guards and Scots Greys, see off the Chasseurs in short order. French élan it seems is no match for British grit!
In the centre of the line the British squares support one another to decisively repel attacks from both French Heavy Cavalry and infantry Demi-Brigades! 
Suddenly the morale of the French army collapses as losses see three of its six brigades Broken. Phil is forced to concede defeat and order the remnants of his army to retire. The Allies are victorious but too exhausted to follow up their victory; the French escape to fight another day!