Monday, January 27, 2025

Review: One-Hour Ancient and Medieval Skirmish Wargames- Pen and Sword

 


Well, the title tells you exactly what this is.  That is a bit of a lost art in today's modern world.  It is no surprise that seeing this made me interested in buying it.  There is not a lot of content out there for Ancient skirmish.  I can think of only a few titles, but it always seems to be an area of perpetual interest, but can never quite grab the market share.  Ancient players seem to want to play the "big battles" of history.  This is a true "Skirmish" game in that the operational unit is one model is one combatant.  I tend to call these Model-vs-Model games.  

The author, John Lambshead; also wrote One-Hour Skirmish Wargames a few years back that has been proven to be a popular ruleset.  That one is focused on gunpowder weapons from the Napoleonic to modern battles.  In the Introduction, Mr. Lambshead is kind enough to provide some "Designer's Notes" details about the differences between these rules and his previous work, and why he made some the decisions he did in the design.  I think the most interesting statement was:

"The key to improving any work is not what you put in but what you strip out"   

With that, I knew I was going to be in for a treat.  Indeed, the focus on the game is to keep the game moving quickly and swiftly.  In the Introduction, he wanted his game to accomplish three key objectives: 

  1. Excitement
  2. Streamlining
  3. Chaos
So, let's take a closer look and see if we can get the review done in less than an hour too! 

One of the rare Diagram's in the book

Things I Liked
The game uses a very clear and simple Unified Game Mechanic.  To determine the results of an action, both players flip the top card of their own deck of standard playing cards, and see who got a higher number.  The more cards a model can flip at once, the better there chance of winning.  There is also a Bridge based system of suits to break ties as needed.  When in doubt you flip a card and compare the results!  

Modifiers are based on the number of extra cards drawn for benefits, while drawbacks often force you to only be able to use 1 card in an opposed draw.  You only ever use the highest card drawn.  

If a Joker is revealed, all play instantly stops and the turn ends.  This leads immediately to the End Phase for the turn.  That is where shocked models have their injury determined, objectives are reviewed, and morale tested.  This means that length of a turn is variable.  

All Models have a 1 inch Zone of Control.  You can not have a model pass through it without intending to attack.  This makes maneuver and order of activation important, especially in dense terrain.  You can also carefully use ZoCs to block access in and out of key points.  This is a great way to add subtle tactics to a game with few rules.  Models who are "Shocked" i.e. failed when hit lose their ZoC and are unable to do anything but fight back in combat.    

This game uses Arcs!  A simple front or rear arc.  There are benefits for attacking models in the rear arc, and you can only shoot at stuff in your front arc!  More skirmish games need this simple approach as it adds a lot of tactical depth to a game, for very simple rules. 

Models that are hit by a missile or melee attack are shocked.  When shocked they lose their ZoC and can only draw 1 card.  In the End Phase, you determine if they are removed as a casualty or re-engage in the fight.  This represents morale and injury in one card flip.  




Things I Do Not Like
When a player begins their Phase of a Turn, they flip a card over.  Th result is the number of Action Points they have in their Phase.  A single model can move up to 3 times for escalating Points costs.  They can then also shoot or fight.  A model can only shoot after moving, so no moving and scooting, which I think is a bit of a missed trick; but in play-testing it must have made shooting too powerful in a melee based Ancients game.  I am also not a huge fan of Action Point systems like the one listed above due to tracking and prefer 1 activation = 1 Action systems as it forces more tactical decision making.  In practice, this system makes this an alternate activation system, with some pile-on abilities.  

There are no pictures of models on the table.  I am not a fan of this for a couple reasons: 
  • Wargames are inherently about spectacle and visual appeal, otherwise we would use paper counters and 2D terrain. 
  • Gives new players an idea of what a "normal" game should look like
  • Provides aspiration to newer players to wargaming of the genre
  • Generates excitement to recreate what you see in the rulebook
  • There is a lot of work in getting good pictures, and if I do it; everyone should! <Stamps foot petulantly>
Of note, Zones of Control will lock models into combat.  I am generally not a fan of this approach as it reduces maneuver and tactical movement within a game.  However, there are some exceptions such as chariots/cavalry can move away from infantry freely.  Elephants can move away from anyone, except other elephants.  Again, more subtle rules to influence your tactics. 
 
There are a few If This/Than That rules hidden in the game in the appropriate section.  Generally, I am not a fan of those as they can easily get lost.  I don't think any are game breaking, but an example is determining if you are charging into the REAR arc of an enemy before any movement is done.  Therefore, no using multiple actions to run around a model and attack from the rear.  Having this special rule maybe an example of how the multiple movement rules may not be the best final iteration of the rules? 

There is no mention about pre-measuring or not in this game.  The way it is written, I am not sure of what the author's intent would be.  There are clear nods to subtle tactics where Pre-measuring would be useful, but those same nods lead me to believe the author may want clever players to be able to use maneuver to get around some of those tactics or non-measured mistakes?  Not sure either way really, so you as the player get to decide! 

I think there may have been a missed trick to use card flips to accomplish non-combat related tasks like move through terrain, perform non-combat actions, etc.  Basically, an unopposed check to do certain tasks like help a comrade, cross difficult terrain freely, etc. at the cost of Action Points.  This would have expanded the scope of the game and added more RPG-Lite elements.  

The game has 6 scenarios listed in the back.  This includes: 
  • Mountain Assault
  • Punishment Raid
  • On The Rhine
  • The Adventures of Robin Hood
  • Longbow
  • High Medieval Tournament
These all are for a specific set of forces, place, and time.  They are not generic and are intended to give a flavor of what a "skirmish" may look like at various times and places.  This is one of the few sections of the book with diagrams to show you force deployments and board lay-outs. 
 

Meh and Other Uncertainties

Mr. Lambshead deliberately reduces the effectiveness of range-weapons to focus on up-close and personal combat.  I did something similar in my Roman and Greek based games, but the opposite in my Chariot based games.  That is one of the down-sides of a "generic" ruleset like this covering such a vast period.  Thankfully, he encourages tweaks to better fit any specific period or type of game you want to play.  

The terrain rules are basic and easy to use.  Very much of the broad categories type designed to not get in the way of quick game play.  They are reminiscent of Daniel Mersey games, like Lion Rampant

War Machines and Elephants have slightly more complicated special rules that relate to how they are injured and what happens.  For example, Elephants can go wild, can trample, etc.  

Each warband has a "Motivation" that is used in the End Phase for morale checks.  These can vary based on the scenario.   In addition, a model with the Leader trait can do a great job by doubling or tripling the results of a card flip for Morale.  However, their loss can be a big problem too.  They also cover some command units like standard bearers, religious figures, musicians, etc. 

There are some optional rules about Light Infantry, special results on certain cards, and the like added in after the core rules.  There are even some suggestions to speed up gameplay!  That made me think of some skit I saw where I guy was pitching 8-minute abs, and the other person said, "But what if someone comes out with 7 minute abs!"  

There is a lot of discussion about creating warbands from a variety of time periods.  It is important to note that these are all suggestions.  Mr. Lambshead breaks most groups down into Heavy infantry with armor and shields, medium infantry with shields, and light infantry that are mostly unarmored.  Therefore, something like a Greek Peltast would be Medium, Roman Legionnaires would be Heavy, and an Egyptian Archer would be Light.  Cavalry are similarly divided into Heavy, Battle, and Light using similar breakdowns.  This includes lists of generic values and 20 sample lists to give you an idea of how it all works.  The author is very clear that this is intended to be a tool box approach.   

In the introduction, Mr. Lambshead recommends between 6-12 units; which in this case is models per side.  The more complicated the special rules the less models that should be used.  He does not really mention this in the scenario or Warband list section, so you will have to go back and look at the section in the Introduction to get an idea of game size.  He also does not recommend a board size, saying 3-4 feet in a square or rectangle in his intro.    

Finally, there are a couple of Appendixes that cover:
  1. QRS
  2. Mini Makers by scale


Final Thoughts
A pretty good little set of rules that has some tactical depth thanks to the Zones of Control, Facings, and simple Unifying Mechanic.  There is a bit of If This/Then That but when you are covering such a vast period as Bronze-Age to High Medieval that is bound to happen.  Since this uses a tool box approach, it gives you a solid, streamlined starting point to work from.  As the author alludes to, less is more in these rules.  I find the core of the rules and the optional rules to be solid.  

I think the biggest disappointment is some of the vagueness around Scenarios.  A handy generator of some basic, generic scenarios with some complications and the like would have been helpful for people new to the period, genre, or wargaming.  I was also somewhat disappointed by warband creation section, but it does what it needs to do for a quick game.  It is always a decision point to think about how "newbie friendly" a game needs to be.  However, I get the feeling that Mr. Lambshead's target audience are not new to wargaming or the periods per se, but those new to Skirmish gaming in the periods mentioned. 

Anyway, s good core set of rules for a fast game with more tactical depth that many other skirmish games I have read.... just what it says on the cover. 



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Monday, January 20, 2025

Review: Heroquest- First Light

 


Well, well, well...... look what I got in the mail.  I had no intention of buying this, but then I watched a review of it from Ash on Guerrilla Miniature Games and a walk-through of the quests on Always Board Never Boring.  

That changed my mind for a couple of reasons and I ended up ordering it from Target.com.  I ordered it on a Monday afternoon and got it on Thursday!  Zoinks.  Back in my day, you had to wait 6-8 weeks for delivery of games and stuff.  I used to have to order from the Mail Order Trolls from the GW in Baltimore because I lived in the sticks.  There was no FLGS.  This took 4 days, and it would have been 3 but UPS couldn't find my house.... because I still live in the sticks, just a different forest.  

Anyway, you all know I have the Heroquest Core set, because I have reviewed and painted it up.  Why would I need this?  Here is my weaksauce rationale: 

1. This is a lot easier to take to the local coffee shop or across country to play.  I recently took my Core Set across country and it was not easy.  Worse, I never even got to bust it out to play! 

2. This has a whole new set of quests that seemed pretty cool! 

3. New miniatures for the Heroes and that nifty "dragon-esque" monster.  They looked fun. 

4. The new Cavern board!  

5. More of the custom dice so we don't have to keep passing them around the table

6. I get a discount on Target.com

Like I said, they are weak sauce reasons, but they ARE reasons to get it.  So, let's dive in and take a look at what we get.  Grab your short sword, roll your red dice, and let's get moving! 

Huh, that is how you set it all up!

Things That I Liked

The new rulebook is flash!  It is very nicely done, super visual, snazzy, and glossy.  It looks good and covers all the basic stuff only better.  They also include some rules for the multi-square models because the Dragon thing is a two square model.  However, the rules themselves have never looked better.  I never really knew how to set-up all the components on the board..... until now! 

Did I mention that the board is two sided?  Once side is the traditional Heroquest board, and the other is a Caverns board!  It is great to get a new potential lay-out for quests!  The board itself folds down nicely, and is an actual board.  None of this paper map crap!  However, it is not as sturdy as the board in the Core set.  


The monsters are all card standees.  I have no real issue with this.  In fact, I think the art for the monsters look pretty cool.  Nice 2D representations of the furniture too.  Hard to tell the difference between a bookcase and a pantry though.  

In the back of the Questbook, they have the new lay-out in a grid for making your own quests.  I love that so, so much!  I have to get this digitized so I can start making me Shadow Over Innsmouth inspired Questpack!  The Traditional Heroquest board can be the town, and then the other side can be the Caverns beneath the village where the true evil lies!   



Things I Do Not Like

During the quest, you get to fight the Dragon in different forms.  I think you fight him 4 or 5 times in 10 or so quests.  Each time he gets tougher and there is a different twist, but it might get tiring fighting a guy over and over again.  I mean, almost none of the other NPC villains get that much board time!  

I am also not 100% sold on the miniature.  I think he is kinda derpy, but their is a reason he looks like a human/dragon hybrid and they explain it in the quest book.  That said, the miniatures are sold quality and I look forward to painting them all up!  


The movement dice are white with red pips.  Not cool.  The O.G. rules call them red dice.  This is a huge nitpick.  

This Quest seems to be using a "new" set of heroes different from the Core Set.  So, you can have a Varsity Team and a Junior-Varsity team.  The events in these quest supposedly take place at the same time as the Core set quests.  Alternately, you could just have the A-team handle this set of Quests before the Witchlord quests in the main book, and then tie them back in.  However, it makes me wonder how many adventuring teams is Mentor running at once?  Is he like the CIA?  

Meh and Other Uncertainties

The new quests have all ready been loaded in the App.   It is all ready to go for Solo or Co-op play with the App as Zargon.  Pretty fast turn-around time.  

There is a small dice tray, that can also hold all the standees in once you pop them out of the card.  Not sure it is big enough, but I am happy to have the little dice tray.  I am tired of my dice flying all over the board.  

The alternate sculpts for the heroes are nice.  I really like the ones in the Core Set, but these will make a nice alternative.  I wish they had made them boy-girl-boy-girl though.  A minor quibble.  

The minis are easier to get in and out of the plastic on this one, so if I paint them up they are less likely to face wear and tear.  


Final Thoughts

Did I need this?  Heck no.  Am I glad I got it?  Heck yeah!  It is worth it for the new board lay-out and quest book alone.  This adds a lot more replayability and portability to my Heroquest adventures.  Plus, some extra minis to paint is not bad either.  This is a hefty box that is packed full of goodies.  

It is also a big deal that this set is affordable and available at Target.com.  This makes it much more accessible for the fantasy curious out there.  It reminds me much more of the original Milton-Bradley version of the game in that it is a great entry point for people into the world of board gaming, role-playing, miniature gaming, and just fantasy as a hobby in general!  Hopefully, this will be a game-change like when Target had the X-wing start sets on the shelf for that game.  I don't love Hasbro, but I do love things that could expand the hobby and helps make it accessible!  

I look forward to taking this to play with my family on Holidays.  It will be much easier to move around than my Core set.  Less intimidating for them too.  It looks like a standard board game.  

Until next time! 



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Monday, January 13, 2025

Wargame Design: The Corinthian War - Men of Bronze Supplement

 


Find the new supplement here!

Honestly, this was really unexpected.  One day, I was thinking about the trouble I was having moving some games forward.  I was having challenges getting words on the page.  I kept hitting internal road blocks, despite working my usual system.  I was getting frustrated, and my output was suffering.  

I am not even sure what happened, but I decided I needed to pivot.  What I was doing was not working.  I don't even recall the conscious thoughts that led to this supplement for Men of Bronze/Wars of the Republic to happen, but once I pivoted and started working on it..... well..... it poured itself onto the page in a matter of days.  This was not on my "To Do" list at the end of last year, so to see it now is a surprise to me as it is to anyone else.  Writing can be weird sometimes.

 

What is it?

The Corinthian War is a supplement for use with Men of Bronze/Wars of the Republic that were published as part of the Osprey Wargaming Series of games.  This is the 4th supplement I have done for those rules the others being: 

This one focuses on the historical Greek campaign known as The Corinthian War.  This took place about 10 years after the end of the Peloponnesian War, and after the famous March of the Ten Thousand.  The details of the Corinthian War are documents by Xenophon in his work Hellenica.  There is also additional material in Plutarch's Lives and the works of Diodorus Siculus.  

The supplement focuses on re-creating the historical battles of The Corinthian War on the tabletop.  In this way, it is similar to The Ionian Revolt supplement.  Like  The Ionian Revolt this campaign was a combined arms, Land and Sea affair.  It involved a variety of Greek City-States backed by Persia in overthrowing the military power of Sparta.  Therefore, it had a wide cast of interesting characters, unit types, and miniatures that I could use from my collection.  The campaign also had traditional big hoplite battles, ambush actions, raids, and a variety of scenarios to make wargaming it a blast!   


What is in it?    

This supplement is a condensed work of about 25 pages.  This includes the following: 

  • A Brief History
  • Some Line of Battle modifications
  • The main Campaign
  • Optional campaign scenarios
Total there are about 10 scenarios and a very brief way to score the campaign for a result.  This includes a Naval battle scenario, a Coastal Raid scenario, a Strong Point scenario, and some more traditional scenarios.  The Line of Battle modifications add Freed Helots and Athenian Marines as unit types that did not really exist before.  Spartan King Agesilaus II gets his own Line of Battle as well.  

Artwork has a few miniatures that I have painted from Victrix, some cool artifacts from the period, and a snazzy map!  


Where do I get it? 

Of course, you will want a copy of Men of Bronze/Wars of the Republic first.  You can get those wherever Osprey Books are sold.  

If you happen to be one of my Patrons on Patreon, you all ready have it!  I provided it to all my paying Patrons back in December as an early Christmas gift.

If you aren't a Patron (Tsk, tsk!) then you can get it now on my Blood and Spectacles Wargame Vault page.  

Thank you for your support!  I put all the profits I make back into the business of wargaming!  That means more wargames, more RPGs, and more content for you to enjoy on my blog, Social Media feeds, and my Patreon.      

Find the new supplement here!    

Until next time! 


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You can follow Blood and Spectacles Facebook page or Instagram for more fun! 

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Monday, January 6, 2025

Random: Blood and Spectacles 2025

 


2025..... as a youth the year 2025 signified the exotic near-future that was nothing like the world I grew up in.  In some ways, that is very true.  2025 is nothing like the world I grew up in.  The internet has changed a lot, media has changed a lot, politics has changed a lot, wargaming has changed, and culture has changed in ways my teen brain would not be able to comprehend.  So many things have happened since I was a youth.  To name a few; the Columbine shooting, The Matrix, 9/11 attacks, the War on Terror, the invention of the Smartphone, Social Media, new Star Wars movies, Crypto-Currency, and so much more that we take for granted now.  

One of the biggest changes is how much "Nerd Culture" has become mainstreamed.  In my day, you had to keep your RPG hobby on the down-low thanks to the Satanic Panic.  People thought you were some sort of cultist if you were into that sort of thing.  Wargaming was for old British dudes and you only saw it in media for wacked-out Bond villains or social outcasts.  There was a clear line between Nerds, Jocks, and other groups.  None of that is the same anymore, and I would argue that "Nerdsploitation" is en vogue right now.  

This niche hobby has gone mainstream.... and I am not exactly sure how to feel about it!  Part of me is excited to see things I was interested in going mainstream.  That means more players, more people to game with, and more chances to show-off my stuff!  It also means more access to things I am interested in.  Things like movies, TV shows, action figures, LEGO sets, and more and more merch!  If I need something for gaming, I can find it in the marketplace with ease.    

However, part of me is also sad to see it go so mainstream.  You see, it use to feel like a bit of a secret club that you could signal you were part of through subtle references in passing to show your allegiance to others in the secret club.  You couldn't walk into any big-box retailer and see material related to your niche, you had to seek it out and delve in dungeons deep for such esoteric knowledge and loot.  Plus, being part of the secret club was "radical" in the sense that you were against the status quo, you were an outsider, and didn't follow societies' rules.  You were "punk" because so much of the culture around these hobbies was Do-It-Yourself.  None of that is necessarily true anymore.                 

Therefore, I enter 2025 at a bit of a crux of my hobby life.  Normally, this time of year I like to try to put some goals and objectives down for the year.  These act as guidelines for the year and keeps me from going off the rails.  There are always a lot of new games, miniatures, and "things" going on in the world of tabletop wargaming.  This makes it much harder to keep to fixed goals, which is why I prefer guard rails instead.  It can be really hard to stay focused.  These guard rails help me stay focused and get things done for the year.  

Heirs to Empire - Wargaming the Diadochi

Normally, I break my goals down into the following categories: 

  • Purchases
  • Painting and Modeling
  • Playing Games
  • Rules Writing
  • Other Games Related Stuff

Purchases

Of course, I always start this section with a huge THANK YOU!  Every time you purchase one of my games from Osprey, Wargames Vault, Drive Thru RPG, follow me on Patreon or support me in other ways you help make this all possible.  It is your support that allows me to buy the minis, paints, artwork, web domains, and other supplies needed to keep Blood and Spectacles Publishing operational.  Therefore, I try to keep all the money earned in these endeavors going back into the business of gaming. Thank you!  

Homer's Heroes: Bronze Age Bad Boys

With that said, it is always hard to determine what purchases I might be making in the coming year.  Do I purchase things for new projects, expand on existing rulesets with further support, or do something completely different?  So, here are some thoughts for where I am right now: 

  • Stay caught up with the Osprey Wargaming Series
  • Purchase Victory at Sea or the Nimitz rulebook
  • Purchase three Fantasy Ice Hockey Teams
  • Start one or more of the following: Carthaginian, Theban, Late Roman, or Aztec Army 
  • Cowboys, terrain, and Fistful of Lead rules for Wild West
  • A new set of RPG rules
  • A new Heroquest Expansion (or two)
  • A fourth Reaper Nativity Scene to paint

This is pretty aggressive as I still have an Anglo-Saxon army to paint up carrying over from last year.  However, the items listed above are for promotions, new rules, post-production, or reviews for the blog.  I am also thinking of trying to get some Cowboy themed gaming for the True Crit Gaming Guild for the year, and I have some mechanics up-my-sleeve too.  

White Star/Red Star

Painting and Modelling

Last year was another strong year for me in this realm.  I doubt I can do it back-to-back without causing some lag in my other areas.  Therefore, I want to paint the following: 

  1. Anglo-Saxon army
  2. 3x Ice Hockey Teams
  3. Reaper Nativity scene
  4. A Heroquest Expansion
  5. A good start on anything else I happen to pick-up to keep my Pile of Shame to near 0

Half an Anglo-Saxon army for Fury of the Northman

I do have a start on the Anglo-Saxon army, but still need a lot of painting.  Plus, there is about 3-5 more units to add.  Thankfully, I have a pretty good system for batch painting and Speedpaints help too. However, other than this Anglo-Saxon force I went into the year with a relatively clean backlog for painting.     

Gaming

Last year, I jumped out of the gate early with a lot of games then petered out and ended the year mostly doing Solo-gaming and RPGs.  This year, I need to get back to playing with the True Crit Gaming Guild.  They wrapped up some Kill Team, and now it is probably time to offer something different for a bit, we will see.  I am leaning to try to get some Cowboy, Ancients, Heroquest, or Castles in the Sky going there.  However, I think for a bit I will be doing mostly solo-wargaming for a while.  I am still feeling really anti-social for a lot of reasons.

Under the Martian Yoke

All that being said, here are some Gaming related goals: 

I would be pretty happy with a total of 12-18 wargames, to GM about 3 session for RPGs, and play about 25 RPG sessions for the year.  I don't think that is overly ambitious, fits in with my historic output, and forces me to get out of my shell a bit. 

Castles in the Sky

Rules Writing

This has been a real slog for me lately, and I really need to shake-it off and get finishing stuff.  What exactly is still a bit up-in-the-air.  Based on my painting and modelling goals, it looks like I have a few ideas of what I need to finish this year: 

  1. Rise and Fall - Wars of the Republic supplement for Carthage 
  2. PHUCK!- The game of Fantastical Hockey
  3. Barbarians at the Gates - Late Roman ruleset
  4. Gold, Glory and Guns - Wargaming the New World
  5. Glittering Void- Mecha RPG
  6. Badlands - Wild West RPG
I have started other works, but those ones are furthest along in the pipeline.  However, who knows what inspiration will strike and drive a game forward faster than expected, or delays that will slow getting a game into production.  

I have a long standing goal of getting 50 publications into the world.  I am at about 25, so half way there.  It only took me 10 or so years to get this far, so there is still a long ways to go.    


Other Stuff
Yeah, this is miscellaneous stuff I want to accomplish.  The list this year is pretty short.  
  • Continue my Painting Tracker
  • Continue my Games played tracker on my blog
Traditionally, I have put other Social Media, Online Presence, Networking, and other goals in this area.  However, I am a bit torn about how much of that I am going to be doing this year.  I am considering scaling back my Social Media content, or at least re-thinking it.  Facebook and Instagram keep getting worse and worse, and I am not confident that any other Social Media won't be different.  Eventually, the user becomes the product instead of the platform being for the users.  It takes a lot of energy to post decent content on Social Media.  I have upped my game a lot in this space, but I think I might be better served using that time and energy for writing more games?

I will still keep up with the Blog and my Patreon, but everything else might have to go.  I only have a precious amount of time to devote to Wargame Design and making Social posts may not be the best use of it?  I don't know.  What do you think?  

I also toyed with the idea of going to one of the big Conventions for Historical Wargaming, but ultimately I am not sure it is worth the cost.  I live in a remote part of the US and airfare to anywhere is brutal, much less the East Coast.  Again, I am not sure it is a good use of my limited game-related budget.  Again, I am open to thoughts on the Pros and Cons?  

Turf War

Conclusion
2025 is here, and it finds me in an odd place.  It is not the shining, neo-future I had hoped for back in 1995.  However, the hobby of RPG and Wargaming is more popular and accessible than ever!  Despite this, I find my real-life taking up more of my time than I have expected, and the energy and time for wargame and RPG design is at a premium.  Therefore, it may end up being a sparse year on this front.  However, I have said that before and the opposite has happened.   We will see!  

One thing that helps keep me going is YOU!  It helps energize me a lot when I hear from folks playing my games and who share pictures with me.  I love to hear about people playing my games, and even better people enjoying them.  That is a big motivator.  Feel free to drop me a line anytime on any of my Socials, the MessageBoard, or directly at Eric@Bloodandspectacles.com. 

Until next time!   


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Friday, January 3, 2025

Bac-Con: A Charity Event in Cardiff UK on March 1st

 



Many of you have heard that Paul Sawyer, the former Editor of White Dwarf magazine and co-founder of Warlord Games has been diagnosed with a very serious disease.  I recall Paul Sawyer from the hey-day of White Dwarf magazine. He always had a quick wit and added a joke about bacon sandwiches.  Paul's efforts at GW and Warlord have been very important in growing the wargaming hobby.  Plus, he is a top bloke.   

This is the blurb I got from Graham who is organizing the event: 

"Bac-con is an upcoming Epic Legions Imperialis narrative event at Firestorm Games in Cardiff UK on March 1st 2025.  

Bac-con is in honour of Paul Sawyer, ex-White Dwarf editor and co-founder of Warlord Games, with all ticket proceeds going to charity.  A 2000 point Legions Imperialis army is required.  There will be two games on the day as well as a charity raffle.  

You can see the full details on the Forestorm Games website here"

I will not be attending as the Atlantic Ocean is in my way.  If you are in the Cardiff area, please take a moment to consider attending this charity event.  

If you do attend, please post some photos here in the comments!  Thanks!  


Become a Patron and get access to all the cool stuff, a peak behind the curtain of Blood and Spectacles, and early-access to playtest games!  


You can follow Blood and Spectacles Facebook page or Instagram for more fun! 

Check out the latest publications and contact me at our Blood and Spectacles website

Or purchase all out games at the Blood and Spectacles Publishing Wargames Vault Page!