Thursday, April 30, 2026

A Thing for a Thing

Here's a thing that I drew for a thing.


#KelvinDrawsThings

Tuesday, April 28, 2026

Monday, April 20, 2026

The Year of Playing Dangerously

Stuart and I have embarked on an optimistic and perhaps naïve attempt to get more regular wargaming done in 2026, and have pencilled in a rough plan to play a game a month. Here's how we've got on so far.

January: Oh dear, not the best start. But January is always slow. That's my excuse, anyway.

February: We playtested my Stargrave scenario The Enemy Within.


March: We got in one game of The Nam. Stuart's summary is here and mine is here.

We also played Tomorrow's War; here's Stuart's battle report.


That's two in March, making up for the January deficit!

April: Rangers of Shadowdeep is built on the same rules as Frostgrave and Stargrave, although it's a cooperative game with an ongoing narrative. It has role-playing game elements, but I think it's close enough to its wargame roots that it counts.

(If it doesn't count then we didn't play anything in April, and that's bad, so I'm counting it.)

Stuart has written about our first couple of missions here and here.


So what's next? We've got a lot of options. We're going to try to revive our 40K project with the second edition of the game; we're just waiting on Stuart to finish painting the last few Dark Angels. Stuart also has the enormous boxed edition of OGRE, a game I've never played and which Stuart is keen to get to the table, mainly because he bought the enormous boxed edition and it mocks him every time he goes into his vast games library.

I'm hoping we can squeeze something in before the end of April, and get ahead a bit. We shall see.

Friday, March 27, 2026

I Love the Smell of Dice in the Morning

Stuart and I have been trying to get more wargames played in 2026 -- our goal is at least one a month -- and last week we played one that was new to both of us; The Nam (not that one).

You can read Stuart's in-depth summary of the game here. I am in agreement with him for the most part; it's a fun enough game that runs well, if a little lacking in specific Vietnam War flavour, and it seems to have a lot of vague and ill-defined mechanics, or at least organisation that obfuscates key terms.

That said, there were two mechanics that jumped out at me as quite interesting: activation/initiative, and game duration. Unit activation is handled in a system very much like the initiative token system of Troika! and it worked just as well here. It's not quite the same, as The Nam doesn't have simultaneous combat like Troika! so there's an element of imbalance, but as most of my force was hidden for much of the game, I could miss turns without repercussions.

Game duration was also interesting. The game is measured in "minutes" rather than turns, and our mission had a 60 minute limit. At first I thought we were going to be playing in real time -- which is itself a fascinating prospect, and one to which I may give some thought -- but they are in-game minutes. At the end of every turn, the player that went last rolls a dice and adds that many minutes to the clock; if the limit is reached, the game ends. The tactical element is that the dice size is chosen by that player, so there's an element of clock manipulation.

In our game I needed to slow things down to have time to push my force forward and capture objectives so towards the end I opted to roll 1d4 for the clock each time. Stuart, who was losing troops too quickly for his liking, would much rather those had been d12s!

As it was Stuart looked at his depleted force, and having to choose between sucking up fewer activations or gambling on keeping his activations or suffering an automatic loss, put his faith in the dice, which of course betrayed him and ended the game with 25 minutes to go.

(Stuart had two objectives to my one, so he was technically in the controlling position. Could he have held out for 25 minutes and won? I think it was possible but very difficult; I had realised that activations were the key and targeted his force so as to reduce its possible activations, so I suspect a death spiral was more or less inevitable. The question is how long would that spiral take?)

Will we play again? Perhaps. It was fun enough for an evening's entertainment, but aside from a couple of mechanics, it didn't grab either of us. And we do have plenty of other games to play.

Sunday, March 22, 2026

Outnumbered But Never Outgunned, Yes?

Oh, so that's who Robocop was trying to arrest the other day.


Good luck, Murphy.

And happy birthday Simon Furman!

(And Hellboy: Seed of Destruction #1 was released on this day in 1994!)

#DrawDeathsHeadDay
#KelvinDrawsThings

Sunday, March 15, 2026

BRUTICUS BLASTED

My quest continues!

Here's Blast Off, alongside his 2001 sort-of-incarnation.


I have seen some complaints about his weird cup hands, but I think they're a nice nod to the original design, even if they make little sense.

As much sense as a Space Shuttle counting as a combat vehicle, for example.

Three down, two to go!

Saturday, March 14, 2026

Your Move, Creep

I *think* it's #EverybodyDrawRobocopDay today isn't it?

Who is Murphy arresting? Perhaps we'll find out in a few days...


#KelvinDrawsThings

Tuesday, March 10, 2026

Lanced Through the Head, and You're to Blame

We are playing Pendragon! Yay! I love Pendragon.

My knight, Sir Moriddig (MOR-i-THIG; it's pseudo-Welsh) is famous for being reckless, which has got him into a little trouble, but it was only after he'd calmed down and got a hold over himself in a recent battle that he took a lance through the noggin. Typical.

So I decided to update his character image:


Hello, ladies.

#KelvinDrawsThings