Just a quick note to say BROADSIDE is 4 weeks today.
As it stands I feel confident I shall have the game ready. As mentioned previously I have the week before hand off work, as a "Panic Reaction Test!" Just in case I encounter a problem. Don't get me wrong I'll keep finding, some would say creating potential problems all the way up to the doors open. Including wondering if anyone will turn up. I know they will but knowing that will not stop me worrying about it.
I still have a lot to do, but I am now wondering what else I can add to the game. I might add a pair of canal boards with a ford on one and a vehicle bridge on the other. They only need to be 6 inches wide. Just a thought.
Like I said just a quick post with a 4 week warning.
All the best Cheers Clint
Saturday, 12 May 2012
Large Compound Board
The Second photo shows two boards butted up next to each other. At the same level of completion. This really is the extent of my workspace so for now I can't show more than 2 boards at a time. I grant you that I have yet to get all four boards finished, but by showing two I hope it gives some indication of things to come. I think the roads will all work with the level of cover and I hope it gives both a pleasing game visually and from a game play point of view when finished. Time will be my judge here.
A view of the two boards from the other direction. which does show the roads and fields of one board assisting on another. There will be a prize at BROADSIDE offered by Pen and Sword Publishing for the best game at the show. I origininally ruled myself out of this being one of the organisers. As it turns out we have an independent judge, namely Henry Hyde from Battle Games Magazine. I have no idea what his criteria for "best game" will be and it will no doubt come down to his personal likes and dislikes. I still don't anticipate winning, most shows have some interesting games and I don't think Broadside will be the exception there, but nice to be able to take part. I think this project is beginning to get there now and as such as inevitably happens my mind has started wandering trying to decide what of the myriad of ideas I shall try to tackle after this one. But I refuse to get sidetracked just yet, I shall finish this first.
That's today's post, thanks for reading enjoy the rest of the weekend and lets all hope it stays Sunny! All the Best Clint
Friday, 11 May 2012
Broadside Layout.
1 extra Taliban RPG team on a motorcycle.
1 extra Taliban HMG 12.7mm
1 Taliban 80mm Mortar and crew.*
2 Extra Leader types with Binoculars
1 Extra Taliban with a rifle.
Now that really is all my Taliban done.
*The 80mm Mortar is an objective piece only, The minimum range is greater than any on table dimension (including diagonals). The 50mm Mortar has a minimum range of 18 inches on table top so that can be very effective.
Well No progress shots today, Which is not saying Progress has not been made, just that today I am not photographing it. The reason being the plans for the two halls are done for Broadside and I thought it should be shared.
I will apologise for the faintness of the images. The guy who puts it on CAD is great at doing so, but is not a designer and does not consider how the images will be used. Ideally all the lines should be thicker to make them clearer, and thus the writing would be clearer. I did try to manipulate the images to create a greater contrast, but the image was bleeding out, even changing the colours did not help. SO if you get a migraine stop trying to spot traders or clubs.
That should just have moved the plans down low enough so the "Clutter " on the right does not interfere with the plans.
So please SCROLL DOWN
I'll be happy to answer any questions in comments about who's coming and where they will be.
Let me pre-empt a couple, Posties Rejects are on one of the central tables in Wyvern Hall.
Crooked Dice are in the main hall (stay on the right hand side when you enter the main hall they are the third trader along (with round games table in front).
Rainham Wargames Club (And me a lot of the time) Are in the main hall directly in front of Wargames Emporium stand. If in doubt ask ask at the info desk for the stand, OR should there be a Star-Wars Stormtrooper (scout trooper) about feel free to ask him as he's known me about 20 years.
Tim (Frontline) will be where he was last year. By which I mean he'll talking to traders leaving his wife behind the stall. (Yes you will Mate! You always do!).
The Flea Market will be in the Projectile Hall. A separate but linked space.
As I said any questions please ask. And If I can get Mark to make the lines bolder so they can be seen clearly I'll post the plans again.
Hopefully this should be readable. But only time will tell.
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Main Hall |
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Wyvern Hall |
Wednesday, 9 May 2012
WIP 1st board. (short and sweet)
That feels like a really quick update today, but I can't force it if there's not masses to show. I'll post again on Friday. Cheers Clint
Monday, 7 May 2012
Still learning the rules.
pics which he then emails me. Which is always appreciated).
Patrick still making morale checks got inside a building with "Fake Adie" the wounded Cameraman and the wounded soldiers. To his credit he did then TRY to call in air support, but due to low dice rolls noting turned up. His position was then close assaulted by Kev's Talibs and the managed to capture the reporter, the wounded cameraman and three British Soldier (all wounded). Clearly this was decisive victory of the insurgents. Nothing at all would stop other journalists from reporting the captures of the British subjects which included two civilian non-combatants. Basically Game over.
We swapped sides. And a different result. Peter went home (was on a night shift that night so needed to catch a few hours before work). I took Peters place. Now the Younger players (both about 14 before you ask) decided that they would do the same tactics that had been employed against them. Well Patrick tried exactly the same position a Kev, but had placed his HMG in what I thought was a better position. The Cameraman died again.The difference was of course all the British troops with overlapping fields of fire could and choose to bring every gun to bear. (I was hiding my troops at the back (far left of the picture).) Anyway coming to the point All Patricks troops were squashed pretty quickly. Having tried to move to a position of safety Stew flanked me. I was very lucky and won the reaction test and shot back first and did enough damage to stop him tearing me a new one. I gave Patrick some new troops (two RPG teams on motorbikes) he rushed them forward, got them to a roof top and Kev (who the others had MADE be the CO called in an air strike. They had managed to task a Dutch AH64 Apache with hellfire's, rocket pods, 30mm chain gun and a strong desire to use them. Kev Designated a building with Taliban on the roof. Total overkill later two smoking ruins several civilian casualties (and a good number of Taliban causalities). Both sides could claim this as a win, The Taliban pointing to the waste of civilian lives and the death of the cameraman. Whilst the British achieved the objective despite several wounds and the valiant sacrifice of a television news reporter. They also got to destroy some buildings which did put smiles on their faces.
We ended it there as time was pressing. All in all I learnt a lot about how to structure a better game. Everyone learnt don't leave troops exposed in the open and I got to use the Taliban I have been painting for the show. Several issues were raise in the game and I acknowledge I'll have to re-read the rules a few more times (about 30 times) before we really become fluent. However as a learning curve we managed a game so not too bad.
Now as we have less than 5 weeks before Broadside now (was 5 weeks Sunday morning). I really must make a concerted effort to get the terrain and the British finished and NOT GET SIDETRACKED!
That's it for today, another totally bias AAR. Thanks for looking. Thanks to Kev for the use of his terrain and Brits and thanks to the guys for playing. All the best I'll post again on Wednesday. Now I'm off to B+Q for model supplies. Cheers Clint
Saturday, 5 May 2012
2nd Board layout WIP
Not too much to show today. the desire to work up the shed in the rain was not strong enough. Tomorrow is a club day and We shall be playing Force on Force again to firmly come to terms with the rules. I plan to add a few rules we have yet to try, IEDs, Air strikes, more vehicles, dependants and such. I will also seriously add to the firepower of the Taliban in an attempt to balance it a bit more. Do not expect an easy British Victory battle report on Monday.
All the best next post on Monday. Have a good weekend. Cheers Clint.
Thursday, 3 May 2012
First Board Layout
As you can see I have used the chipboard walls to represent a ruined structure as well as field boundaries. (Most clearly visible in the first 2 pics.) Having looked through the "Enduring Freedom" Book by Ambush Alley Games lots of the scenarios in and around villages have quite a few ruins. I guess in a country that has been at war for 30 years this is to be expected. I am Therefore not being shy with them and adding them whenever I feel like it.
That's it for today more again on Saturday. All the best and happy blogging folks. Cheers Clint
Tuesday, 1 May 2012
Starting Terrain Boards
Having decided that I want the terrain modular and on 2 foot square boards there comes a time when you just have to bite the bullet and actually start it. Today is that day.
Starting with the roads I decided that 2 inch wide would be sufficient. I don't want it so open that the British can drive where they want without regard. so I have decided to keep the terrain quite close. I was also aware that I do not want the terrain laid out in nice neat little squares. I want it more random, organic, natural. As such I did not want all the roads to be straight lines as this would create avenues of fire which at this scale can easily cut a board in two. So I thought I should put some wiggles in. And thus the roads in the top picture came about.
The next tricky thing is to decide where the buildings will go. The second picture shows a trial layout using my two smallest farm compounds. Again you want them far enough apart that they feel like they might be able to have a few small fields, but at the same time use the curves of the roads to block lines of sight. You also want the British to feel that an ambush could happen at any time and that the Taliban have got plenty of cover from which to spring that ambush at very short range. If the buildings constrict the roads then the Coalition troops have also the IED threat to concern them. All of which means that any British troops moving a convoy by road through this area have a few things to consider above and beyond what's for lunch.
Once you have the buildings in place and marked. Then and only then can you sort the fields. Again fields need not be "regular" in shape. Often they would have no boundaries and at other times mud stone walls. For the fields I am using door mats. They are easy to cut (but make a mess so do it outside... as I found out the hard way,). Additionally the cheapest one from B+Q is only £5. So not beyond budget. One Matt will probably be enough for this whole project if I am careful and don't squander it. Yes That means another B+Q trip soon most likely.
That's today's offering. As I said on Sunday it will mostly be work in progress from now till 10th June. Thanks for reading I'll post again on Thursday. By then I should have some decisions made and the fields and mud walls in place. The buildings will be added last.
All the best Cheers Clint
The next tricky thing is to decide where the buildings will go. The second picture shows a trial layout using my two smallest farm compounds. Again you want them far enough apart that they feel like they might be able to have a few small fields, but at the same time use the curves of the roads to block lines of sight. You also want the British to feel that an ambush could happen at any time and that the Taliban have got plenty of cover from which to spring that ambush at very short range. If the buildings constrict the roads then the Coalition troops have also the IED threat to concern them. All of which means that any British troops moving a convoy by road through this area have a few things to consider above and beyond what's for lunch.
Once you have the buildings in place and marked. Then and only then can you sort the fields. Again fields need not be "regular" in shape. Often they would have no boundaries and at other times mud stone walls. For the fields I am using door mats. They are easy to cut (but make a mess so do it outside... as I found out the hard way,). Additionally the cheapest one from B+Q is only £5. So not beyond budget. One Matt will probably be enough for this whole project if I am careful and don't squander it. Yes That means another B+Q trip soon most likely.
That's today's offering. As I said on Sunday it will mostly be work in progress from now till 10th June. Thanks for reading I'll post again on Thursday. By then I should have some decisions made and the fields and mud walls in place. The buildings will be added last.
All the best Cheers Clint
Sunday, 29 April 2012
DAF DROPPS
Today marks the 6 week deadline for Broadside 2012, So from now on it will mostly be work in progress shots of the terrain. I do realise that at present I have painted no Coalition troops but there is not too many of them to paint additionally I have booked the week before the show off work. When I say week I actually mean the three working days, which is my panic like **** time.
I have decided to create a very cramped/tight area of Afghan village. Rules wise this might create a problem but I am sure we'll come up with a solution and I really want to build an area with very restricted lines of fire/sight. I know the landing area of a Chinook will have to be open and relatively flat and free of obstacles so a cramped area should be a good contrast. At the scale we are playing any Medivac/Caseivac areas will inevitably be "cherry" (hot) due to the closeness of the battle.
Well that's today's Post. Thanks for looking and more again on Tuesday. All the best Clint.
Friday, 27 April 2012
Enough?
So what is in this 20mm war band? Well I'm glad you asked.
- 2 Toyota style Pick-ups with12.7mm HMGs
- 1 Motor cycle with RPG and LMG crew
- 1 12.7mm HMG.
- 1 50mm mortar
- 1 AA missile
- 1 I am not sure of, Left hand side near the back. But it looks meatie
- 2 with scoped sniper rifles
- 8 with RPGs
- 8 with LMGs (7.62mm PKM)
- 3 with radios and AKs either leaders or spotters for off table mortars
- 5 leader types with binoculars
- 35 Assorted small arms mostly AKs but a few with bolt action Rifles.
So more than 60 all told which should give enough (more than enough) opposition to the Coalition.
That's the post for today. I'll blog again on Sunday. All the best Clint
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Wednesday, 25 April 2012
Moon Boards
I have been finishing the moon boards for Andy at Ainsty Castings. It has taken far longer than I anticipated. But as he'll pick them up in 6and a half weeks I will have them completely finished. All I have to do really is paint the edges and seal them. I Know that will take some time but we are talking hours and not days. Each board is 2 foot on a side battened 6mm MDF bases. Kindly note that you can see the floor so it's not me doing B+W photos this time although you would be forgiven if you thought so. Having never visited the moon I went with greys as a colour scheme as they are what it looked like when I last saw the pictures of the moon landings. I did for a while over-think the issue and wonder what colour the moon was, but a quick reality check soon bought me round to the right way of thinking.
Anyway now these are done I have no excuse not to start the Afghan boards. So they will get started tomorrow. It sounds silly to express the thought that I have been putting them off but I suspect I have at some level of consciousness. Or maybe I am over thinking it.
Other news: Broadside continues to creep towards us. I have this morning contacted Ambush Alley Games and supplied my "Shipping Address" for some "Con support". As mentioned before I have no real idea what this will consist of, but even if just pamphlets it's still worth having as a hand out to anyone at the show and might create a point of discussion with anyone passing by. SO it's all good.

On Monday (After I posted) another trader asked for an invite to the show. Unfortunately as it stands we are on our limit for space. However if anyone drops out we can accommodate them. Additionally we are still waiting for written confirmation from one games club, He's a friend of mine (from university way back in the distant past) so I am granting him some latitude. The other option is that our sponsors "Pen and Sword" who were planning to run 3 games at the show might only be able to manage 2 (they are struggling to arrange the third game). SO we are looking at re-jigging the layout if we need to. In an Ideal world we'd have as many traders and games as we could. Personally I'd put traders ahead of games, but do realise that games are also good as they can help support the traders by showcasing what can be done. I know I have seen a game at a show and thought I'd like to do that and then went looking for a trader who had some of the desired "Shinies!"
I have been reading "Call sign Hades" an account of the Lieutenant in the Royal Irish Regiment and his experiences in Sangin. So far it has been very informative and I have learnt a lot about the conflict from one mans very personal point of view. Some of which I will no doubt bring to the table.
As Rainham club have three meetings before Broadside I have proposed that next time we do some more Force on Force, to embed the rules in our heads. This time I'll introduce IEDs and air strikes and give the Talibs more fire power Given that we have 3 meets left the second game should be something very different so we don't get stale. The Final meet (3rd June) I have invited Fran http://theangrylurker.blogspot.co.uk/ and Ray (http://onelover-ray.blogspot.co.uk/) from Posties Rejects to pop down for a Pre Broadside game. Should anyone else want to come as well let me know and we can probably make it happen.
And finally I have started work on our propose "Zombie Campaign" at the Rainham club. I was wondering where I should set it, England or the States. Fictional or a real city I did even consider "Liberty City" from GTA as I have all the maps and loads of place and character names. but have settled on a setting now. It may be possible IF (and it is a big IF) I get the concept right to get a few people in the Blogosphere to play remotely. But more of this another time. That's today's Post. Thanks for reading. Take care next post on Friday.
All 6 boards |
And finally I have started work on our propose "Zombie Campaign" at the Rainham club. I was wondering where I should set it, England or the States. Fictional or a real city I did even consider "Liberty City" from GTA as I have all the maps and loads of place and character names. but have settled on a setting now. It may be possible IF (and it is a big IF) I get the concept right to get a few people in the Blogosphere to play remotely. But more of this another time. That's today's Post. Thanks for reading. Take care next post on Friday.
Monday, 23 April 2012
No Mans Land (WW! Zombie Game)
The situation was that there had been lots of screaming an shouting and gun fire the night before last in the German trench. The following day it had gone quiet. Some movement and abstract sounds had been hear but the Germans were not returning fire to the British Trench. In the Afternoon the Germans bombarded the trench with their own artillery. A trench raid was organised for that night to find out what was going on and if the troops in that section of the line had rebelled against the Germans.
The Scenario had three objectives that needed to be recovered and brought back to British trench line. The objectives were scattered to create a need to move about the battlefield and an action was required to pick them up, which would mean they would be stationary for at least one action.
Using the 7ombie TV rules I created 8 characters and one each was selected randomly by each player. Neither the Sergent nor the corporal were selected meaning the raid would be lead by a lance corporal (Patrick one of the younger members). Tim (Patricks Dad) had the only medic, all the other players had privates with various levels of combat abilities. Ian had the best rifle marksman, Relfie the best brawler, Kev had a pistol to supplement his rifle and Frasier the most agile. They all had a rifle and a bayonet.
Pat split the squad and gave each team one of the three objectives. Kev, Ian and Relfie had an objective the furthest from their start line, inches from the other side of the board. They set of fast double moving as much as possible. Kev take an action and shoots the Zombie that is shambling towards then from the trench they have just left. He plugs it and it kisses dirt. Not a head shot though so it's still in the game.at being the highest ranking character also had an extra figure and they also sprinted through the front line to the centre of the board. They managed to retrieve a strange gas canister. The Extra was put in charge of carrying it.
Meanwhile Frasier and Tim were being more cautious. Having the closest objective but close to several spawning points They reached the trench edge and were driven back with Tim taking a wound. They withdrew out of zombie attack range while Tim used the first aid pack and hes medic skill. It took him a couple of attempts but managed it in the end. By this time however sufficient Zombies had arrived to make their initial plan un-workable. The Zombie Tank appears, but never ever gets to attack the fast moving Brits
Relfie and Kev stand in the open and keep firing at the zombies trying to come at their rear. While they don't close the back door completely they do manage to drop enough Zeds to allow Ian to scamper into the far trench and pick up a bloodstained journal. Bringing on More Zombies each turn I spawned some close to Ian. Unfortunately he managed to get out of the trench before they could close on him (Curses)
With the canister Patrick orders his extra to carry it as they try to meet up with Kev, Ian and Relfie. They were struggling with ammo reloads (rolling lots of 1's). But despite this they continued to drop Zombies and even managed one or two head shots. Overall they did manage to hold the zombies back sufficiently to allow a regrouping action.
Having joined up (except Tim and Fraser) they quickly formulated a shoot and scoot policy to keep them moving out of the attack radius of the zombies. They had two of the three objectives but still had to get back to their own lines (off their starting edge.) The zombies do try to close in, and do make the players pick their targets carefully. At this stage only one of the downed Zeds has managed to stand up again (No not the one Kev shot first, that one did stand up eventually but not with anyone close enough to make it interesting.
Meanwhile Tim and Frasier have problems of their own. Frasier moves away and leaves Tim to keep the zombies away. Tim gets another wound but disengages and in a heroic surge dives back into the trench and reaches the objective. He picks it up, But then being so far away from friendlies and surrounded by Zeds fails his morale check and is forced to flee the board without the objective. No doubt gibbering when he gets back to his own fronline. He may face a court marshal for cowardice in the face of the enemy, or he may get sectioned if he gibbers about undead Germans enough. Harsh.
The fire and move tactics work in drawing the zombies towards the main squad. When they get close enough to form a gap Kev charges past them towards the last objective. I am not sure if it was his intention to drag some zombies away from the main group or a desperate attempt to get all three objectives. Whichever it was it was very daring, I'll have to have words with him!
Frasier moves up the edge of the board towards the rest of the squad (minus Kev of course) keeping the wire between himself and the undead.Moving into a position to help out should they need it.
Kev does get swamped by 4 zombies but I only manage to get one wound on him and next action he's through them all and has a clear run onto the objective now the Zeds have been dragged to the other end of the battlefield.
The Rest take the opportunity and Relfie jumps into a trench full of zeds with Ian promising to back him up. We are all surprised when he does. The first zed shot finally stands up (Tim is now helping me play the zombies as I have about 45 zeds on the board, much to my relief as he manages to stand a few up. Ian then Persuades Patrick to jump into the trench to be ablative armour on Ian's behalf.
The squad continues to fight along the trench now that they have realised that Relfie isn't a great shot but is an excellent brawler and able to drop two zeds a turn. A real powerhouse he pushes through. The others all do their bit but Relfie just keeps the front zombies stunned and they move on like some kind of convoy.
Kev's special abilities are based around his morale and he's not to bothered with being all alone. yes he does fail a couple of morale checks but with his skills and good re rolls is unaffected. He does get mobbed by a group of zombies at the final objective but bad dice rolls mean I fail to hit him so he scoops it up and dashes away.
Everyone else scrambles out of the trench and in the final turn manage to get off the table edge. So the Goodies won. (Boo Hiss) .
Lessons leaned/conclusion. Firstly the players seemed to enjoy it. And so they should, they won and beat me not that I'm bitter. I will get revenge though you have been warned.
The rules are really simple and easy to adapt which means that for the most part we can remember them and just get on with the game. Which is what we want after all and not tediously having to look things up all the time.
Initiative worked better in the "Car-park" game as it was less predictable as to who would go next and thus made the game more interesting as it was harder to know if the living could always stay just out of contact. This meant the Shoot and Scoot tactics worked really well. This a more random initiative it would be harder to manipulate the moves to your advantage.
The second ting about having so many zombies would be that they zombies need more than one initiative setting. By this I mean a proportion of the zeds having a different mark on their base (say red and green) and different initiative counters so they would be activated at different times. Making a far less predictable game. I think I shall do this by grass tufts or no tufts.
Thanks to Relfie for some of the Photos. I faded the colours to reflect the era the game was set in. also because it gave a unified effect as all the figures and terrain were so different. I hope it has not detracted too much from the game. Personally I think it works, but it only works if you think so as well.
Lastly I know this is pic heavy, I have tried to keep it in order, but I may have some sequencing wrong between my and Relfies Photos, again I hope you'll forgive that.
Anyway that's what we did at the club yesterday. I have proposed a Zombie campaign and will be working towards that after Broadside. I shall start typing back ground for it from now though so feel free to shoot ideas at me.
All the best, take care and thanks for reading.
Cheers Clint.
German Frontline Trench |
The Scenario had three objectives that needed to be recovered and brought back to British trench line. The objectives were scattered to create a need to move about the battlefield and an action was required to pick them up, which would mean they would be stationary for at least one action.
Using the 7ombie TV rules I created 8 characters and one each was selected randomly by each player. Neither the Sergent nor the corporal were selected meaning the raid would be lead by a lance corporal (Patrick one of the younger members). Tim (Patricks Dad) had the only medic, all the other players had privates with various levels of combat abilities. Ian had the best rifle marksman, Relfie the best brawler, Kev had a pistol to supplement his rifle and Frasier the most agile. They all had a rifle and a bayonet.
Kev, Ian and Relfie sprint |
Patrick with an extra reach the centre objective |
Frasier and Tim approach their objective. |
Patrick runs to meet up with Relfie and Kev. |
The squad joins up (except Frasier and Tim) |
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Tim In trouble |
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Still plenty of zeds near the 3rd objective |
Shoot and Scoot policy in action |
The fire and move tactics work in drawing the zombies towards the main squad. When they get close enough to form a gap Kev charges past them towards the last objective. I am not sure if it was his intention to drag some zombies away from the main group or a desperate attempt to get all three objectives. Whichever it was it was very daring, I'll have to have words with him!
Approaching the last ternch |
Kev does get swamped by 4 zombies but I only manage to get one wound on him and next action he's through them all and has a clear run onto the objective now the Zeds have been dragged to the other end of the battlefield.
Where's Kev Gone? |
The squad continues to fight along the trench now that they have realised that Relfie isn't a great shot but is an excellent brawler and able to drop two zeds a turn. A real powerhouse he pushes through. The others all do their bit but Relfie just keeps the front zombies stunned and they move on like some kind of convoy.
Kev's special abilities are based around his morale and he's not to bothered with being all alone. yes he does fail a couple of morale checks but with his skills and good re rolls is unaffected. He does get mobbed by a group of zombies at the final objective but bad dice rolls mean I fail to hit him so he scoops it up and dashes away.
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Frasier lends a hand |
Lessons leaned/conclusion. Firstly the players seemed to enjoy it. And so they should, they won and beat me not that I'm bitter. I will get revenge though you have been warned.
The rules are really simple and easy to adapt which means that for the most part we can remember them and just get on with the game. Which is what we want after all and not tediously having to look things up all the time.
Initiative worked better in the "Car-park" game as it was less predictable as to who would go next and thus made the game more interesting as it was harder to know if the living could always stay just out of contact. This meant the Shoot and Scoot tactics worked really well. This a more random initiative it would be harder to manipulate the moves to your advantage.
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Kev at the last objective |
Thanks to Relfie for some of the Photos. I faded the colours to reflect the era the game was set in. also because it gave a unified effect as all the figures and terrain were so different. I hope it has not detracted too much from the game. Personally I think it works, but it only works if you think so as well.
Action in the last trench |
Anyway that's what we did at the club yesterday. I have proposed a Zombie campaign and will be working towards that after Broadside. I shall start typing back ground for it from now though so feel free to shoot ideas at me.
All the best, take care and thanks for reading.
Cheers Clint.
Fighting through |
Kev gets Mobbed |
Nearly there |
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Last turn with players gone and zombies milling about |
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