Saturday, June 13, 2026

R20BL Season 1 - Part 1

Results for the 1st week of the Roaring 20s Baseball League season 1.

Cleveland Indians vs. New York Yankees
CLE    0-0-0-0    0
NYY   2-0-1-x    3

WP - Waite Hoyt, LP - Jim Bagby

NYY   0-0-1-0    1
CLE    0-0-0-0    0

WP - Herb Pennock, LP - Stan Coveleski

Tony Lazzerri knocks in the sole run.

Philadelphia Athletics vs. Washington Senators
PHA    2-1-0-1-1    5
WAS   2-0-2-0-0    4

WP - Lefty Grove, LP - Stan Coveleski
Yes, Stan Coveleski is pitching for two different teams - the 1920 Indians and the 1925 Senators

Mule Haas knocks in the tying run in the 9th. Utility man Sammy Hale surprises the crowd with a game-winning single!
I started using the cards from Fast Inning Baseball, which created an unexpected hero.

WAS    2-0-0-2    4
PHA    1-1-0-0    2

WP - Walter Johnson, LP - Rube Walberg

Roger Pekinpaugh hits a 2-run homer in the top of the 9th to put the Senators ahead.

Chicago Cubs vs. New York Giants
CHC    1-0-1-0-1-2    5
NYG    1-1-0-0-1-1    4

WP - CHC bullpen, LP - NYG bullpen

Hack Wilson drives in 2 runs in the top of the 11th inning.

NYG    2-0-4-2    8
CHC    0-0-1-0    1

WP - Jack Scott, LP - Pat Malone

George Kelly hits a grand slam in the late innings.

Pittsburgh Pirates vs. St Louis Cardinals
PIT    1-2-1-0    4
SLC   0-0-0-1    1

WP - Lea Meadows, LP -  Bill Sherdel

Meadows pitches a gem and Eddie Moore knocks in 2 runs in the mid innings to secure the win.

SLC    0-0-1-2-0    3
PIT     2-1-0-0-1    4

WP - PIT bullpen, LP - SLC bullpen. Grover Alexander and Ray Kremer no decision

The Pirates race off to an early lead. Taylor Douthit slams a 2-run homer to tie the game in the 9th. Then Clyde Barnhart knocks in the winning run in extra innings.

STANDINGS

American League
New York Yankees        2-0
Philadelphia Athletics   1-1
Washington Senators    1-1
Cleveland Indians         0-2

National League
Pittsburgh Pirates        2-0
Chicago Cubs             1-1
New York Giants        1-1
St. Louis Cardinals     0-2

Player of the Week
Many good candidates - Waite Hoyt and Herb Pennock pitched shutout games. Tony Lazzerri, Roger Pekinpaugh, Sammy Hale, Hack Wilson, and Clyde Barnhart had game-winning hits. But this week, we honor George Kelly and his grand slam.

George Kelly

Saturday, June 6, 2026

Crazy Thoughts

Last weekend, I had some crazy wargame ideas that led me down a couple of rabbit holes.

Space Campaign
It started in a very innocuous manner; I was just clearing up some books from my coffee table. I caught a glimpse of one out of the corner of my eye. For a second, I thought it was one of my Ace of Aces booklets. 


It wasn't, but I got a hankering for some air combat. Then I started thinking about a new campaign. Then I remembered that Voidfighter had a bunch of scenarios. Then I started thinking about a space combat campaign. Then I remembered that I have no starfighter counters. And that's where I am now.

Fantasy Wargame
I'm not exactly sure how I went down this path. I guess I was thinking of games to play with my fantasy LARP group when the weather is too bad for sparring.

I'd like a game that fits in a small space, perhaps 2 ft square, and can be played in an hour or so. Fantasy theme, naturally. Perhaps use counters instead of miniatures.

A number of ideas ran through my head - HoTT (expensive!), Battlelore (also expensive and OOP I think), The Portable Wargame (need to tweak the ancients version for fantasy). I also looked into Fantastic Battles (looks like it uses individually based figures unfortunately) and a couple of other games. Right now, I'm still pondering options.

Like many of my manias, I think these will fade away soon without any progress.

Wednesday, June 3, 2026

Bathtub Baseball

Spurred by the success of my bathtub baseball experiment, I decided to try a short league. After some consideration, I chose to resurrect the Roaring 20s Baseball League.


The Teams
Here are the 8 teams of the league.
  • 1929 Chicago Cubs (98 wins, National League champions)
  • 1920 Cleveland Indians (98 wins, World Series champions)
  • 1923 New York Giants (95 wins, National League champions)
  • 1927 New York Yankees (110 wins, World Series champions)
  • 1929 Philadelphia Athletics (104 wins, World Series champions)
  • 1925 Pittsburgh Pirates (95 wins, World Series champions)
  • 1928 St. Louis Cardinals (95 wins, National League champions)
  • 1925 Washington Senators (96 wins, American League champions)
The Schedule
Like last year's initial schedule, I plan to play two games (home and away) vs. every other team. However, I plan to keep the American League and National League teams separate. This means each team will play 6 games, 2 against every other team in its league. League champions will meet for a 3-game World Series.

There will be 3 "weeks" of games, with 8 games a week. I'm not sure how long it will take me to play a "week" but once I do I will post the results.

A Sampler
Games are underway. Here is a little taste.

Chicago Cubs 5 - New York Giants 4

Chi    1-0-1-0-1-2
NY    1-1-0-0-1-1

The Giants jumped out to a 2-1 lead but Charlie Grimm ties the score late. The game goes into extra innings. Both sides score a run in the 10th. Then in the 11th, Hack Wilson (Chi) drives in 2 runs. The Giants get a solo home run in the bottom of the inning, but then the Cubs bullpen shuts the door.

Saturday, May 30, 2026

Bull Run

I planned on doing a Civil War battle over my holiday, so here it is. I decided to forego my Florida campaign and instead start playing scenarios from Dominion of the Blue and Grey.

The first scenario is First Bull Run.

The Union attack succeeds on the right.

And center.

Stalemate on the left.

McDowell rallies the Union infantry. However, Stonewall Jackson (left) and Jeb Stuart (center) smash the Union line.

Jackson then overruns the Union artillery.

The Confederate reinforcements (left) arrive by train. But they are disorganized, and get swept away.

This leaves the Confederate flank open. The Union takes the opportunity and routs Stuart.

With that, the path to Richmond is open. Well, that was a short war.

Friday, May 29, 2026

Bathtub 1925 World Series

I'm working on my own rules for very quick play dice baseball games. I have the general concept sketched out and was ready to test it. Initially, I did a couple of quick test games using made-up teams. It showed promise but lacked a little drama because individual players did not have a role. Inspired by Fast Inning Baseball, I added a rule where star players can affect the game. I was ready for a test but I wanted to use real teams. I decided to "bathtub" the 1925 World Series with a best of 3 games series.

The Series
The 1925 World Series featured the National League champions Pittsburgh Pirates vs. the American League and defending World Series champions Washington Senators.


Game 1
Pittsburgh 5 - Washington 3

Pitt        0-1-0-4
Wash    1-0-0-2
This shows the bathtubbed box score. I do not play all 9 innings. Instead, I play early, middle, late, and 9th innings.

Kiki Cuyler breaks a 1-1 tie with a grand slam in the 9th. The Senators' comeback attempt fails. Stan Coveleski takes the loss.

Game 2
Washington 7 - Pittsburgh 6

Wash    2-2-1-2
Pitt        2-1-2-1

Goose Goslin (Wash) and Pie Traynor (Pitt) trade homers early. Goslin drives in 2 runs in the middle innings. Pittsburgh ties it up on a 2-run homer late. In the 9th, Washington rallies for 2 runs. This time, the Pirates' comeback attempt fails. Walter Johnson gets the win.

Game 3
Washington 6 - Pittsburgh 5

Pitt        2-0-1-2-0
Wash    3-0-1-1-1

The Senators get a 3-run homer early. Pittsburgh scores 2 in the 9th to take the lead. Washington ties it up in the bottom of the 9th, then scores a run in extra innings. They win the game and the series!

Evaluation
How did my rules work?
  • Very fast play, but still gave an interesting narrative
  • Much less chart flipping than Fast Inning Baseball
  • Perhaps a bit too much scoring, but not totally unrealistic
  • I liked how star players get a nod. However, there were crucial moments where I did not roll a star player. In these cases, the result is a generic player. I'd love to give credit to the person who knocked in the series-winning run. Thinking about using FIB's player finder.

Wednesday, May 27, 2026

Halfway to Nowhere

I am at the halfway point of my vacation and I have done nothing.
OK, that's not really true. It just feels that way because I have not played any games worth posting. 

What I haven't done
As my vacation began, I had a few game-related items on my to-do list.
  • A Memorial Day Civil War battle
  • The next expedition into the Caves of Chaos
  • The next mini campaign in my Twelve Foes of Rome series
What have I done?
As I mentioned, it's not really true that I've done nothing. I made some progress in other areas.
  • Completed some yard work
  • Worked on a couple of shields
  • Dabbled with some baseball rules
Shield Work
Here they are so far. I cut everything out; I just need to glue everything and then add covers.

I experimented with a design change. I used to use PVC pipe for my handles. Being round, they had a tendency to twist. This time, I'm using square dowels. They should not twist. I used a Dremel to round the edges for the handhold.

Baseball
I've had a hankering for baseball, but I haven't been feeling Fast Inning Baseball, which was my jam last year. I've been hunting around for alternatives, but found nothing that  I like.

Now, I'm dabbling with some ideas of my own. The key concept is to resolve an inning using an opposed die roll (inspired by DBA).

Monday, May 25, 2026

Saturday, May 23, 2026

Kobold Caves

My Keep on the Borderlands Campaign
The continuing adventures of Aldric the fighter, Corvin the mystic, Rook the rogue, and Lothariel the elven pathfinder

After exploring the region around the Keep, our heroes discover the caves. They rest for a night without incident. The next morning, they begin their delve.

Notes:
  • As I mentioned last time, I'm not going to do a full blown narrative. Instead, I'm just publishing my notes.
  • I'll be making a number of changes to the caves to make them more interesting for my solo play:
    • While I'll use the general creature in each cave, I may add or swap out ancillary encounters.
    • I'm not using the maps from the published module. I often don't even map in solo play; I'll just have a series of encounters leading to the big boss. If I do map, I won't stick to the originals.
Our heroes enter the cave. It spirals downward into the bowels of the earth, with passages randomly leading out from the main tunnel.

Here are the party's encounters:
  • Kobold miners – A hits. A and R hit. The rest flee
  • Pit trap! A and R fall in. Bandage R
  • More miners – L gets hit. Wipe them out. L recovers.
  • Fire beetles – R gets hit. C and A stomp them. C heals R.
  • Kobold guards – wipe them out in 1 turn!
  • Kobold priests – A fried. C heals A. A, R, and L get hit. L and R hit. R takes out high priest. A, R, and L recover.
  • Salamander – A, R, and C take heat damage. R hits. C’s luck negates a hit. A, R, and L hit and kill it.
Note: In my mind, the kobolds tunneled down until they met the salamander, which they worshiped as a god. I nerfed the salamander's stats to make it a suitable boss for a party of 1st level characters.

Image created by Chat GPT

The party loots the cave, retraces its steps, and returns to the Keep.

Note: I'm not keeping track of treasure, but I added the "looting" part just for narrative purposes.

Saturday, May 16, 2026

Pontic Problems

The Twelve Foes of Rome Campaign
The next chapter of the campaign.

Another sire of the famed Bellicosus family has a chance to win renown. This time, the Senate sends him east to deal with King Mithridates of Pontus.

Battle of Bithynia
Mithridates invades Bithynia. Bellicosus defends this Roman ally.

The forces involved:
  • Bellicosus: 2 legions (elite, armored), cavalry, and allied spears
  • Mithridates: Cavalry, pikes (armored), spears, slingers, and scythed chariots (elite)
Note: Camera was charging so I scribbled down a battle map then transcribed it.
  1. Roman cavalry advances but gets cut down by slingers.
  2. The Pontic cavalry takes out a Roman legion but is spent.
  3. The scythed chariots flank and rout the other legion.
Battle of Chalcedon
Bellicosus retreats to Chalcedon and sets up defenses on and around a hill outside the city.

Same forces as above but one legion is downgraded from elite to normal and the Romans get a hill.
Note: I probably should have downgraded the armor instead of elite. Or better, I should have put the spears on the hill so it could take advantage of the defensive bonus.
  1. The scythed chariots and Roman cavalry take each other out.
  2. Roman spears defeat the slingers but Mithridates rallies them. A legion defeats the pikes.
  3. This time, the slingers defeat the spears.
  4. Pontic cavalry rout a legion.
Aftermath
A disaster for Bellicosus, who earns the sobriquet "the Least." It will take a better general to defeat Mithridates.

Saturday, May 9, 2026

Explorations

The Keep on the Borderlands Campaign

I'm changing the way I document the campaign. No more narrative, just some notes. I'll explain why below.

I just use the characters' first initials. For reference, the party consists of Aldric the fighter, Corvin the mystic, Lothariel the elf, and Rook the rogue.

The Second Foray
March N through woods. No event.

Turn W. Enter fens. Camp for the night.

R is on guard. Hears something and quietly warns the others. Lizardmen attack.

Hard fight against lizardmen. Kept hitting but had trouble penetrating the lizardmen’s tough skin (DR prevented damage). Ultimately, they cut down the enemy. All but C wounded. Used heals and bandages.

Return to Keep – no encounters.

The Third Foray
Head S, past the area where they fought the bandits. No encounter.

Turn E, into grasslands. Meet some human farmers. Get supplies. Spend the night safely.

Turn N. Meet a hermit. Encounter a mountain lion. Just then, hermit backstabs C, who goes down. A and L drive off the lion. R struck down by hermit. A wounds hermit, who runs away.

Revive and bandage C and R. Return to Keep.

The Fourth Foray
Travel N through woods then W into grassy plain. No encounters.

Travel E through woods. No encounters,

Turn S into hills. Run into a goblin band. C runs amok. Then A and L finish them off.

Turn W into wooded hills. Discover a ravine and the Caves!

My campaign map


Next time, they begin to explore the Caves of Chaos!

GAME NOTES
I decided to get a little lazy, primarily due to the way I am playing and recording results. Previously, I played on the tabletop and recorded notes in a journal. Then I transformed the notes into a narrative that I posted.

However, I also used the computer for some recording - specifically the game map. Then I thought, why not just put the characters on the computer. I can just play at my desk (using dice - I'm not going totally digital), I started a Word journal with my game notes. I figure it will just be easier to copy my notes to this blog.

Wednesday, May 6, 2026

The Dark Wood

Keep on the Borderlands Campaign

In the tavern at the Keep, our heroes learn that bands of monsters have been raiding in the area. It is said that they have a lair somewhere nearby. Reputedly, there is also plenty of treasure. This piques the interest of our heroes. They decide to find the lair, end the monster threat, and pocket the treasure.

The party begins exploring the region around the Keep

First Foray
The party begins its exploration. They head west into some woods. They find an area where thick spider webs run from tree to tree.

"Be careful," Lothariel warns. "There are tales of spiders the size of a large dog. Their poison can even incapacitate a human."

Not long afterwards, they hear clicking from the trees. There is one of the giant spiders!


It leaps at Aldric. Lothariel looses an arrow; it strikes the creature right in the eye. It bounces off Aldric's shield. The fighter rushes forward and stabs the monstrosity. It dies.

Suddenly, another spider lands on Aldric's shoulder. It bites him, but he shakes it loose before it injects its poison.

Rook rushes to help. The spider turns and bites him. Aldric tries stabbing it but also gets bitten. Finally, he slashes the monster, chopping deep into its vitals. It also dies.

The party finds the spider's lair. There are skeletons strewn about. One was a human fighter. He has a battered shield, but Aldric takes a liking to it.

"With a little love, this will be a fine shield," he declares.

With Aldric and Rook badly wounded, the party heads back to the keep. Corvin stocks up on medical supplies for a longer journey.

Saturday, May 2, 2026

Dungeon Crawl Rules Notes

Notes about the rules I'm using for my Keep on the Borderlands campaign.


Characters
I started building the characters using the rules from Swords and Six-Siders. Then I started making some tweaks.
  • I don't record all their attributes. I only make note of any exceptional ones that give bonuses or penalties.
  • I don't roll for hit points. Instead, I give fighter types 3 hp and the others 2 hp.
  • I record the attack and damage bonuses direct from the rules
  • I don't bother with buying equipment; I just assume that they can get most of what they want. I do roll for armor. For example, Aldric the fighter could start with medium armor on a roll of 4-6. (He failed).
  • I record armor and weapons but I don't bother with all the doo dads. If something is needed, I'll assume they have it. If it is unusual, I might require a roll.
  • One thing I do record are bandages. They can be used to heal wounds after a fight. The Party started with 3 bandages and can add D3 when visiting the Keep.
  • Damage resistance comes direct from the rules.
  • I've added LUCK as a party resource. The party can trade it to negate a wound. They start with 1 per character and can add 1 at the end of a successful mission.
Game Play
  • I use the monster stats from S&SS, specifically AC, damage resistance, and damage bonus.
  • I don't track individual hit points for swarms of minions. Instead, I have a total HP pool. When it is 0, the enemy is defeated. I usually give them 4-6 hp. For individual monsters, I use hp = monster level. I may add hp for particularly tough monsters.
  • Characters attack as per S&SS - roll >= AC to hit.
  • I do a damage roll - 2 or less = glancing blow (no hp loss), 3-5 = 1 hp damage, 6+ = 2 hp damage. Damage bonuses and damage resistance modify the roll.
  • Monsters do not roll to hit. Instead, characters make a defense roll. They need to roll the enemy's AC or better, modified by any defense bonuses.
  • Characters gain defense bonuses from shields or dexterity. As I think about it, I will need to give a bonus based on level as well.
  • Against swarms, each character must make a defense roll. They only roll once, even if outnumbered.
  • Big monsters can make 2 attacks per turn.

Thursday, April 30, 2026

Bandit Attack

Keep on the Borderlands Campaign

After the encounter with the giant crab, the caravan sets out for the Keep. Later in the day, they find themselves traversing hilly ground. Lothariel notices a glint of metal on a distant hill.

"We're being watched," she tells Scar, the guard captain.

Shortly after, the caravan is winding through a ravine, As it nears the end, they see a roadblock.

One man calls from the barrier. "Stop! Throw down your weapons and abandon your wagons. Or else!"

"Bandits!" calls Scar. "We need to fight"

Then they hear battle cries from behind them. More bandits!

Scar commands our heroes to take the ones in the rear. He, Mutt, and Geoff will deal with the barrier.

⚔ 

The hiss of crossbow bolts pierces the air. Corvin tries but fails to cast a shield spell. Lothariel pulls out her bow and shoots down a bandit. Aldric and Rook charge forward. A bolt buries itself in Aldric's shield. Rook manages to knock one aside with his twin blades.


Corvin casts another spell, this time freezing a bandit in place. Then there is a clash as the two sides come together. With his dazzling swordplay, Rook slays an enemy. But he and Aldric take wounds. Then Rook strikes down the last bandit.


Then they hear a cry. Turning, they see that Mutt and Geoff are down. Scar is battling 3 bandits near the roadblock. Our heroes rush to his aid.

Corvin casts his last spell - a magical bolt that slays his foe. The party then joins the melee, They hack down the last bandit.


They tend to Mutt and Geoff (both thankfully still alive), tie up the frozen bandit, and proceed on their way. Night draws near but the caravan continues on, driven by fear of bandits. Near midnight, they arrive at the Keep. Safety!

Tuesday, April 28, 2026

Caravan to the Keep

Keep on the Borderlands Campaign

It had been a long, boring journey from the civilized lands to the Keep on the Borderland. Over that time, four plucky individuals, hired as guards to protect a small caravan, have grown close.


Aldric, a fighting man, Corvin, a mystic, Rook, a rogue, and Lothariel, an elven pathfinder. formed the core of the guard. They were led by a drunken veteran named Scar and two inept fighters, Mutt and Geoff.

It is morning. The caravan is camped by a small lake, about a day and a half from the Keep.

Our heroes hear a cry from a servant girl drawing water from the lake. A giant grab emerged from the waters and tried to nab her with its massive claws. She ran, screaming for help.

Lothariel unleashes an arrow, but it ricochets off the hard carapace. Aldric and Rook rush past, interposing themselves between the crab and the girl. The crab strikes them, wounding them with its claws.

Lothariel drops her bow, draw her blade, and rushes into the fray. While Aldric keeps it busy, she ducks underneath it, striking upwards into its vitals. Again and again it plunges deep, until the crab shudder and collapses. Lotahriel barely escapes being crushed.

The Campaign Begins
As I mentioned previously, I'm beginning a new dungeon crawl campaign using the classic D&D module, Keep on the Borderlands.

Reading through it, I noticed that the player characters must first find the Caves of Chaos before delving into the dungeon. So I decided to create a "hex crawl" (although I'm using squares). Along the way, they might encounter wandering monsters and other denizens of the region.

Here is my hex crawl map.

The party begins in square A4. I rolled randomly for terrain and it came up as fens. I also rolled for a wandering monster. I used the table in the module and got a giant shrew. That seemed silly so I changed it to something more water-related - a crab. I also changed the terrain to a lake to fit the story of someone going for water.

The Characters
The characters may seem similar - I initially created them for my experiment with Order of Eventide. I just converted them to Swords & Six-Siders stats.

I decided to create the caravan backstory to give a reason why they end up in this isolated outpost. I thought that a guard of 4 seemed a bit light, so I added some NPCs. I made them somewhat useless so that the party needs to do the heavy lifting.

And with that, they're off!

Saturday, April 25, 2026

A New Campaign

Get ready - I will be journeying to

I decided to start a new dungeon crawl campaign, and I'll be using this classic D&D module. I chose it based on commentary from Professor Dungeon Master. Here he recounts a campaign he ran.

I am heavily revising my Micro Dungeon rules. I am using Swords & Six-Siders as the basis for my design. This way, I can just use the S&SS monster stats (and it is easy to convert from D&D to S&SS)
Stay tuned!

Saturday, April 18, 2026

More Random Thoughts

On Skirmishes and Dungeon Crawls
Some of my recent thoughts:
  • I've reversed course and now lean towards "small skirmishes" with individually based figures.
  • I'm reading Five Leagues from the Borderlands again. Some good ideas but I don't think it will work for me.
    • It calls for 8 figure bands. I prefer 2-4 heroes vs. the enemy hordes.
    • There are a lot of pre-battle steps. I just want to get stuck in; I don't want to game a shopping trip.
  • I am looking at a simplified wound system. My dungeon crawl rules ran into the same issue as D&D - at higher levels, combat drags because of higher hp. Five Leagues has a system that could work, however.
  • Why not go back to Four Against Darkness?
    • I don't like having to switch dice at higher levels
    • I'd like all possible enemies in one place, not scattered over multiple volumes
    • Dungeons are too random. And crafting specific dungeons takes too long.
On Arena Fights
Thinking about skirmishes led me back to my arena fights with Nocan.
  • Thinking about ditching the junior/senior circuit. Graduating to the senior circuit seems too much like starting over.
  • But then, how do I do levels? My tables that generate opponents are all predicated on 3 levels per circuit. I would need to redo all my tables.
  • I also thought about adding possible death rolls during bouts, just to make the games more risky. No decision on this yet.
Soccer and Star League
With the World Cup approaching, I've been thinking about some prior gaming. Back in 2014, I played some soccer dice games, then modified the rules for Star League - grav ball style sporting contests. I wonder if I can dig up these games?

Saturday, April 11, 2026

Stuck and Some Random Thoughts

I find myself in the wargame doldrums again, and I don't care. It has me pondering my gaming.

The LARP Effect
I've mentioned before that my favorite hobby is actually LARP. Things have been going well, with lots of new players. I've also been busy with some crafting projects (mostly weapons).

Alas, the season is drawing to a close (we shut down for the miserable Florida summers). That has me thinking about using games as a substitute. But how?

Dungeon Crawls
This seems like the perfect substitute for LARP, but I've been having issues.
  • I'm not satisfied with my rules and I haven't found commercial rules that work for me.
  • Setting up a game can require some work - I have to come up with the dungeon encounters. I could use a random generator, like Four Against Darkness, but it can feel too random. Playing a battle, like the Dominion of series, is actually simpler to set up.
I'm still thinking about how to do quick and easy dungeon crawls, but I'm not really getting anywhere.

Skirmishes
In lieu of a dungeon crawl, perhaps I could do some fantasy skirmishing.

As part of my stalled American Revolution skirmish project, I made some counters with small numbers of figures per stand.

I designed these for "big skirmishes" where each unit is approximately a "squad."

But I haven't printed them because of printer problems. First, I ran out of toner. When I refilled, my tablet that was linked to the printer died. I have a new tablet but I have to figure out how to link it to the printer.

Regardless, I am still wondering if I should do small or large skirmish (1 figure vs. multiple figures per counter).

Posting Less
I'm writing this as a way to sort out my thoughts. But I'm feeling that I'm wasting time with blogging. I may reduce posts to just battle accounts, in which case there may be long periods of silence when I fall into the doldrums.

Saturday, April 4, 2026

Bellicosus vs. Philip

The Twelve Foes of Rome Campaign
The next chapter of the campaign.

Carthage is defeated but now Macedon is making trouble. Rome sends Bellicosus the Younger to resolve the issue (in other words, conquer Macedon).

Battle of Kleisoura
Bellicosus (red) advances into Macedon through a hilly pass. King Philip V of Macedon waits for him.
  • Romans - Cavalry, legionaries (armored elite), allied spears. Reserve: spears and legionaries
  • Macedonians - Peltasts, 2 phalanx. Reserve: 2 Allied spears, cavalry
Note: Peltasts should be treated as spears. I used a light infantry marker to distinguish them. Unfortunately, I forgot they were spears and treated them as lights.

The Roman legion in the center drives off the phalanx.

But the Roman allied spears rout.

Roman cavalry takes out the peltasts.

Once again, the center legion is victorious.

The legion then routs the reserve spears (not pictured).

And then flanks the remaining spears.

Philip retreats into Macedon.

Battle of Kallisarissa
Bellicosus pursues the retreating Macedonians, catching up to them near the town of Kallisarissa.

Note: I used the same lists as above but dropped one unit of spears from each army.

Bellicosus sends his legions forward. They rout the peltasts.

There is a stalemate on the left.

But the Macedonian cavalry routs a legion.

Then routs the other.

Bellicosus loses. The Romans retire.


Battle of Phiasko
Bellicosus and Philip meet in a final showdown.

Same armies as last battle.

The Romans are victorious on the right but lose on the left. Bellicosus tried to rally the cavalry but gets killed in a melee.

The Romans are disheartened. Then disaster! The Macedonians overrun both flanks!

The Romans lose! They must retreat from Macedon.

Aftermath
The Romans blame the loss on Bellicosus's untimely death.
He failed to rally the cavalry. I made up the death result to give a more fitting end to his career.

They send another army to avenge Bellicosus's death. The Romans ultimately succeed in conquering Macedon.

Game Notes
  • Ouch! That was a tough end after a promising beginning.
  • I wonder if removing a unit tilted the favor towards the Macedonians. I could replay the last two battles to find out, but I'd rather not.
  • Instead, I will move on to the next foe - Mithridates of Pontus.
  • Previously, the Bellicosus family was undefeated in its campaigns. Now they are 3-1.

Saturday, March 28, 2026

Dominion of the Spear Revised

There's been no progress on my naval counters. Instead, I've been perusing the revised version of Dominion of the Spear. It is available on Wargame Vault.


It incorporates rules changes that have been proposed and included in later Dominion titles. I already use many of them but I wanted the official revision.

In addition, I picked up 36 More Ancient Battles for Dominion of the Spear. As the name implies, it includes 36 more battle scenarios. I noticed it had Heraclea (a Pyrrhic battle) and Zama, among others. I'll have to give some of these scenarios a go, although I don't plan on playing all of them.

Saturday, March 21, 2026

Rethinking My Naval Counters

Back in December, I explained that I was not happy with my square naval squadron counters. Instead, I worked up some new, rectangular counters. I planned to make two sets - line abreast (for galley warfare) and line ahead (for age of sail and modern).


I never got around to printing them. My ink cartridge ran out and I kept forgetting to order a new one. I finally resolved the cartridge issue, but now I am rethinking the counters.

The Problem
I created these simple, generic ships so they could represent any era - from galleys to dreadnoughts. This should reduce the number of counters I need.

But having different counters for different formations kind of counteracts that. I end up making more counters anyway.

The Solution
Now I'm thinking of mounting ships individually. This gives me more flexibility - I can arrange them in line abreast or line ahead, or even separately for small ship actions.

I will probably use 2 ships per squadron for Dominion of style battles.

Tuesday, March 17, 2026

More Dabbling

I already moved on from the terrifying teddies. Now I'm thinking naval actions.

This latest fad is courtesy of Ganesha Games latest - Torpedoes and Tides. They are rules for coastal actions during World War 2.

I'm still reading them, but naturally I don't expect to get them on the tabletop as is. Instead, I'd like to use them to develop some Dominion of style rules.

On the Portable Wargame Facebook page, Mark Cordone posted Dominion of Fighting Sail, a variant that extends into the ironclad era. Perhaps I'll veer towards ironclad torpedo boat actions.

Right now, I just have a few ideas percolating. For example, inspired by TaT's blinds, I thought about deploying the non-player enemy unseen. There could be a surprise when you attack a sector!

Saturday, March 14, 2026

The Snootypants Massacre

The crew of the S.S. Huntingdon kept a close eye on the woods that formed a line across the island. A hunting party led by Sir Reginald Snootypants had entered the woods hours ago. They expected him to return soon.

Suddenly, a bedraggled figure burst from the woods. He was limping but still ran as fast as he could towards the shore. Then the crew heard them, the growls of the teddy bears.

"Covering fire!" yelled the bosun. The crew began firing their rifles at the hug (group) of teddies. This deterred them. The figure was able to reach the boats and escape the island.

What Happened to Sir Reginald?
The figure was Archibald Stout, one of Sir Reginald's companions. He was able to tell the story of the Snootypants massacre.

The expedition (green token) entered the woods. Unbeknownst to them, a hug of teddy bears snuck up on them.

Surprise attack! The teddies maimed some of their party, but Sir Reginald and the other hunters drove them off. They also managed to secure a nice load of teddy bear fur.

The expedition advanced into the interior. They ran into some more teddy bears.

Despite getting the drop on the teddies, the expedition failed to inflict much damage. Instead, the teddies mauled the hunters. Sir Reginald's party retreated.

But Sir Reginald would not be called a coward. He insisted that the party renew the fight.

As more (right) approach the fray, the teddies finish the job.

Archibald just managed to escape the horror.

GAME NOTES
On Wednesday, I mentioned my silly idea about a teddy bear hunting game, with the player taking the role of the teddies. I decided to do a little experiment.

Here are some highlights of the game.
  • I divided the board into a 3 by 4 grid. I randomly rolled for terrain.
  • I used my modern counters - brown infantry for the teddies and a green heavy infantry for the hunters.
  • I kept it simple by only using 1 group of hunters. I randomly rolled 3 groups of teddies.
  • Every turn, I rolled randomly (D6+1) to determine what the hunters did.
    • 1 = retreat 1 space
    • 2 = move left 1 space
    • 3 = move right 1 space
    • 4 = move forward 1 space
    • 5-6 = search (look for hidden teddies)
  • Hunters subtracted 1 from the activation die roll for each wound.
  • Teddies did not move unless they became alerted to the hunters' presence.
    • Teddies only checked if (a) hunters were within 2 spaces or (b) teddies became active within 2 spaces.
    • Teddies had to roll 4+ to become alert to the hunters. Otherwise, they stayed put.
  • Teddies could move, sneak (move into the hunters square while remaining hidden), or attack.
  • Combat was decided like Dominion of. Hunters were missile troops while teddies were melee.
  • Hunters could take 3 wounds; teddies only 1.
All in all, an interesting game. I will play it again, perhaps with more groups of hunters and more hugs of teddies.

Wednesday, March 11, 2026

Terrifying Teddies


This is another odd "project" I'm contemplating.

It started with a completely unrelated post on the Wargames Website about thatched roofs for miniatures. Someone recommended using " teddy bear fake fur." Well, that got me wondering if there was teddy bear real fur. Then I started thinking about hunters shooting and skinning teddy bears for their fur. And then I thought that it could be a game!

Immediately, I thought of Palaeo Diet with the Pulp expansion. I envision a magical island where teddy bears roam free. But Pulp-era hunters descend on the island in search of prized teddy bear fur.

My problem with hunting games in general is that I find myself rooting for the animals. I asked Chat GPT to help me find some rules where you play the animals vs. automated hunters. There were none, but Chat GPT made some for me. Perhaps I should test them.

Anyway, as I mentioned, this is an odd project. Like many of my crazy ideas, I don't expect to do much with it. So don't hold your breath.

Saturday, March 7, 2026

Hannibal Halted

The Twelve Foes of Rome Campaign
The next chapter of the campaign.

This time, we go to the Second Punic War (218 to 201 BC). Hannibal invades Italy.
Now, Bellicosus the Younger, ancestor of the great Bellicosus (our fictional hero) gets the call to defend the Republic.

Battle of Lake Betria
Bellicosus confronts Hannibal in northern Italy.

Hannibal's Gauls burst from some woods. A Roman legion drives them off. Meanwhile, the center legion advances. It is bloodied but manages to defeat the Carthaginian spears.

Bellicosus brings up the Italian allies in the center. The legion on the left continues its victorious ways. On the right, the Roman cavalry defeats its Carthaginian counterpart. Hannibal fails to rally them.

Bellicosus wins in his first encounter with Hannibal.

Battle of Taurus Plain
Bellicosus chases Hannibal into Iberia.

The Romans attack. Their legion defeats the Carthaginian cavalry while the Italian allies drive off the elephants.

The Carthaginian spears are victorious in the center but the Italian allies have continued success.

There is a stand-off in the center. But this makes Hannibal's position untenable. He retires.

With this success, Bellicosus drives Hannibal from Iberia.

Battle of the Carthage Canal
Bellicosus invades Africa.

The Roman advance wipes out the Carthaginian cavalry in the center and on the right. The Roman cavalry is blown.

Intense, bloody battle on the left and center. The legions are spent but the Carthaginian infantry break.

It's down to the elephants vs. Italian allies. The allies nearly break, but Bellicosus rallies them. Then they manage to take down the beasts.

With its army destroyed, the Carthaginians have no choice but to sue for peace.

Bellicosus the Younger has earned laurels on par with his illustrious ancestor!