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Earl of Lennox

Mormaer (Scottish equivalent of an Earl) Maol Choluim II (Malcolm) of Lennox was loyal to Robert the Bruce.

Another Scottish commander for my Flower of Chivalry collection for the Scottish Wars of Independence. MaelColuim/Malcolm, 5th Earl of Lennox was born circa 1280 and was killed at the Battle of Halidon Hill 1333.

At Falkirk in 1298 his Father, Malcolm I was commander of the Scottish nobles. Some sources suggest they were driven from the field too easily.

The command figure will do for either of the Malcoms.

Malcolm II had earlier been captured in 1303 by the English and held hostage by Edward I although back in Scotland 1304 and attended King Robert’s coronation in 1306.

At Bannockburn he commanded his troops supporting Sir Edward Bruce’s Battle.

The Earl is a Foundry figure while his assistant is an Old Glory figure.

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Filed under Bannockburn, Flower of Chivalry, foundry, Medieval, Old Glory, painting, Scottish Wars of Independence

Wild West Gunfight II – Welcome to Plymter Town

Sam ” Dirty” Daily woke as the train jarred to a halt in the Plymter Town station.  It was the first time he had returned since he shot his mining partner Jack ” Scruffy” Tarr who had claimed he had been cheated out of his share of panning rights following a dodgy  poker game. Only in the last two weeks had Sam’s hair grown long enough to cover the missing part of his ear that Jack had shot off when he was called out. Sam was a much better person with a gun than Jack and had responded by gut shooting Jack, who had crawled off to die. Sam is in town to pay into the bank his share of the gold ( 5 bags) from the claim. Sam has found a new willing partner to do the work as it is hard work and Sam longs for an easy life. The only issue today could be the Sheriff, who may want to chat about the fight. If he could be avoided then it might allow the day to go easier.

Jack “Scruffy” Tarr leaves the General store with a late breakfast of beef jerk. His ribs are still hurting from the beating he received yesterday from a thug at Madam Nellie’s Whorehouse where he had been recovering, hiding in a room occupied by Zo Wong. She had been found Jack  shot and taking pity on a soul in far more distress than herself helped him back to her room where she had cared for him, forcing him to hid in the cupboard when plying her trade. Jack was discovered yesterday and “convinced” by Dan to pay the equivalent (6 bags of gold) for Zo Wong’s time. The bill is due to be paid by  12 noon today and Dan, a thug is due to collect.

While biting down on a rather tough bit of jerk on his way back to the whorehouse to ask for more time he spots out of the corner of his eye  Sam  on the train pulling into the station.  Time for revenge  he thinks as the Town clock strikes 12.

Dan(The Thug) – yesterday  discovered someone in Zo Wong’s room. After a discussion the “guest” agreed to pay for her time and the payment is due to pay at 12 noon today. With only a few minutes to go he has not returned so Dan sets out to find him, get the money and make his boss Madam Nellie happy. During yesterday’s discussion Zo objected and Nellie asked Dan to take her to Mr Moo’s meat shop for a rest and lie down with the pigs!  Getting the money will help fund a new girl, maybe one that would like a simple country boy who locals say is “strong in the arm thick in the head”.

Sheriff Dupree Dawg steps out of the office with not a care in the world. this is the easiest town he has ever worked in. The inhabitants are generally law abiding although  one, a Sam Daily did cause an issue a few weeks back having shot his ex partner. Luckily no body was found so a chat is on the books should he ever show his face in town again.

 

This was the scene for our Saturday game.

View down the main street at 12 noon

Turn One.

Sam played by Steve leaves the station and decides to talk the back lanes  towards the bank.

Jack played by Laurie continues to walk away from the general store towards the Whorehouse.

Dan played by Nathan leaves the whorehouse walking up main street looking for Jack.

Sheriff played by me. Surveys his empire from the porch outside the jail.

Random event – next player drawn gets a sudden headache reminding him he needs to pick up his glasses. Until they get them they are -1 on shooting and fighting.

Turn Two

Dan gets a headache and heads off to the optician to collect his glasses, walking past Jack.

Jack  decides to hang around but does recruit a gunman who happened to he having a rest on the roof of the bunkhouse.

Sam spots Jack and darts into a local shop and sneaks up to the window.

Sheriff starts to walk down the main street where there are a few locals enjoying a drink.

Turn Three

Jacks recruit covering the main street and the sheriff

Sam takes a shoot through the shop window and hits Jack for a wound.

Sheriff starts to run down the street shouting a warning

Random event – Stagecoach enter the town

Jack returns fire at Sam but with no effect.

Dan still making his way to the opticians

Turn 4

Sheriff get to the scene and shouts a warning, no response so tries to shoot Jack ( maybe in the back) but manages to hit Jack for a wound and a member of the public killing him.

Jack turns and shoots at the sheriff hitting him twice. Jack triggers his local help on the roof who also hits the sheriff.

Dan gets to the opticians

Sam leaves the shop and heads back into the alleys

Turn 5

Marshall getting out of stagecoach. Sheriff at the back sheltering. two dead body counters can be seen in the street (must buy some casualties).

Sheriff plays a health card and runs for the cover of the stage coach that has arrived outside the Shady lady Saloon but not before he recruits a local to help him in the gunfight.

Jack shoots the local up but fails to hit the sheriff, the main street now has two dead bodies on it both locals. Jack’s recruit fires on the sheriff but misses.

The noise brings the 2 deputies out of the jail and they head down main street towards the sheriff

Dan leaves the opticians and is almost instantly approached and offered  some gold to get their brother out of Jail. Having seen the deputies leave Dan accepts and heads for the jail.

Sam makes it to the top of the town.

Deputies leave the jail to investigate the noise

Turn 6

Random event – long hair is getting in their eyes so -1 on any shooting and fighting until they get it cut at the barbers.

Sam gets hair in his eyes but is not too concerned.

Dan walks in the jail and soon open the cage freeing the inmate and getting 2 bags of gold.

Sheriff blasts away at the Jack’s local recruit  on the roof but his shotgun is not the best and misses.

Turn 7

Stagecoach pulls up near the Shady Lady Saloon. Two men can be seen having an argument on the balcony

Deputies are distracted by the sound of shooting coming from the Shady Lady as two brothers argue over one of the women.

Dan decides to help his boss he will set fire to the Shady Lady

A marshal jumps out the stagecoach in his combination underwear and heads for the Shady Lady weapon drawn (I do mean his gun).

Jack moves up the main street but due to wounds he cannot move too fast his recruit fires at the marshal with no effect.

Sam Darts out of the alleys and heads for the bank which is having a new safe delivered.

Turn 8

Dan legs it from the fire

Marshall enters the Shady Lady…………. behave.

Sheriff Reloads and takes a few more shots at Jack’s recruit again to no avail.

Jack and recruit take a few wild shots at the sheriff and Sam, both missing.

Jack makes it to the bank but before entering recuits a local to stand watch outside and then he finally manages to deposit his gold and claim the day as his  victory.

Sam in the bank with local recruit outside in case anyone take an interest.

 

Everyone had a great days gaming and all agreed that the modification /house rules worked.

 

 

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Filed under Battle Flag, Dixon Miniatures, Empires of War, foundry, Sarissa Models, Scenarios, Skirmish, Traders, TT Combat, Wild West

Legionary 2017 – May 13th Exeter Part 4 The Show

Up nice and early having packed up the car the night before, I set off to Legionary 17. The roads were clear so it took me 6 minutes to get to the show. How lucky am I.

In the past I have raved about how good the facilities are at the venue for gamers and traders, well this time I remembered to take a photo.

How many shows can you unload next to your table?

I had booked a 12 x 6 table. I started to lay out the terrain and place the figures.

The Plot.

The game was to be set around August 1814 when both sides were sitting around a table in Ghent brokering a peace deal. The Americans not wishing to have to give up any of their country following a reversal of fortune and the British trying to reinforce their position. To give them a better bargaining chip a force has been dispatched to seize the Washington DC. The scouts tell them the road is open apart from a few militia. The British ever confident set off.

The Americans have been tracking this force and have guessed what the British are up to. So to stop them they rush all available troops to the area. This means that to initially stop the British there are some militia infantry, Cavalry and a gun.

Here you can see the Amera Plastics river.

 

Looking up the table from the British view point

Across the British Lines. In the distance you may just spot some supporting gunboats. These were classed as heavy artillery but took a turn to reload. They could also not move as they were at anchor due to the current.

In the centre you may be able to spot the royal marine rocket team. These were the stars of the game and anybody who was watching when they fired, all commented on the process we use to see where they land!!!!

The game started with the militia units having taken up position behind the fences, just shy of the river. Just on the British side of the river waiting in the woods were 3 units of Indians. In our games Indians can deploy up to halfway across the table if in a tree line otherwise normal deployment rules apply.

The British fired their rocket – they decided to roll 7 sets of dice. A D6 for direction and a D10 for distance. The first two dice rolls looked good then a few wild rolls saw the rocket head towards the British units on the right flank. The final three dice rolls somehow correct the direction and landed the rocket within an inch of the original target.  Must get Nathan to pick next week’s lottery ticket.  The Freed Color units did not like this with one becoming shaken.

Not a great photo but you may just spot the Freed Color militia , the shaken unit has a white counter.

Rocket crew fire again. this time nearly taking out one of their own gunboats!

Heavy Militia gun opens fire

British are in the fields!

The  British advance continued and American reinforcements start to arrive. The American militia had a heavy cannon mounted on the hill by the church and so they started to fire. The first shot hit the advancing 1st Royal Marines.

Both sides traded shots and the militia taking the worst of it started to fall back. American regulars advancing up the left flank enter the woods to chase out the Indians. It takes 4 line and a unit of rifles to finally clear them out.

The remaining militia attempt to hold the ford!

American regulars advance into the woods!

Having advanced across the river they catch the Indians in a crossfire

Royal Marines advancing on the river, in the rear ranks are the 5th west indies regiment with the two Swiss Regiments Du Meuron and De Watteville in the middle (great flags).

View from the British end

View from the American end

The American advance down the left flank was not to continue as they were faced with the Canadian brigade and a rocket aiming at the American Right flank landed in the woods and 4 units had to test morale (Enemy units under flight path of a rocket have to test).

Canadian Brigade including Voltigeurs

Another rocket just misses the advancing British!

7th New York Militia and the Glengarry Lights trading shots when another rockets lands and frightens the horses making them shaken and a sound volley from the Glengarry finish them off.

The British push back the American Left and take the river but the lead units have taken a little too many casualties to pursue the retiring,  not retreating Americans.

A great game was had by all. It was especially great to get such positive feedback from the visitors and especially some new gamers  asking about the figures, rules and terrain.

Figures- Old Glory, Knuckleduster,Foundry,Victrix, Elite, Britannia and Perry.

Buildings –  Large house -Sarissa, small home and Church – Renedra

Trees – Mostly hand made(please see blog) and K&M.

Haystacks – Homemade

Fencing and Walls – Ebay

River – Amera Plastics. I think this is great value product

Hopefully you will get to see some better pictures as the photographer from Wargames Illustrated was on hand to take a few which I hope will be in the magazine soon.

A big thank you to “A Brush Too Far” painting service who helped me out with a number of units towards the end. Thank you Jono and Mary.

RULES – King George Commands and We Obey – see blog.

 

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Filed under A Brush Too Far, America 1812, Britannia Miniature, Demo game, Flags of War, Knuckleduster, Legionary Wargame Show, Napoleonics, Old Glory, Traders, Wargame Shows

Legionary 2017 – May 13th Exeter Part 3

My demo at the Legionary show is based on the American War of 1812.

Last night I finished another unit for the table.

Native Indians.

Here they are mixed in with a few units I already had.

The figures are Foundry and Old Glory,

 

 

 

A few days rest now although I may attempt to make a few trees over the weekend.

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Filed under A Brush Too Far, America 1812, Demo game, Flags of War, Knuckleduster, Legionary Wargame Show, Napoleonics, Old Glory, Traders, Wargame Shows

Legionary 2017 – May 13th Exeter Part 2

My demo at the Legionary show is based on the American War of 1812.

Last night I finished another unit for the table.

The Incorporated Militia of Upper Canada.

This unit were always going to be in any army as I was just attracted by the uniform. I have decided to paint them in their early uniform  which they apparently changed  some time in 1814 to a more traditional Red face Blue. The earlier uniform was Green faced Red and trousers in a variety of colours from Grey to Oxford blue.

The only issue I have is that the only flags I could find seem to represent the later uniform, as the regiment colour is blue and not green. That said I cannot find any evidence of a green regimental flag, I just assumed it would or should be.

The figures are Knuckleduster with a few Old Glory and the flags are from Flags of War.

 

Tonight I hope to finish a few Indians!

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Filed under A Brush Too Far, America 1812, Demo game, Flags of War, Knuckleduster, Legionary Wargame Show, Napoleonics, Old Glory, Traders, Wargame Shows

Legionary 2017 – May 13th Exeter Part 1

Well it is fast approaching that time of year when panic sets in to complete my regular demo game for the Legionary Show, Exeter.

This year I had decided upon a Napoleonic game with a difference, The American War of 1812 or Napoleonics with Indians.  I decided upon this theme as I packed away last years Dad’s Army game. Every year I do a demo and try to furnish everything from my own collection. Therefore the Boys can just turn up and play. Unfortunately due to health issues this year I had started to fall behind with the required volume of figures needed to ensure the game looked good.

A Brush Too Far, to the rescue

Once I realised this was happening I sent some figures off to Jono and Mary and asked if they could fit in some units to help me out. Well, a number of months later the figures have started to arrive.

All I had to do was base them and here they are:

5th West Indies Regiment. Scratch built flag. Figures are Old Glory

93rd Sutherland Highlanders. Flag by Flags of War and figures by Old Glory

1st and 2nd Regiments, Men of Free Color. Scratch built flags and figures by Old Glory

1st and 2nd Regiments, Men of Free Color. Scratch built flags and figures by Old Glory

1st and 2nd Regiments, Men of Free Color. Scratch built flags and figures by Old Glory I have put the 1st in Blue and the 2nd in Green

2 regiments of Royal marines. Figures by Old Glory.

Over the run in to the Game I will post more images to hopefully whet your appetite.

Legionary Show.

Is on the scale of things a relatively small show and only on for 1 day but it has a lot of things right which other local shows should learn from, if they want to keep attracting people new and old.

Please come along and support it.

Hope to see you there.

 

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Filed under A Brush Too Far, America 1812, Demo game, Legionary Wargame Show, Napoleonics, Old Glory, Traders, Wargame Shows

War of 1812 – British Gunboats

For the first time in a long time I attended Fisticuffs in Weymouth. Please check it out as it is a really good show with gaming at its heart.

While there having a look around the traders I spotted a couple of painted gunboats from Britannia Miniatures owned by Grubby Tanks. I know these models well as I have a few unpainted ones waiting in the increasing “to be painted” pile . I bought them for the Battle of Crysler’s Farm but have probably thought that the painting time, to paint the 19 figures per boat was better off spent painting regiments.

Having looked at and walked away a number of times, the voice in my head finally convinced me that I deserved a treat so ……………….here they are.

They suffered a little on the way home due to the everything we bought on what was a fantastic bring and buy. But a few hours and some nice basing will soon have them ship shape.

They will then be ready to provide supporting fire from the British right flank on the River.

The problem is that they have now sparked an idea of 28mm Great Lake Naval battles!

My old mate Brian, an ex marine (reliably, his words) informed me that the oar blades are different colours due to which watch the boat belonged to, Port or Starboard. I love interesting facts like that.

Here some pictures. They are not on ice, just that I thought the detail may have been lost on a green terrain tile and I could not find a blue cloth.

SAM_3703 SAM_3708 SAM_3707 SAM_3706

SAM_3705 SAM_3704

 

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Filed under America 1812, Battle of Bladensburg, Battle of Crysler's Farm, Battle of Lundy's Lane, Battle of New Orleans, Battle of Queenston Heights, Battle of the River Thames, Britannia Miniature, Napoleonics, Traders

War of 1812 – American Infantry

As mentioned in my last blog, I have had a few months away from gaming but I have been busy painted etc. Mostly it has been for my new era of ACW but I have also managed to finish a few units towards my slowly growing United States army for the War of 1812.

Here are a few picture of the finished units. They are all Old Glory miniatures.

These will form part of the core American forces for the Battle of Crysler’s Farm. See previous blogs.

Flags are mostly from Warflag for free at http://www.warflag.com/napflags/flaghtml/usa.htm

the site offers a couple of National flags,  a regimental flag in buff and a speculative regimental flag for the 1st rifles. The National flags were pretty standard as far as I have found out but they also carried a regimental flag (a bit boring if you ask me) in one of three colours; Buff, White or Yellow. I have not found out how the colours of these flags were chosen or awarded to which regiments. Anyone know?

I added regimental flags in yellow and white. All I have left to do is to tough in the edge of the flags.

SAM_3713 SAM_3719 SAM_3718 SAM_3717 SAM_3716 SAM_3715 SAM_3714

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Filed under America 1812, Battle of Bladensburg, Battle of Crysler's Farm, Battle of Lundy's Lane, Battle of New Orleans, Battle of Queenston Heights, Battle of the River Thames, Napoleonics, Old Glory, Traders

July 4th Game. It can only be AWI – Guilford Courthouse

Well from the date I should have been prepared. But it was only the night before our game day when Nathan  point out the date and why were we doing a Napoleonic game?

With only a few hours notice I came up with the following interpretation of Guilford Courthouse.  I would never normally use unpainted figures but we just did not have enough painted for all units. So please accept my apologies.

The Battle of Guilford Court House was fought on March 15th, 1781.

This battle at first sight could look a hard or pointless one to play. The British with 1900 men compared to the American 4500. I like this battle as it really pushes the British player and their choice of tactics. The vast amount of the American force was militia! That said, they are behind fencing with support on the flanks and to the rear. All that was asked of them was 3 shots and then they could retire. More importantly Nathanael Greene had taken some advice and positioned a few chosen men behind the militia with orders to shoot the first to run, at least until they had fired their three!

The British really only had one way to attack. Up the main road, hoping to clear the 3 defensive lines of Americans without losing too many themselves.

Historically

The battle raged for around two hours with progress being slow due to the heavy amounts of hand to hand required to clear the fences with the bayonet!  Greene decided his mainly Militia force should retire to fight another day and ordered his troops to disengage and retire. This gave the British the ground and the victory but it was at too heavy a cost. The British had received  nearly 25% casualties not enabling  Cornwallis to effect a pursuit.  Greene managed to retreat his army nearly in tact with less than 5% casualties.

Cornwallis did not/could not pursue Greene’s army. Instead, Cornwallis abandoned his campaign for the Carolinas and led his troops towards Virginia and Yorktown. There they were besieged by a joint force of American and French and after 3 weeks on Oct 19th 1781, Cornwallis was forced to surrender.

Our game

The figures are  Perry and Foundry. From both Nathan and my own collections.

Fields are a cut up doormat from Homebase, evening before. One made all the fields and only £8.99

Snake fences from Treefella on eBay

Trees mostly home made with a few from K&M – see earlier blog on how I made them.

Courthouse is really North American PLANTATION/ TOWN HOUSE w. PORCH from Arcane Scenery and Models – not sure if they are the manufacturer. This was finished this morning!

We used our favourite rules for this period ” Field of Honor” the AWI version. If you ever see a copy pick them up they are good even if someone should have spent a bit of time proof reading as sometime they miss the odd word out. They also come with a full campaign set of rules and 2 large colour fold out map and counters to replay a number of scenarios. We have added a few house rules which can add a little more what ifs.

Being honest the game played out pretty much like the real thing. Sniping from the American riflemen caused the British to slow down until they realised that they had to clean them which they did, though at a cost. The 1st line of militia held up well and managed to cause a few casualties before in one turn it all went wrong. One of the militia units took a hit and because I had given the first line a shaken status I rolled a one and off they went. Unfortunately a couple other units saw them go and decided to follow! Their command and even Greene himself tried to rally them but nothing was stopping them.

The British moved on to the second line and after a firefight with no clear winner they went in with the bayonet. This had the desired effect of clearing some of the second line but it was at a cost to high for the British commander to consider tackling the 3rd line. I like Greene retire my forces having sent a commander on what must have been a thoroughbred racehorse to catch and stop the militia.

You will find the map, combined OOB and record sheet and some options on representing the Militia.

We are glad we tried this scenario and cannot wait to try it again.

Option1.

In this game I started the 1st line, militia as shaken. This will help replicate the shakiness of them. If you want to replicate the above use of regulars, encouraging  them to stand and fire three, then they could start the game as Steady

Option 2.

Fire three rounds.

Tempted to fire three and retire. Check morale of the militia as soon as a British unit becomes visible to them. On a fail, the unit fires regardless of the range. Pass and they don’t fire. Check every turn. Once they have fired the three:

    • Their morale automatically drops to shaken

Or

    • They test morale with a -1 for having fired their 3 rounds. This could remain in throughout the remainder of the game . They are just itching to get away.

Guilford Courthouse game mapGuilford American OOBGuilford British OOB

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Filed under American war Independence, Battle of Guilford Courthouse, Fields of Honor, Scenarios, Wargame Rules

Legionary 2015 2nd May 2015

The day of the show.

I was up and pack by 6.30am for the drive to the show. Left home at 7.00am and arrived at 7.08am. Hung around till 7.30 when the show organisers turned up. (Must read invite).

The show venue is great. Plenty of free parking and all on the level. In fact as I was one of the first to arrive I was allowed to drive into the venue and park next to the table to help unloading. The other great benefit is that they also have access to a professionally run café. So once I had set up and then the  others turned up, we went for breakfast.

Traders

There were a very good selection of traders.

One in particular that convinced me to part with some money was Charlie Foxtrot Models http://www.charliefoxtrotmodels.com/

Having sold my Grand Manner builds of Cartentan to fund the War of The Roses collection I was either in the market place for some alternatives that were hopefully cheaper, lighter to carry  and less fragile or sell my WW2 28mm collection including my Dad’s Army troops.

Well Charlie Foxtrot models offered me the solution. A  vast selection of models are already available and having had a discussion with the owner regarding future releases, he confirmed plans for at least a School, funeral parlour and many more ideas.  Please check out their website. http://www.charliefoxtrotmodels.com/   it is really good and offers tutorials on assembly etc.

The Game 

The game was based around the forces involved at Bosworth.

The boys from Plymouth, Brian and Laurie turned up and along with Nathan they selected the forces they were to command.  Nathan taking the Yorkist force while Brian and Laurie commander the Tudor force. I have to admit that it was at this time we decided that the Stanley forces of Sir William and Thomas would be for show. They can be seen below skirting the edge of the far river bank.

Both side started to advance towards each other and the first to engage were Oxford’s mounted knights against Surrey’s knights. This melee ebbed and flowed for a while until Surrey reinforced the melee. This opened up the Tudor left flank and forced Oxford on to the defensive. Surrey’s troops continued to advance and engaged Archers, Billmen and dismounted knights finally fighting all the way to Oxford himself where he was heroically dragged from his mount and killed.

This put pressure on the Tudor centre which was taking casualties. Shrewsbury tried to turn his troops to support his army’s centre but too late.

Henry was hunted down and killed.

VICTORY TO RICHARD III.

Summary.

Everybody including gamers and viewers seemed to enjoy the game and the rules sparked a bit of interest. With a 1000+ troops on the table it played really well. We did change a few aspects of the rules afterwards and I will publish an updated version later this week.

I apologise for the quality of some of the shots but for some reason the normally reliable camera seemed to be playing up on the day. WSS and Wargame Illustrated were both at the show so hopefully they may publish some better shots of the game.

Below are some shots of the figures involved:

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The Table top 12×5 with all the forces deployed

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Richard III’s battle

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More of Richard’s Battle

 

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Norfolk’s Battle. These troops are his son’s The Earl of Surrey

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Oxford’s Battle

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View down the Tudor battle lines

 

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Tudor’s Battle with supplies cart.

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Shrewsbury’s battle

 

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Shrewsbury’s Battle

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Shrewsbury starts to advance

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Richard’s troops advance towards Henry’s

 

 

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Richard’s battle coming to grips with henry Tudor’s forces holding the central ground

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Surrey’s dismounted men at arms start to steam roller through Oxford’s troops.

 

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Both sides are moving up to engage

 

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Northumberland’s troops close down on Henry in a similar way to Richard was hunted down in real life!

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Ricard’s supply wagon provides much needed ammo to Surrey’s gun.

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Surrey’s troop engage Oxford’s billmen.

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Oxford supporting his archers who have been contacted by Surrey’s Men at Arms. The Tudor left flank after a strong start, starts to break up. This is a desperate last chance.

 

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Northumberland’s troops start to advance again, protected! by Burgundian handgunners.

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William and Thomas Stanley’s troops

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Thomas Stanley ventures across the bridge

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Surrey’s troops looking across towards their target, Oxford.

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Shrewsbury starts to swing his troops to support the Tudor centre. Too late to save the day though!

 

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Filed under Battle of Bosworth, Charlie Foxtrot Models, Demo game, Legionary Wargame Show, Medieval, Medieval, Naval, Traders, War of the Roses, Wargame Rules, Wargame Shows