I had a thought of a book that will never be written, that would be pure heresy, blasphemes and would destroy the 40K Imperialim, and it's fan base.
Comstars Historical Wargames
A web log of my historical wargaming. Mostly devoted to Field of Glory Napoleonic 2nd edition, Glory is Fleeting, OATHMARK: BATTLES OF THE LOST AGE, Rangers of Shadow Deep, Black Powder, Bolt Action and BATTLETECH.
Thursday, 20 November 2025
Ciaphas Cain and the best book GW will never write
Thursday, 26 June 2025
Fighter Combat TACTICS AND MANEUVERING By Robert L. Shaw
Here - The definitive guide to air to air combat.
Saturday, 19 April 2025
Saturday, 5 April 2025
Finally Army Painter gets correct British Army colours
Took them long enough, for a range called ARMY PAINTED that did not have actual army colours.
Unfortunately its not a Speedpaint!
Tuesday, 1 April 2025
In Sharpe's Footsteps. . .Why Did The British Fight In Portugal and Spain
The first documentary on the Peninsula war in 20 years. A new series on YouTube. It's not a talking head but actually going to show the locations of battlefields and places.
Saturday, 22 March 2025
Backing a histroical Kickstarter from Microprose - Task Force Admiral
Task Force Admiral | Limited "First Team" Physical Edition
Only 15 hours to go, so by the time you read this it will be too late.
When I saw it advertised by Drachinifel I decided I had to get it. And you get an old style physical box! I wish I could afford the upgrade to the include the book with doctrines.
I think this was the first Microprose game I ever played on an Amiga 1000: I read the manual cover to cover multiple times. SO MUCH INFORMATION.
Friday, 21 March 2025
Tuesday, 11 March 2025
Australian Enginners and cheap terrain and tanks - Dark Castle Terrain
One of the main reasons I got into Bolt Action is finding a place at Slaves2Gaming that sold figures based on attack on Bardia, as I had a great uncle who was there in the 2/2 Field Park Engineers of the 6th Australian Division.
What they don't have is an "Engineer" unit.Well https://darkcastleterrain.com/ does!
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| Mid/Late war engineers, but they would work! |
They don't work for 1941 Engineer's, but they represent what they are. Currently my only idea is to put a handcart full of equipment next to the unit.I'd really like some men with shovels, wire cutters and Bangalore torpedo's, but I haven't found anyone like that yet. If I add some riflemen to it and drop the mine detectors I can do a squad easily enough.
Video including some of the 2/2nd Field Park Company is here and some war diary's here.
They also do resin desert adobe buildings, and their resin and MDF tanks, terrain and building are cheaper than I can find anywhere else. You have to wait 10 days for it to be made, but I would not mind the wait.
I will need to get some!
Monday, 10 March 2025
New army thoughts after Small Tactics IV
I still need to write up my 3rd battle report for, but of course I've been spending a lot of time adjusting my 1100 point army list following it.
Having two "task forces/platoons" of a veteran infantry in a large squad, a small LMG support squad, platoon commander and a Matilda II did work well. I would like a platoon commander for each with a medic, but also want some sort of HE rounds for enemy in buildings and cover, a FO to get the enemy pinned down or provide smoke cover, and a reserve able to take objectives.
I liked the small Light tank Vickers VIc, but it can't take objective's on it's own. if I has 1250 points I'd get one.
The medic only got 1 save each game, but for the first two games, it allowed me to keep control of an objective! So he was well worth it.
I was very impressed by the trucks that would come in with a squad of SMG infantry to ruin my day, and want one. I can get a Long Rang Desert Group, but can't get a platoon commander for them to be able to snap to and all jump out of a truck if I want a platoon commander with each task force. So I'll put them in a Bren Gun Carrier, which has light armour and can still shoot after they get out. it's not a squad big enough to take a defended objective on their own, but must be used to attack or support another unit.
Total Points: 1097 Order Dice: 14
- Platoon #1
Inexperienced 21
Infantry Section 1x NCO with Rifle , 3x Infantry with Rifle , 1x Infantry with Light Machine gun (requires loader)
Veteran 80
Infantry Section 1x NCO with Rifle , 3x Infantry with Rifle , 1x Infantry with Light Machine gun (requires loader)
Veteran 80
Special Forces Infantry Section 1x NCO with Submachine gun , 4x Infantry with Submachine gun ,Behind enemy lines ,Tough Fighters
Veteran 90
Medic 1x Medic
Regular 23
Forward Observer (Artillery) 1x Forward Observer (Artillery) , 2x Infantry (equipped as modeled)
Veteran 118
Light Mortar Team 1x Light Mortar team
Inexperienced 21
Light Mortar Team 1x Light Mortar team
Inexperienced 21
Bren Carrier 1x Bren Carrier
- Forward-facing LMG
Regular 50
- Platoon #2
Inexperienced 21
Infantry Section (Engineers) 1x NCO with Rifle , 8x Infantry with Rifle ,Engineers
Veteran 126
Infantry Section (Engineers) 1x NCO with Rifle , 8x Infantry with Rifle ,Engineers
Veteran 126
- Platoon #3
Matilda & Valentine Infantry Tank
1x Infantry Tank Mk II Matilda Mk II
- Turret-mounted light anti-tank gun
- Co-axial MMG
Regular 155
Command Vehicle rule (v3)
,Command Vehicle special rule
10
Matilda & Valentine Infantry Tank
1x Infantry Tank Mk II Matilda Mk II
- Turret-mounted light anti-tank gun
- Co-axial MMG
Regular 155
Alternative:
OR, drop the engineers, mortars and FO, get a truck for the LRDG squad, and get a 25 pounder + tow with a platoon commander for the LRDG and upskill the other platoon commanders. I feel like this would be a more interesting army to play. I could put the 25 pounder on a corner to block enemy trucks coming on, and still use it with it's spotter to hit enemy infantry in buildings.
Total Points: 1100 Order Dice: 15
- Platoon #1
Regular 30
Infantry Section 1x NCO with Rifle , 8x Infantry with Rifle
Veteran 117
Infantry Section 1x NCO with Rifle , 3x Infantry with Rifle , 1x Infantry with Light Machine gun (requires loader)
Veteran 80
Special Forces Infantry Section 1x NCO with Submachine gun , 5x Infantry with Submachine gun ,Behind enemy lines ,Tough Fighters
Veteran 108
Medic 1x Medic
Regular 23
Trucks/Lorries 1x 3-ton Truck
Regular 27
- Platoon #2
Regular 30
Infantry Section 1x NCO with Rifle , 8x Infantry with Rifle
Veteran 117
Infantry Section 1x NCO with Rifle , 3x Infantry with Rifle , 1x Infantry with Light Machine gun (requires loader)
Veteran 80
Medic 1x Medic
Regular 23
- Platoon #3
- Turret-mounted light anti-tank gun - Co-axial MMG
Regular 155
Command Vehicle rule (v3) ,Command Vehicle special rule
10
Matilda & Valentine Infantry Tank 1x Infantry Tank Mk II Matilda Mk II
- Turret-mounted light anti-tank gun - Co-axial MMG
Regular 155
- Platoon #4
Veteran 65
Howitzer 1x Light howitzer (25pdr) ,Gun shield ,Spotter
Regular 65
Wheeled Artillery Tractor 1x Wheeled Artillery Tractor
Regular 15
Sunday, 9 March 2025
2nd game at Small Unit Tactics IV - The Red Spy is still determined to capture the briefcase!
I see the briefcase is safe. Tell me, did you happen to kill a red spy on the way here? No? Then we still have a problem.
The Russians are determined to recapture the briefcase!
The 2nd game at Small Unit Tactics IV was to capture 3 para-dropped objectives. They would show up on turn 3, with one the in middle and the other two in a random line direction across the battlefield. The armies were only 850 points in size, to allow 3 games in a single day at The Gaming Arena in Melbourne. The table was again excellent, I want to buy one. My first game was a loss covered here, and my army list here. My infantry is is from the Bardia range from Slaves2Gaming, my tanks from Warlord Games.
I was playing the Russians 1943ish and the terrain looked to be in the Soviet Union. They had one Su-76 (with AT shell), a light tank with autocannon (a mirror to my VIc Light tank), two rifle squad's, an inexperienced light mortar, two MMG's and two assault SMG squads in trucks.
| The battlefield looking from my left flank, after my first wave has run forward. Russian MMG teams are in the fields and 2 rifle squads in the centre |
I won the dice off and decided to attack from the side that had greater cover. I could see a ruined building and hedges that would provide good cover to take the first objective when it landed in the centre, and some hills I could use for cover for my tanks.
I deployed my two rifle squads in the centre, with one Matty in support, and one on the far right flank, as I hoped to use both hills to their front as hard cover in a hull down position. I was worried about my left flank, and thought I would probably need to bring my light tank on there. I was confident I could take the first objective when it landed, and would need my light tank to possibly get cover for the second. If I could take 2 out of the 3, I win.
The Russians deployed one Rifle squad behind the building and another in the forest, light mortars and MMG's in the fields at the back and a platoon commander behind the forest. The MMG's had good fields of fire, but I think they were too static for battles that needed you to move to objectives. I knew he had 2 trucks full of SMG's ready to run in from the flanks, and his tanks from reserve.
What I SHOULD have done is put one tank on either far flank, in a position to ambush his tanks when they came in on the field, or target his trucks when they came into flank up the roads. A trucks speed on roads means they could get all the way to the centre of the battlefield and the objective that was going to land there, so I needed to stop them before they could get there and offload a huge amount of SMG short range fire. His tanks were not a threat to taking the objectives, only the 2 squads of rifles and 2 SMG squads. They needed to be my priority targets!
| My rifle and armour run forward to cover the parachute landing zones |
| I advance to the road and get in soft cover of the bushes and forest |
His light mortar in the fields got pinned by the co-ax machine gun from centre Matty, and being inexperienced, couldn't do much for the first half of the game. I should have left my Matty in a hull down position, I didn't need to advance to be the top of the hill.
I also found once again I didn't need the movement trays, as I get more experience I think I can move my infantry fast enough without them.
| Target, Tank 20 degrees right! |
His SU-76 came on the road in the back right corner, and spent the rest of the game dueling with my Matilda II there. I got several penetrations but only enough to stun, slow and then immobilize his engine. Being in cover I had the advantage here, though his gun was more powerful and got one penetration but didn't do anything I can recall. I stopped his tank moving, which he later mentioned afterwards then BLOCKED the road for one of his trucks to come on! He didn't need to bring the tank on there, so it was a poor choice to do so.
| A Matilda II covers the landing zone |
| Light tank VIc covers the left flank |
I brought on my Light (unpainted) tank on the left - I was very worried about a truck full of Soviet SMG's rocking up on that side. I should have stayed hull down though. I got some more fire onto his squad in the building.
| The objectives have landed! |
I rolled for where the parachutes would fall and one landed right on my troops on the right! The other landed close enough to the building his rifle squad was in to be able to claim it, though I didn't realize he was close enough till later. I was in a position to secure the blue briefcase.
| Safe and Sound |
| LMG squad gets into the ruins |
| My 2nd LMG squad comes up to support the main objective. Despite being under MMG and rifle fire, my squad in front has had no casualties |
Being in cover and having veteran troops resulted in that I didn't take a casualties until turn 3, half way through the game. His MMG fire in particular was ineffective. Meanwhile his regular rifle squad in the building and trees took many losses. The one in the trees got knocked down to one man left, though his belief in the motherland was stronger and didn't rout from multiple morale rolls.
This really showed how much veteran troops are in surviveability. I think my front line troops need to be always veteran's. Not getting shot is better than trying to save afterwards. Add a medic for another 6+ saving through makes them very hard to move out.
I was also lucky the enemy only had an inexperienced mortar to fire HE and the Su-76 busy fighting one of my tanks. His mortar finally got itself unpinned near the end of the game with the platoon commanders support and was able to put down several shells onto my LMG squad in the ruins, but was only hitting 2 men at a time, which was enough to pin them down though.
| Dueling with the Soviets across the road |
He brought on his light tank to fight my light tank. I then spent most of the game with it pinned and had to rally it later. I should have stayed behind the hill in a hull down position. At the end I did get some penetrations into his and put his tank on fire, but not get a kill.
| PPSh's! |
With my light tank busy, and my other tank not in ambush for it, one of his SMG squads roared up the road from the left flank and dropped an entire squad on my face. I was very lucky his other truck failed it's orders roll for two turns!
| Close range firefight |
I was very lucky my veteran troops survived, but I had 3 squads and the tank available to shoot them back so they got pinned down and took more casualties then they gave out.
I only had 1 man survive from my squad, but I had a medic and platoon commander there to help, while his squad did not.
| His light tank is on fire! And the crew decided it was safer to stay in the tank! |
| Here comes in the very late 2nd SMG squad! Too late... |
With the last turn of the game, the 2nd truck finally arrived from my right flank. My Matty on the right could have stayed in ambush, but I knew the truck couldn't get to an objective in time, so kept firing at the Su-76 instead. I'd had my right squad in the forest in ambush for a turn waiting for the truck to arrive, but moved them forward to the hedge on the last turn,
| The 2nd SMG squad comes out, but too late to matter |
| Victory for Australia! And my first Bolt Action Tournament win! |
My plan worked pretty well. I was lucky with one of the parachutes landing on top of troops in cover to just reach out and grab it, but he was able to secure the other one from the building. The terrain favored me to hold it, but I think the fields favored his MMG and light mortar to cover them.
My right hand Matilda II was in a good location, but I should have put the other one on the far left to cover the t-junction. I could then have put my light tank in the centre, where it can use it's autocannon better than the Matty's 2 pounder. Looking at the terrain I could have put both tanks on the right to fight his tank, but the one in the centre did do good work pinning down the enemy infantry to it's front. But on balance it would have been better to put it on the far left to deal with his light tank...but he could have always kept it with the building between it and mine. It would have been better to keep it on the left to go into ambush and stop his truck coming down the road.
I need a AT gun or tank on either flank to stop enemy trucks full of assault squads rocking up, they seem to be the best way to take objectives. I can get a truck full of LRDG troops with SMG's, but it's very expensive and needs a platoon commander to quick time them out of the truck, so I'm relying on my 2 veteran rifle squads to do it instead.
Also I kept forgetting to snap-to my Platoon Co. I need to do that! And I need two platoon commanders, 1 for 4 squads was too low I think though in this game all the squads were pretty close to each other so he was able to move around to support them.
I need to paint some flags to show I have captured an objective so it looks better than a dice sitting on it.
I'm not happy with the Warlord Games pin markers, they are too fiddly. I'm ordering some Litko fire,flames and smoke markers for next time - small ones for one point, a medium one for 3 or 5. Like the old Epic Space Marine 3rd edition ones were, which undoubtedly helped designed Bolt Action too.
Having veteran infantry was once again crucial and won the game for me. The centre squad got knocked down to one man, but survived again due to the one medic roll that succeeded and held due to the platoon commander. Meanwhile his 2 regular rifle squads in the building and forest got knocked down to 1-3 men, though they were under as much fire as my centre squad was.
The Soviet player had the better army list, and lost because one of his flanking trucks only arrived on the last turn. If it arrived at the same time as the other one he would have taken both objectives with ease - I was able to focus fire on one for two turns before the other showed up. I should have put both tanks on the flanks in ambush until they showed up - they were more of a threat to winning than the Su-76 was, though it would have done a huge amount of damage if it hadn't been dueling with my tank.
I could still have used an FO more I think than the centre Matilda II...



