Mori Foot Samurai

In Test of Honour forces can have up to 3 Samurai a side. This means when you buy a couple of boxes of them like I did there a lots that you will not be able to use. I had two choices give them away or sell them, or paint them up as spares or for other games systems. I obviously chose the later or you would not be reading this post. I have divided them up into the original clans I had put together, Oda and Mori, and painted them accordingly.

Test of Honour – Daimyo’s Retinue

Ever confident of victory, Daimy Osugawa charges recklessly into battle, leading his fearsome, masked retinue to spill the blood of his foes.


Osugawa’s mounted retinue brings extra skills to the game via new cards especially for cavalry.


Mounted Retainers introduce a cheap mounted melee unit, while the Mounted Sergeant can give another mounted commoner an extra move, meaning 12″ and shoot, 15″ charge range or 18″ total move!


There are new metal demon-masked helmets and 18 new cards in the set.


The ‘Terrifying Visage’ card means that enemies must pass a Test of Honour or lose 1 dice from their Avoid roll, while ‘Momentum’ allows you to draw the next token if you cut down an enemy.


Osugawa himself is arrogant and out for blood and glory – he charges 7″ until he’s managed to cut down an enemy samurai. And look out for the ‘Self Confidence’ Quest card – field 2 points less than allowed and still win the battle!

Lasalle 2 Battle Report

The original version of Lasalle was a favourite of mine because it was a divisional size game that reminded me of the WRG House and Musket rules that I cut my Napoleonic teeth on. The first game I had a few weeks ago showed me enough to believe the changes were all positive and that this would become my Napoleonic rules system of choice.

The Battlefield around Eselbach

Having grown up on WRG Napoleonic rules in the 70’s I have always like the divisional size game. Don’t get me wrong I like Sam Mustafa’s Blucher as an army level game but my preference has always been for 28mm with about 10 to 15 units per side. As we are just learning the second edition of the rules I chose to set up the Introductory game from the Lasalle website – the “Battle of Eselbach”.

The French had 8 Infantry units, 2 Cavalry units and 3 batteries of artillery. The Austrians had one more cavalry unit. The game consisted of 8 turns and the break point of both armies was 4 units, or failing that, the one that destroyed the most units after eight turns was the winner.

A big thanks goes out to Bucko and Dave K who drove from Cowes to Melbourne to save me the trip to them because of the tough times we have had of late. Thanks guys thus really meant a lot to both of us.

Unfortunately I was in the middle of replacing my old cardboard bases with mdf and not all of the units basing was fully completed.

The objective of the day was to learn the rules and as such we decided that we did not care how long each turn took but we wanted to look things up to make sure we were doing things right. Unfortunately I was the Lasalle “Guru” as I had played ONE game!

The French Order of Battle:

General Lasalle and the French Baggage

Desoulle’s Cavalry Brigade

Verlier’s Infantry Brigade

d’Armagnacs Infantry Brigade

French headquarters sheet


All of the French units were powerful skirmishers with all having a skirmisher value of three. The crossed swords means that they can use attack columns.

The Austrian Oder of Battle:

Austrian Advance Guard

Kretschmann’s Advance Guard Brigade

Senfknodel’s Infantry Brigade

Schimfppen’s Cavalry Brigade

Archduke Charles, in his famous pose, and the Austrian Baggage

Austrian Headquarters sheet

The Austrian Advance Guard artillery is only equipped with light guns and only hits on a 5+, but their Hussars are both stronger than any of the French cavalry units.

Skirmish dice tray prepared with 24 blue French dice and 18 Austrian white dice.

During the game we forgot to alter the dice depending on unit formation which we will need to be more alert about next time.

Turn 1:

In order to speed up the game, I deployed all of the troops so that we could get down to the serious stuff straight away. I had the Bubbly suitably chilled!

The French left move towards Eselbach with cavalry in support.

The French right try to outflank the Austrian left.

The Austrian left moves south of Eselbach to defend the road.

Austrian infantry cannot garrison the town because the French are too close, so instead decide to attack the French from its right.

The main Austrian force is deploying to attack the French in right.

The Austrian cavalry brigade deploy to threaten the French infantry.

Turn 2:

The French right moves forward.

The French cavalry move forward to protect their infantry from the Austrian cavalry.

Austrian cavalry are threatening both ends of the French line while their infantry move up to provide support. The Austrian horse guns deploy to obtain the maximum bounce through impact.

French infantry threatened by the Austrian Cheveaulegers.

Austrian deployment in depth.

Austrian Hussars poised to attack the French infantry’s flank.

The situation at the end of the second turn. The skirmishing phase of turn 3 is crucial as the Austrian cavalry and infantry can attack along the line.

Turn 3:

The French elect not to deploy their General to allow formation changes ,banking on their advantage is skirmishing to win the initiative. Unfortunately they do not and the Austrians charge, The Hussars wipe out the French batttalion on the right and the Cheveaulegers do the same in the centre.

The French cavalry charge and repulses the Austrian cavalry without doing much damage.

The French square repulses the Austrian infantry charge. There is no disadvantage for squares against other infantry.

The French right advances towards Eselbach.

The situation at the end of turn three.

Austrian infantry have moved up to support the cavalry breakthrough.

French Cheveaulegers poised to charge the French artillery.

Turn 4:

The guns try to escape but fail to do so and are run down by the Austrian cavalry.

With their horses totally “blown” by running down a French battalion, before it could form square, and the French horse artillery, the Austrian Cheveaulegers finally succumb to the combined shooting from two french squares and retire from the field.

The Austrian Hussars finally break their French counterparts causing the French morale to collapse. The game ended with a clear victory to the Austrians.

From Ian and Dave’s arrival to completion the game took about four hours with a substantial break for a sit down lunch at the end of turn 1.

We found the rules easy to learn and more importantly, they created many decision points for both sides throughout. I am now reasonably confident we have the game “basics” correct, but of course the devil is in the detail. A few more games are required but we do like the system very much.

With the 1809 campaign beginning with a bloody French nose the “Little Corporal” will need to treat the Austrian with more respect next time!

Bucko’s sent an email to all of our regular group after the game and here are his comments as well:

“Gentlemen! Excellent game and fine fare provided at the “House of War” Doreen style yesterday –many thanks to “mine hosts”!  

Overall impression of Lasalle 2? It’s certainly different to anything Napoleonic I’ve tried before, and requires a slightly different “mindset”. For example, in yesterdays game a strong looking building occupied the centre of the table. My instinctive reaction was that such was a “bastion” that needed to “gone around” either side. Not so! As the building was “ungarrisoned” I could have pushed through the buildings by spending an extra momentum (think “command”) point.

There is no such thing as “emergency squares” et al., but then Cavalry don’t get to charge across half a table just to hit you in the flank. That units have to, in effect, stop or pause when coming within 4 base widths (“near the enemy”) of their opponent, gives the defender an opportunity to respond in an effective manner (form square, change facing, volley fire, etc.) provided you have retained some momentum (again, think “command”) points to do so.

The game certainly encourages Napoleonic tactics – weaken your enemy with Bombardment (long range) and Volley (short range/canister) fire before charging in. Attackers have to win and win big, or it seems attackers usually get the worse of the results.   The rules are well written with the usual excellent examples and designer notes by the author. The index could be a little more “expansive” but on the whole is good. It is testament to the author that after one (solid) reading by myself, Guru your second game, and Dave K.’s first game, that on reflection I don’t believe we made many mistakes and concluded the game in around 3 hours.

As stated yesterday I had “brain strain/headache” after the game, but such more caused by trying to think of what actions to take with my momentum points rather than trying to flip through a rulebook (read ”Fog-N”) or QRS trying to figure out how a rule is meant to work.   If I were to have anything negative to say about the game (more “quibbles” really), it would firstly be that the game scale is not my preferred choice. I like playing Grand Tactical games with Brigades, or if possible whole Divisions, i.e.; “Grand Tactical”, rather than more “intimate” tactical games with Battalions and Regiments, so scale wise “Blucher” or “Fog-N” are more my style.

The “chaos” of the movement system with frequent “interruptions” when enemy armies get close is, I think, a strength of the system, but I can anticipate many who may not like such.   I believe apart from the odd instance we used the rules correctly. Guru – you have already pointed out we need to pay a little more attention when calculating skirmish dice. I can advise that changing formation when near the enemy does not cost an extra momentum point (“complication” is the game term), see p.37 top section. It does trigger an interruption. Regarding why Infantry in attack column vs. squares gets no advantage in combat, see Mustafa’s explanation on p.85. I note attack columns don’t get any advantage against a line either.

There is no “magical” +1 for charging, etc. As discussed yesterday other rules ask why are you charging instead of shooting? Firing against a square gives a “shift” advantage (hitting on 3’s instead of the standard 4’s). One may disagree with Mustafa’s conclusions/rationale, but at least he states for you why he has designed a certain aspect of the rules in a certain way.  

Phew! What a (load of drivel) mouthful!

In summation, although not my preferred scale, these rules are well worth continuing with. Very different i.m.h.o. to standard rules yet very encouraging of historical Napoleonic tactics.   Many thanks again to Guru and Maree for hosting and the most excellent lunch, Dave. K. for the splendid company during the journey to and from.  

Happy festive season everyone. Cheers Bucko“

Takeda Naoko and her Mounted Samurai

This discontinued Warlord Games boxed set depicting the widow Takeda Naoko and her followers. Following the murder of her husband, she dons the armour of a samurai and rides out to seek vengeance, all the while clinging desperately to the path of honour.

“The rules for cavalry in the game are very simple (presented on the recruitment cards in this set), but adding even just one or two to your force changes things dramatically. The extra movement multiplied by 3 actions for your hero means you can get your most powerful model exactly where you need him (or her). And an all cavalry force is very interesting to play!

The onna bugeisha character (female samurai) comes with skill cards to show her sense of honour, family pride, and a haughty attitude to the low-born, plus a particularly interesting quest where you have to interrogate enemy samurai once they are vanquished to discover a secret. The idea is that she is tracking down her husband’s murderer. Could it be the ronin Tadashi?” Warlord Games Product Description

There was an Nakano Takeko ( April 1847 – 16 October 1868), who was a Japanese female warrior of the Aizu Domain, who fought and died during the Boshin War. During the Battle of Aizu, she fought with a naginata, and was the leader of an ad hoc corps of female combatants who fought in the battle independently.

Takeko and other women stepped forward on the front line without permission, as the senior Aizu retainers did not allow them to fight as an official part of the domain’s army

There is little evidence for them fighting mounted or the story of revenge.

A monument to her was erected beside her grave at Hōkai Temple.

The annual Aizu Autumn Festival

During the annual Aizu Autumn Festival, a group of young girls wearing hakama (a red and white dress), and white headbands take part in the procession (not shown above), commemorating the actions of Nakano and her band of women fighters of the Joshigun.

Further reading

Necromunda Escher Gang

House Escher is unique among the great Houses of Necromunda, for its gangs are made up entirely of women. Masters of pharmaceuticals and chemical manipulation, what an Escher may lack in terms of raw physical strength, she more than makes up for in speed, skill and sheer psychotic flair.

House Escher is perhaps the most strikingly different of all the Houses of Necromunda. Like all the Houses it is controlled by a ruling family, and its political life and institutions are dominated by close relatives or families in service.

Leader with Autopistol

However, unlike the other Houses which have reasonably balanced populations, that of the Escher is made up almost entirely of women. The few males are shrivelled and imbecilic, perhaps as the result of a genetic flaw within the House bloodline. Whatever the reason, they play no part in the normal affairs of the Escher. Necromunda Wiki

Leader with boltgun

Escher society has long since developed to cope with its uniquely imbalanced population so that it is no longer perceived as a disadvantage. The Escher have a reputation for arrogance and are said to look down upon and pity all males.

Heavy with plasma gun

They are particularly dismissive of the Goliaths as simple and brutish. The two Houses are old enemies and skirmishes along their borders are common. Necromunda Wiki

Heavy with heavy stubber

I had missed this figure that was stored along with the Cawdor figures you will see in a few days time. As such it has not appeared in the multiple figure shots.

Ganger with shotgun and autopistol

Ganger with plasma pistol and club

Ganger with two swords

Ganger with autogun (1).

This model was not included in the whole gang photos.

Ganger with autogun (2)

Ganger with Lasgun

Ganger with autopistol and sword

Ganger with shotgun (1)

Ganger with shotgun (2)

Juve with pistol and sword (1)

Juve with pistol and sword (2)

Savage Orcs

It has been probably thirty year since I played Warhammer Fantasy Battles and these figures have been in the cave for at least that long. I think the Savage Orc range is one of GW’s best. Having these finished is tempting me to go back to those I painted originally (with Humbrol enamels) to re-do them.

Savage Orcs are a notorious sub-culture of the Greenskin race, formed by barbaric and fierce Orc tribes that wear no armour and fight with simply made weapons such as maces and clubs. They are considered a complete bunch of primitives, even by Orcish standards. Nevertheless, Savage Orcs are notoriously wild and ferocious, even more so than other Orcs, and their enemies regard them as by far the most dangerous of their kind. See Warhammer Fandom.

A “Song of Ice and Fire” Battle Report 11th December 2021

We thought that this was the game that plagued by the Tywin Lannister’s kinslayer curse, because every time we schedule to play Melbourne went into another Covid-19 lock down!

With finger crossed we all turned up expecting a meteorite to fall out of the sky. Geoff and I were indeed cursed but more of that later on.

I must apologise that because I am not familiar with the rules, the books or movies this report is more one of photos of pretty miniatures with a caption than a comprehensive Battle Report! Sorry but it is what it is!

My House Tully Cavaliers ride forward to engage the dastardly Lannisters.

The House Bolton cuthroats marching to protect the flank of the Cavaliers

Geoff’s House Tully Sworn shields move forward towards an objective marker.

Chris’ kickstarter cardboard buildings.

The Tully sworn shields acting as a bodyguard to our commander Rodrik Casell in the right rear rank.

Lannister Halbardiers standing to receive my Cavalier charge

The Tully sworn shields capture an objective

The Lannister “Knights of Casterly Rock” ride forward with the Lannister Guardsmen to deal with the curse of Geoff and myself!

Lannister crossbowmen move forward with House Sandor Clegane and his Mountain Men in support.

The remnants of the Lannister Halberds after the Tully Cavalier’s charge.

The “Warrior’s Sons” and the “Mountain that rides”, Gregor Celgane wait to do battle with the approaching “House Umber Berserkers”.

From left to right Steve, Blake, Chris (the Host), John (the Handicap/curse) and Geoff around the table. John actually did OK holding our right flank whilst severely outnumbered.

Chris, John and Geoff making the game look more complex than it actually was!

Our dastardly Lannister opponents trying to understand what the cards actually said.

They didn’t think it was funny when I replied that cards don’t actually say anything!

Johns”House Stark bowmen” and “Stark Sworn Swords” prepare to take a flank charge from the “Knights of Casterly Rock”

The centre reaches a critical point in the fighting.

The House Umber Berserkers prepare to take down the “Mountain who Rides”

Chris smiling that he takes after his mother!

John’s remnant forces still holding the Knights up.

The centre grinding each other down.

The Lannister left flank and centre almost collapsed.

The Stark forces go objective hunting.

Lannister Right Flank units do likewise.

Winterfell Castle?

I had played one other small game of this at Chris’ place pre-Covid but did not remember anything about it. The rules are simple, easy to pick up the basics but I can see have a lot of intricacies that make it very enjoyable to play. The game ended in a draw but Chris later realised that we had been sitting on a two point objective for a number of turns and would have won.

We was robbed!

The miniatures are superb and very well painted by John and Chris. This is a game I would like to play more of and may prompt me to get out my “Free Folk” starter boxed set to put together and paint. John I said MAY!

What do pygmies, Eldar Fire Dragons and Mounted Samurai have in common?

Nothing other than they were all finished at the same time and they appeared in my painting that was to see me through to Christmas list of projects!

This makes up my final Exarch for the Court of the Young King

Two more fire dragons to allow me to have units of ten Aspect Warriors with or without an Exarch.

For some reason this strapping little fellow was neglected when I finished his mates way back in August last year. He can now rejoin his clan in full splendour!

More Mori Clan Mounted Samurai

More Oda Clan Mounted Samurai

I have to say I find these little niggle projects ones that I struggle to tick off, but at least these ones are now done.

There are some more foot Samurai for both clans to come in the near future.

“@#$%” It’s almost Christmas!

Eeks so much more shopping getting the house ready, decorations up (been slack this year) and now we are going away for fours days before Christmas! Great, I think, but that’s four less days to get things organised.

I was hoping to get so much more done. Still eleven days minus the four days on holidays still leaves time…………………….I think.

I really love Christmas, with the Grand ankle bitters under foot, just hate getting ready for it.

I will now have to rush to get the table decorations finished in time.

Well I didn’t say which table did I.

I feel like such a bad, bad Santa!

The Walking Dead – All Out War

The Walking Dead is an American post-apocalyptic comic book series created by writer Robert Kirkman. Beginning in 2003 and published by Image Comics, the series ran for 193 issues, with Kirkman unexpectedly ending the series in 2019.

It was made into a TV series, staring Andrew Lincoln, with the 11th and final series just coming out this August.

The story focuses on Rick Grimes, a Kentucky deputy who is shot in the line of duty and awakens from a coma in a zombie apocalypse that has resulted in a state-wide quarantine. After joining with some other survivors, he gradually takes on the role of leader of a community as it struggles to survive the zombie apocalypse.

The Game itself is a tactical head-to-head game set in the walker-strewn Georgia countryside, a survival miniatures game from Mantic Games based on the characters from the pages of the bestselling The Walking Dead comic series.

“In more detail, each player controls their own group of survivors made up of popular characters from The Walking Dead storyline, such as Rick, Shane, Michonne and many more. Each survivor is represented by a finely-detailed plastic miniature, which can be painted in your color scheme of choice. It comes with a character card highlighting their game stats and unique abilities, and it can be upgraded with a selection of weapon and equipment cards.” The Games Capital

Two groups compete to retrieve the most supply markers by the time the included threat tracker reaches its maximum, rising as the result of the survivors’ actions or specific event cards drawn at the end of each turn. Of course, the other way to win is to dispatch the enemy team (or allow the zombies to do it for you), but at the moment there’s otherwise little variation in the objectives required to win or lose – something that will hopefully be rectified in future expansions and new scenarios.

Zombies automatically shamble a fixed distance in a straight line until they encounter a survivor or wander into an obstacle, such as a car or barricade, several of which come included in 2D card form with the core set. It’s a nice little touch that helps the undead seem truly brainless, and allows for tactical use of noise-making – you can run to lure walkers into combat with enemy survivors or away from your own team.

Despite not being my type of board game the rules are well written and would easily translate into a tabletop game without any modification.

The Walking Dead: All Out War is an excellent tabletop adaptation of the comic book series, making fantastic use of its source material’s bleak fight for survival and smartly incorporating the presence of the undead to highlight the focus on the fight between the living.

I picked my copy up, still in its shrink wrap in mint condition, on eBay, and if you can find a similar copy then it is worth the purchase, even if only for the figures.