12 kwietnia 2026

Cruel Seas: Take the convoy to the port.

Some time ago, Tim devised a mini-campaign using the Cruel Seas and Blood Red Skies rules. In the first game, the Germans tried and failed to clear the approaches to the port. In the second, the Luftwaffe was equally unsuccessful in covering a convoy heading to the port. As a result, the British dispatched a rather strong force of their own boats to destroy the German convoy. At least, that was their mission. However, while covering the convoy, the Germans had a new surprise in store: a Flakship, freshly painted by Tim!





SCENARIO: Tim Chant
UMPIRING
Tim Chant
SCENERY: Michael Schneider, SESWC
FIGURES & MODELSTim Chant


1. Forces.





ROYAL NAVY
(David, Tim)

2 x Fairmile D (1 x Veteran, 1 x Regular)
2 x Vosper I  (2 x Regular)
2 x Vosper II (2 x Veteran)





KRIEGSMARINE
(Alasdair, Bartek, Jimmy)

Port Squadron:

2 x S-100 type 
2 x R-23 type 

Convoy:

1 x Vorposten Boot flakship
1 x Tanker
1 x Freighter





2. The Game.


The Germans were tasked with escorting the convoy into port. The problem was the unswept minefields on the approaches to the harbour. These were to be cleared by two teams under the command of Jimmy and Alasdair. Each team consisted of an R-23 minesweeper and an S-100 torpedo boat. Alasdair was to reach the first section very quickly, clear it, and open my route into port, while Jimmy was to provide support from the other side. The Royal Navy was scheduled to appear in the corner of the table. I thought they would only show up partially, but they arrived in full force. This proved decisive, as the boats in port had their engines shut down and could only begin moving once the British boats entered the battlefield at full speed. My Flakship was the only cover.






Since Alasdair had chosen to move very slowly in the port and Jimmy had to take a detour to reach the enemy, I decided to carry out a risky plan. I ordered my Flakship to reduce speed and open fire on the approaching British boats. The ship mounted an 88 mm gun on its bow, which proved highly effective whenever it found its mark. Meanwhile, the convoy surged ahead, racing toward the harbour at full speed—15 knots—directly into the uncleared minefield.





I managed to cripple one of the gunboats, but the British firepower was so overwhelming that my own vessel was quickly reduced to a wreck. The convoy was left without cover...





A surge of torpedoes suddenly churned the water, forcing my tanker to throttle back. The freighter somehow threaded its way through the swarm, even taking one glancing, ineffective hit. For the moment, the convoy remained safe, but the British—still unpunished, as my port security was either creeping uselessly around the harbour or too far out to strike anything—began to tighten the noose around us.






At last, the Royal Navy got down to business, abandoning its ineffective torpedo attacks and switching to artillery fire. That brought the drama to a close. First, the freighter went down, followed shortly afterwards by the tanker. The convoy was completely destroyed. Meanwhile, my harbour screen slowly began to edge out of the port. It was in vain; there was nothing left to protect.






3. Links.

SESWC:

https://www.facebook.com/groups/631841809210352

FLICKR:

https://www.flickr.com/photos/asienieboje/albums/72177720333041685

05 kwietnia 2026

Seven Years: Saxon attack on Russian positions near Warsaw 1764.

Another game from my fictional Second War of the Polish Succession. This time, it's a Saxon attack on Russian positions near Warsaw. We used the Seven Years' rules, written by Michael.





SCENARIO: Bartek Żynda
UMPIRING
Michael Schneider, Bartek Żynda
SCENERYMichael Schneider, Bartek Żynda, SESWC
FIGURES & MODELSMichael Schneider, Bartek Żynda


1. Forces.





SAXONY:
(Bartek, Tim)

CinC

1st Infantry Brigade

4 x Grenadier

2nd Infantry Brigade

4 x Muskeeters
2 x Light Gun

3rd Infantry Brigade

4 x Muskeeters
2 x Light Gun

1st Cavalry Brigade

1 x Cuirasiers (Guard)
1 x Dragoons (Guard)
1 x Skirmishers

2nd Cavalry Brigade

2 x Uhlan
1 x Skirmishers

Gun Battery

3 x Medium Gun
2 x Muskeeters (Small)






RUSSIA:
(Jimmy, Michael)

CinC

1st Infantry Brigade

2 x Guard Infantry (Guard)
1 x Grenadiers
1 x Light Gun

2nd Infantry Brigade

3 x Muskeeters
1 x Light Gun

3rd Infantry Brigade

3 x Musketers
2 x Light Howitzers

1st Cavalry Brigade

1 x Cuirasiers
1 x Dragoons
1 x Skirmishers

2nd Cavalry Brigade

1 x Dragoons
1 x Hussars
1 x Skirmishers

Gun Battery

2 x Medium Gun






2. The Game.

In our last game of this fictional war, the Prussians forced the Saxon corps to retreat south. In this game, I aimed to confront the Russians, who, after their victory at Warsaw, sought to influence the Sejm's elections to choose a candidate in line with Tsarina Catherine's wishes. Originally, Austrian forces were supposed to attack these Russian troops, but I didn’t want to compel Michael to bring in Austrians alongside his Russians. As a result, I replaced the Austrians with my Saxons.





The Russians occupied a fortified hill with part of their forces, and the Saxons decided to launch an assault with their main troops. The infantry, positioned in the centre, advanced rapidly, utilising a relatively large number of officers over two rounds. My light artillery took advantage of this situation and managed to destroy one of the Russian musketeer units with their fire. This forced Michael to redirect some of his troops from the field to the redoubt to defend it against the advancing Saxon assault.






The officer's harvest ended as quickly as it began, and in the next two rounds, I had none at all. Given the intense fire from the Russian guns, this situation became very troublesome for me. I began to suffer losses, which turned out to be the only ones I would experience. Meanwhile, the Russians remained passive, waiting for the Saxons to move.





We were finally able to make progress again. While my infantry on the left centre remained held up, those on the right advanced. This was all thanks to Tim, who started clearing the Russian left flank with his Uhlans. They first drove off the Russian dragoons and then the hussars, destroyed two light Russian cannons, and attacked the Russian musketeers on their flank. As a result, the Russian contingent outside the redoubt was completely eliminated!










The Russians attempted to save themselves by launching a cavalry charge on their right flank. Initially, the Russian cuirassiers engaged the Saxon cuirassiers, forcing them to retreat. However, when they charged the Saxon dragoons, the dragoons managed to repel the Russians. In a second round of engagement, the dragoons not only defended successfully but also charged back, ultimately destroying the Russian cuirassiers. As a result, the Russian attack collapsed, leaving the Saxon left flank secure.









With both flanks secured and the Russians suffering heavy losses, a general assault on their stronghold could commence. The Russians attempted to defend themselves by charging their dragoons against the Saxon infantry, but the charge was repelled. Eventually, the first Saxon units breached the battlements of the redoubt. At that moment, however, time for play ran out. The game concluded with a Saxon victory, which, thanks to the Uhlans' fierce charges, compelled the Russians to surrender. Now, with the Sejm safeguarded by the Saxons and the royal regalia in their possession, they could elect a suitable candidate for king.










Russian loses.

Saxon loses.



3. Links.

SESWC:

FLICKR: 

29 marca 2026

Battlegroup Blitzkrieg: Bridgehead Breakout.

We played another game using the Battlegroup rules, this time focusing on the Blitzkrieg expansion. Mike and I agreed to a 500-point game, with me fielding the Polish forces and Mike commanding the Germans. Michael was there to support me during the game, while Peter, who was originally supposed to support Mike, chose to observe instead.





SCENARIO: Bridgehead Breakout
UMPIRING
Bartek Żynda
SCENERYBartek Żynda, SESWC
FIGURES & MODELS: Mike Evans, Bartek Żynda


1. Forces.





POLES:
(Bartek, Michael)

Forward Headquarters
Wire Team

Infantry Platoon
ATR (Platoon Command)
Heavy Machine Gun Team
Light Mortar Team
ATR Team
ATG (Extra Loader Team + Fiat 621)

Wz.34 (MG) (Scout)
TKS (20mm) (Scout)
Sniper (Scout)

7TP Platoon (3 x 7TPjw)
FT-17 (MG)

Forward Observer Team
Timed 75mm Barrage
75mm Schneider Gun (Extra Loader Team, C4P tow)
100mm Howitzer (Extra Loader Team, C4P tow)

Bofors 40mm AAG (Fiat 621)

2 Officers
32 BR





GERMANS:
(Mike)

Forward Headquarters (car)

Infantry Platoon
ATR Team
37mm ATG (Truck)
4 x Truck

3x80mm Mortar battery (off table)

Panzer II Platoon (1 x Pz.Kpfw. II (Officer) + 4 x Pz.Kpfw.II)
PzKpfw.IV

Sd.Kfz. 223 (Officer, Scout)
Sniper Team (Scout)
Kfz. 13 (Scout)
Sd.Kfz. 231 (Scout)
Motorised Panzerjaeger 37mm ATG (Scout)

4 Officers
34 BR







2. The Game.


This time, we played the Bridgehead Breakout scenario from the main rulebook. I won the roll to decide who would defend the crossing and randomly selected six units for my deployment. I chose a TKS tank, both of guns, a sniper, an artillery observer, and a wz. 34 armoured car. 





Mike had to deploy all his scout units, which totalled five, along with his senior officer. Additionally, Mike made slight modifications to the table I had prepared, creating an open space on the upper side. I planned to aim my 75mm gun barrage at that area during the third round. There were four objectives on the table: the bridge and three farms.






It started with a successful barrage from my 100mm howitzer directed at the German vehicles. I was able to target one of the vehicles with fire, pin it, and ultimately force the crew to abandon it. Soon after, reinforcements began to arrive for both sides, with tanks arriving first, followed by infantry. I called in my officers at the first available opportunity.





My artillery and tanks opened fire on the German armoured cars. The Polish forces delivered very accurate fire, and my 75mm gun battery performed remarkably well. At the perfect moment, a horde of Panzer II tanks appeared as the target. The entire line was pinned down, temporarily halting the German advance and allowing me to move my tanks closer to the front line.




Unfortunately for us, the more mobile German forces eventually broke through to my positions. The German infantry engaged my howitzer crew in hand-to-hand combat. During the encounter, they came under fire from the Polish tanks' machine guns, which proved fatal for them. As a result, the German infantry was unable to continue its attack.








The massive German tank attack was repelled by fire from Michael's TKS tankette and 75mm gun, with support from my third 7TP tank. The Polish defences proved to be much more effective, successfully holding off the Germans. It's important to note that throughout the game, I was unable to connect with command for additional artillery support, and Mike, despite drawing two aircraft tokens, received no air support. Surprisingly, Mike didn't capture any of the objectives, despite the opportunity to do so. Ultimately, the game ended 29-21 in favour of the Poles, who claimed victory.






After playing, we concluded that the 500-point game was too large for a club night, and we'll try to make future games smaller. We also raised a few questions that we'll try to resolve with the game developers, who are very helpful in such situations.


3. Links.

SESWC:

FLICKR: 

https://www.flickr.com/photos/asienieboje/albums/72177720332797263