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Monday, August 10, 2026

Prelude Part 1: Evil Mechanoids on the Northwest Frontier (A Xenos Rampant Adventure)



I am a big fan of Dan Mersey's Rampant series of games and currently own Dragon Rampant (fantasy battles), The Men Who Would be Kings (Colonial Battles), Rebels and Patriots (North America 1740 - 1900) and now Xenos Rampant. All of the previous Rampant books were in the 64 page Osprey soft cover series; with Xenos Rampant you get a hard cover, 192 pages of Sci Fi delight! Don't be put off by the page count! The majority of the book are army lists, ideas, how to tailor to different genres,  campaigns, scenarios, and "stuff" to play just about any Sci Fi battle you want.


Hollywood gaming at its finest. All of the Rampant books use similar mechanisms and rules of play; so, If you own one you can easily pick up the rules for any of them. For Xenos Rampant the biggest changes are that more unit types have at least one "free" activation type (Move or Shoot or Attack, etc.) plus the calculation of "hits" is done differently.

Essentially for "hits", both shooting and attacking (close combat), once you have your hits, add the total number of pips on those dice and then divide by the armor (armour for you Commonwealth types!) and that is the number of damage the enemy takes. I'll give examples in the battle report to follow.

Thanks to my friend Richard B., he told me that they use Xenos Rampant for Victorian Science Fiction battles. Huzzah! So here we go:

The Mechanoids. One of the beauty of Dan's rules is the way you can tailor the force; thus, the Xeno rules. The Xeno rules give you a variety of upgrades to recreate what you want. Well . . . I have a detachment of evil robots so of course they are going to get the Mechanoid upgrade. And it costs 0 points.


The Evil Mechanoids! Okay they are Necrons which is the beauty of a agnostic, large skirmish, miniature wargame.

The Mechanoids rules allow my robotic minions to:
1. Ignore the effects of Stun Weapons.
2. Each unit (because of programming) gets an addition Free Action from the following: Attack, Move or Shoot - but, they suffer a -1 modifier to any ordered activation tests.
3. Never test Courage! However, they become less effective quicker as they accumulate damage. If they are at 1/2 Strength points or below, they lose all Free Actions and count them as ordered activation tests. In addition, if you roll a double on a failed activation test the unit suffers a critical failure and shuts down - it is destroyed. 

Detachment Commander:

The Heavies:



The Metallic Swarm:


To Summarize:

1. Detachment Commander R37: 6 points.
2. Sentinels x 2: 8 points.
3. Hunter Killers x 2: 10 points.
4. Total Points: 24 points.

Next: The Forces of the British Raj!

"I say. Mechanical Men. Quite. Very Good. Prepare to Fire."

Thursday, July 30, 2026

Coming Soon: Evil Mechanoids on the Northwest Frontier (A Xenos Rampant Adventure)

The 1st Battalion, 3rd Ghurka Rifles charge into the evil Mechanoids!

I'm a big fan of Daniel Mersey and the rules he has produced. His Rampant series has been adapted into many historical time periods and genre's. When I heard about Xenos Rampant for Sci Fi battles I immediately did the preorder.

"Oh crap", said Rudyard Kipling.

From the Osprey website: Xenos Rampant is a setting agnostic, large skirmish, miniature wargame for fighting science fiction battles using 28mm figures. Developed from the popular Lion Rampant ruleset, the core mechanics featured within will be instantly recognizable to those familiar with the other Rampant systems, while still being accessible to new players. 

The Punjab Frontier Force moves cautiously toward the menace.

Xenos Rampant contains all the rules, army lists, and scenarios required to fight science fiction battles as well as a whole host of subgenres including: post-apocalyptic, weird war, near future. So, whatever your science fiction preference, the rules can cover it – just let your imagination run rampant.


So a new threat to the British Raj - with Mechanoids, tribesmen and Russians in a campaign that should takes us to the end of the year.

"Quite. Hmmm. Very well. Carry on."

Wednesday, July 29, 2026

Epic Revolution Part 23: Royal Artillery with Leather Helmets


Another quick post as I am trying to catch up! The AWI Epic generic artillery comes with additional heads of the leather helmet worn by some units of the Royal Artillery. I've decided to add the optional heads to make the RA stand out from the Continentals for quick identification as the rest of the uniforms are virtually identical.



Some units had black horse tail crests and some had red. They are easy to put together and the head swaps (one of the advantages of hard plastic) was easy to do. After looking at the photos I realize I forgot to had a thin wash on the faces to give them depth which since has been rectified.



 

Thursday, July 23, 2026

Epic Revolution Part 22: American Riflemen

 

"Two shots. Aim for the officers. Wait until they're 50 yards away", the general said.

Just a quick post featuring the American Riflemen figures from Warlord Games Revolution! Epic range. You have to have at least one unit of rifles! And don't forget - they can be classed as Continentals (no bayonets) or Militia.









Thursday, July 16, 2026

2nd Quarter Update for 2026


Summer! Grandchildren! Travel! Oh . . . and doing some gaming and painting as well! With celebrating 250 years of Independence and freedom I've been focusing on the American War for Independence. So, how are we doing?

1. Phase 3 of the Boxer Rebellion Project for The Men Who Would be Kings. To complete my Chinese Field Force for the Boxer Rebellion I'm going to add two Boxer units of 16 figures each. The Boxers will be from Crusader Miniatures Boxer Rebellion Range. I anticipate doing this in the 3rd Quarter.

Figures from Wargames Foundry.

Kansu Braves from Crusader Miniatures.

2. The American War for Independence in the South. Wow. This was the big progress so far this this year as I jumped into the AWI again using the Epic Revolution figures from Warlord Games. I spent an inordinate amount of time pulling out my old papers and research as I purchased and designed the armies I wanted:

a. Army Commanders:

Continental Army Commander based on MG Greene.

British Army Commander based on Lord Cornwallis.

b. Other Commanders:




LTC James Webster.

Colonel late Brigadier General Daniel Morgan.

c. Units:

1st Maryland Continental Line. How can you do the Southern Campaign without the 1st Maryland?

Light Company, 71st (Frasier's Highlanders) Regiment of Foot.

Continental Artillery.

Webster and the 33rd Foot. Webster wears the uniform of a senior officer with the red facings of the 33rd Regiment.

South Carolina troops muster. This unit can represent either SC Continentals, State Troops or Militia. The mounted figure is the Daniel Morgan resin figure from Warlord Games.

Musketeer Regiment von Bose.

The 2nd Spartan Regiment of Militia.

Hessian Jägers.

In addition I have painted a Royal Artillery gun and crew plus a unit of American Rifles. Once I get some pictures, I will post them. Upcoming for the British will be the 71st (Fraser's Highlanders and the 23rd Regiment of Foot (Royal Welsh Fusiliers). Next up for the Americans will be a generic Continental Regiment in brown coats and some American Dragoons and Militia Cavalry.




3. Games. Listen up! Yep; played quite a few games! The next game will be on the Northwest Frontier circa 1898 with the Army of the Raj facing a (ahem) Metallic menace:

"When will they ever learn that they are no match for Doctor Fu Manchu!"

4. Terrain. When I started my AWI project I suddenly realized that I did not have any 15mm terrain. Hmmm . . . I have started some buildings and trees that I will post.

One of the pre-painted MDF buildings from Micro Art Studio and the first batch of trees.

On with the Third Quarter!