Most young boys (and some adventurous girls) play with Toy Soldiers; some never stop! I'm proud to say that I am one that never has stopped. Toy Soldiers, painting the figures, history and miniature wargaming is what this site is all about. May the God who gives encouragement give you the same attitude of mind toward each other that Christ Jesus had, so that with one mind and one voice you may glorify the God and Father of our Lord Jesus Christ.
As an Amazon Associate I earn from qualifying purchases
Wednesday, August 12, 2026
Prelude Part 2: Evil Mechanoids on the Northwest Frontier (A Xenos Rampant Adventure)
I'm a retired Colonel of Infantry (Regulars by God!) and Military Historian who likes to play with toy soldiers. I've been married to the love of my life since 1986, I have 5 honorable sons (my geeks in training), 4 daughters-in-law, al2 grandsons, 1 granddaughter, 1 dog and a gazillion miniatures.
Hobbies include . . . wait for it . . . Toy Soldiers, Reading, Wargaming, Reading about Toy Soldiers, History, Reading about Wargaming, Gardening, Reading about History and Reading.
Monday, August 10, 2026
Prelude Part 1: Evil Mechanoids on the Northwest Frontier (A Xenos Rampant Adventure)
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.
I'm a retired Colonel of Infantry (Regulars by God!) and Military Historian who likes to play with toy soldiers. I've been married to the love of my life since 1986, I have 5 honorable sons (my geeks in training), 4 daughters-in-law, al2 grandsons, 1 granddaughter, 1 dog and a gazillion miniatures.
Hobbies include . . . wait for it . . . Toy Soldiers, Reading, Wargaming, Reading about Toy Soldiers, History, Reading about Wargaming, Gardening, Reading about History and Reading.
Monday, May 26, 2025
The Colonel's Recovery Repeats: Seize the Bridge (The Conclusion), A Battle of the Anglo-Russian War
In the finest traditions of Hollywood, the heroic conclusion! Originally posted on July 14, 2021:
Recap: A British Indian Army force has been tasked (using the rules The Men Who Would be Kings) with capturing a railroad bridge in order to disrupt Imperial Russian supplies from reaching the Princely State of Chaimbellistan. Though superior in numbers, the British Indian force has sustained heavy casualties primarily due to a Russian Maxim machine gun and the marksmanship of the 21st Frontier Guard Company. Two British officers have been killed but the much reduced 19th Punjabis have chased the Russian Naval Brigade off the bridge. Three turns to go to decide victory and defeat.
Fortunately for the Punjabis, they are not pinned.
Colour Sergeant Smith leads the Royal Fusiliers forward to reinforce the 19th Punjabis.
"Fire at the enemy machine gun!"
The 14th Sikhs use their free action of Fire and hit the Russian machine gun.
"Sigh". That Leadership Trait is killing me.
The "Cowardly officer" fails in his order to move the Naval Brigade away from the Subedar Major.
All in all a nail biter of a battle. Talk about grabbing defeat out of the jaws of victory. I really thought the Russians were going to pull it off with the Maxim and the Frontier Guard - until the "Idiot" Leadership trait kicked in. The 21st could have easily overwhelmed the depleted 19th Punjabis. What was it? Four or five "1's were rolled causing confusion and keeping the 21st out of the battle. That's the stuff legends are made of! Colonial gaming with a Hollywood flair.
The Leadership traits really add a fun dimension to The Men Who Would be Kings - it can really alter your plans. My plan as the Russians was to have the 21st and the Maxim create an engagement area to keep the enemy away from the bridge while the Naval Brigade would shoot for all it was worth until the enemy got close - and it almost worked.
The British plan was an attempt to fix the Russians to the front and then flank either side depending on who was having success. What they did not count on was the lack of firepower from their own machine gun because of it's slower speed. Gee, just like in real life. But once it got in position - Yikes! Both Machine guns were the killers on this battlefield.
I'm a retired Colonel of Infantry (Regulars by God!) and Military Historian who likes to play with toy soldiers. I've been married to the love of my life since 1986, I have 5 honorable sons (my geeks in training), 4 daughters-in-law, al2 grandsons, 1 granddaughter, 1 dog and a gazillion miniatures.
Hobbies include . . . wait for it . . . Toy Soldiers, Reading, Wargaming, Reading about Toy Soldiers, History, Reading about Wargaming, Gardening, Reading about History and Reading.






