Advisory Note

Please Note: This blog contains poorly painted toy soldiers that may offend those of an aesthetically sensitive disposition.

Sunday 29 October 2023

Operation Aurora

 Today's game was based on Bob Cordery's Battle of Arora Junction a Colonial action that was fought in 2013.

My version of the scenario is set on my fictional continent of Uqbal in the 1950s. A large chunk of Uqbal was a former colony of Albiona, however control has recently been handed over to the Democratic Party of Free Uqbal (DPFU) who represent the ethnic group that dominate North Uqbal. Other ethnic groups are aggrieved and want independence; fighting has broken out across the former colony. 

Under pressure near the Capital, the DPFU is pulling troops back from the verdant South. At Aurora Junction, one such detachment has broken camp and is about to depart by rail.

The plan - light green represents impassable jungle plants

A force from the People's Democratic Front (PDF), green figures, have been instructed to delay the departure of the DPFU, tan figures, while saboteurs destroy a rail bridge further up the line. To do this in game they must keep the enemy engaged until turn 12. Green get the benefit of surprise, appearing from behind two low ridges: Unfortunately they must attack across open ground.

Any excuse to get the toy trains out of storage

The DPFU commander coordinates his troops withdrawal from the ruined building 

Army Green arrives and advances towards the two ridges

Departing DPFU troops turn and take up positions

Green troops on the Right Flank rush towards the enemy firing from cover


On the Left, Green keeps the enemy busy whilst the machine gun strafes the building

Despite being in cover the unit in the building is decimated

By Turn 8 the DPFU are at EP - the PDF need to hold on for 4 more turns to delay the enemy

The Game ends at Turn 10!

The PDF were not able to stop the departure of the enemy force, however they inflicted a large number of casualties.

Friday 6 October 2023

The Action at Pflattburg

 A rare day off work (with a list of chores as long as your arm) has presented the opportunity to squeeze in a quick game. To save time I grabbed the RISK figures and set up a small battlefield. This was based (roughly) on Donald Featherstone's classic Action in the Plattville Valley.



The objectives for Armies Red and Blue are to capture the River Crossing at Stier Brucke and the Town of Pflattburg. Holding one of them at the end of the battle would require using more forces in the area which neither side wants to commit. The game was to be played with Portable Wargame rules until both sides had reached Exhaustion Point (standard 30% SP).


Blue started nearer to the town while Red got to dominate the crossing point.


Blue quickly took charge of the town. Cavalry on both flanks engaged the enemy's foot.




Red attempted to reduce the Blue force in the town with cannon fire but this proved futile. 


To the West of the town Red's infantry attempted to clear Blue's troops before assaulting the church. To the East Blue crept closer to the river crossing.


By mid-afternoon Red's numbers were reduced to Exhaustion Point. Blue still held the town and it was now a case for Red of holding the crossing in order to slow Army Blue's advance.


A fierce artillery duel saw both sides Eastern guns put out of action - at this point I allowed Red's General to move position to join the infantry holding the crossing.


Army Red stubbornly held the bridge as Blue inched towards EP, which would end the battle.


At the end of the day Red's General finally admitted defeat. Blue had taken both objectives and was able to advance.