Comrade's Wargames

Painting toy soldiers in Oregon

  • Home
  • Narrative Campaigns
    • The Cauldron: A Grimdark Sci-Fi Campaign
    • The Chronicles of Üthdyn: A Fantasy Tabletop Campaign Setting
    • Nightwatch: Beyond the Borderlands
    • Frostgrave: Mystery of the Night-Haunted City
  • About Comrade’s Wargames

Black Death City Battle Report and Review

Posted by Comrade on October 14, 2026
Posted in: Posts. Tagged: 28mm, club, fantasy, game night, miniatures, mordheim, playtest, review, skirmish, warband. Leave a comment

Last month, my game group’s little Discord server lit up with chatter about Black Death City, the new Mordheim-inspired fantasy heartbreaker from Sam Pearson (author of the original Warcry rules, among other GW titles).

A few of us had been following the rumor mill around Black Death City since Sam started sharing hints and nuggets on his YouTube channel last year. We’re huge fans of warband-sized fantasy skirmish games, particularly games with a miniatures-agnostic approach and lots of customization. Our portfolio of games played over the years includes Frostgrave, Open Combat, Relic Blade, A Song of Blades & Heroes, and most recently, Sword Weirdos.

So you can see how a fantasy skirmish game inspired by the granddaddy of ’em all (Mordheim) would be right up our alley.

Things started moving quickly once Sam released the alpha playtest version of Black Death City. The latest version of this edition is available on his game website. It includes the core rules, four unique and highly playable warbands, and a handful of assorted scenarios.

Gentle readers, even I was shocked at how quickly my game group mobilized after we got our hands on these rules. Within three days of snagging the PDF, we had scheduled a Black Death City game day in John’s garage game room. Incredibly, we were able to set up three (3!) separate game tables for six total players, each group playing a different scenario on beautiful battlefields of nicely painted terrain.

I took quite a few photos of my own game and didn’t record the other two games in great detail. I believe we had all four warbands from the main rulebook represented. My own game was Verminkin (ratmen, my vintage all-metal Skaven army) vs. John’s Guild Mercenaries (scroungy humans, a scurrilous lot at best).

For our scenario, we selected “The Find,” which begins as a standard loot-the-hoard scenario with a mound of treasure in the center of the table and an understrength troop of guards nearby. Each scenario in Black Death City includes some optional twists that you can roll randomly to inject a little spice into your game. In our case, our random twist said that John’s warband could not break and flee the battlefield — for better or for worse, they would stand and fight!

This suited my Verminkin just fine. My standard henchmen were a bit faster than John’s soldiers, and my rat mutant and “rolling contraption” (Doomwheel) also had increased mobility, so we found ourselves closing the distance rapidly.

The game uses alternating unit activations, which is a modern game design principle I love, because it ensures that both players are engaged throughout the turn.

Black Death City aims to keep core mechanics simple, while adding complexity and decision points both before and after the core dice rolls. For example, there are just a handful of modifiers for a typical attack roll, so you almost always know what you’re rolling without having to consult the rulebook or remember a situational modifier.

The complexity comes after the attack roll, when you’re figuring out armor saves or damage or some other outcome. This keeps the game speeding along and ensures that players are only doing a deep dive into the rulebook for truly cool stuff, like arcane wizardry or some sort of close combat flourish.

In our game, I had an absolutely tremendous time exploring the magic system in Black Death City. Each faction has access to two very different Spell Lores (i.e. lists of themed spells) which offer two very distinct play styles.

For the Verminkin, I selected Lore of Poxes, which gave me several plague-themed spells … including Spray of Vomit, which I gave to both my main wizard and my apprentice! You can see the gruesome effect in the photo above. Just gross, man, totally gross. That’s gonna leave a stain.

Spray of Vomit proved to be a great equalizer, because I didn’t have any other ranged combat models in my warband. John, meanwhile, had several models with ranged weapons, although his dice rolls didn’t quite prove out the viability of those options. In truth, he didn’t score a single ranged combat attack until very late in the game, when his warband was on the run and it didn’t matter much.

As my rats closed in, John wisely consolidated his soldiers around the treasure in the center of the table. Each treasure token could be picked up and carried off, but not until turn three, so he had to withstand my advance until then.

And advance I did! The Doomwheel smashed right into the treasure hoard, followed closely by some trailing rat-henchmen. The Doomwheel rolled 2d6 for its movement each turn, plus an additional d6 when charging, which made for an extraordinary gamble when you wanted to close into combat. We laughed and went along with it, which I’m sure is exactly what players have been doing with silly rat contraptions since the early days of Warhammer.

I’m sure my headlong advance would have played out much differently if John had been able to land some meaningful shots with his archers and black powder soldiers. But they missed, which left his poor soldiers at the mercy of my clanking contraption.

Similarly, a flanking attempt through the ruins was stopped in traditional fashion: by flinging a rat mutant at the problem!

We learned a thing or two about melee combat, which is one section of the rules that could benefit from some playtest and feedback. Don’t worry — we shared our thoughts on the Black Death City Discord server, which spawned quite a bit of great discourse that will no doubt improve the final game in many ways.

In brief: the game has a parry ability that allows fighters equipped with a sword or similar weapon to cancel out a success from their opponent’s dice pool. While fun and flavorful, we wondered if it wasn’t just more effective to use your own successes to pound on your enemy, skipping parry entirely in favor of landing more hits?

From a gameplay mechanics perspective, it seemed to be the most productive path in most situations, but clearly this was not in the spirit of the rules as Mr. Pearson had envisioned them. He wanted parry to matter! And so do we! So clearly there is an opportunity to think deeper on this particularly quandary and refine the parry rules a wee bit.

In any case, the ratmen scattered the guards in the treasure hoard and began pursuing lone survivors. Some dodgy humans began fleeing with their pockets filed to bursting with gold coins — what a disgrace! This dishonored noble in the photo below is one such scoundrel.

He was chased down like the craven dog that he is and doused with a Spray of Vomit from an apprentice spellcaster.

That was pretty much the conclusion of our game. It seemed that John’s warband might escape with one or two treasure tokens, while my ratmen secured the rest and also feasted on the slain soldiers strewn across the battlefield.

But wait! I have a few photos of the other games taking place around me. Both games featured Lawrence’s gorgeous new batch of printed terrain that he has been busily painting up over the last couple of months. A true treat for the eyes!

With all three of our playtest games concluded, the gang spent some time chatting about Black Death City.

In general, we loved it. We’re big fans of Mordheim — not the rules themselves so much as the gameplay they tend to inspire — and it’s very clear that Black Death City is going to be picking up that torch and carrying it into the future.

The game is entirely playable in its current form. There’s active development on the Discord server around particular topics like melee combat. I’ll be participating in those conversations, along with some other guys from my group. We’re invested!

Black Death City lacks lore, aside from some general references to a ruined, plague-infested fantasy city. As a personal plea, I’d advise Mr. Pearson to avoid adding too much lore to this game. You can do a lot with a little in the realm of fantasy skirmish gaming. At no point should there be so much lore that I start to second-guess my ability to build and play whatever style of warband appeals to me.

As an example, I’d point to Hobgoblin. It features a blast of fresh lore, cold and bracing as the north wind, that hits you like a slap in the face and then leaves just as suddenly. It’s not heavy or clingy like a damp blanket; it doesn’t attempt to smother your army creation or steer you away from a particular kit or model because it doesn’t “fit” the lore. Rather, it’s the sort of truly original content I find myself re-reading because it’s so damn delightful.

So: if there’s to be lore, keep it sparse and spare, with plenty of room at the margins for us to imagine our own warbands’ exploits.

As for Black Death City, we’ll definitely play this one again soon. And as soon as the campaign rules get released, you can bet we’ll dive right in.

Sword Weirdos Battle Report and Review

Posted by Comrade on September 7, 2026
Posted in: Posts. Tagged: 28mm, club, fantasy, game night, miniatures, review, skirmish. 6 Comments

We’ve been playing Sword Weirdos here at Comrade’s Wargames, and it’s rapidly becoming our go-to ruleset for fantasy skirmish gaming. The game hits the sweet spot for complexity and flavor, and the size of a typical game (5-10 figures per player) seems perfect for our games.

So I thought I’d share some thoughts and reflections on the game, interspersed with some pics from a recent three-player game. Sword Weirdos isn’t really intended for multiplayer games, particularly not a three-player game (which is always an odd size … one player always gets squeezed, in my opinion). But we’re a mature, high-functioning game group, easily able to adapt on the fly and make it work. And by that I mean … one player got squeezed.

We’ve played and enjoyed Space Weirdos, the sci-fi predecessor, and we immediately observed that Sword Weirdos took the complexity up an entire order of magnitude. Don’t get me wrong – it’s still a fast-playing game, easy to learn from the single rulebook. But it’s clear that creator Casey Garske intended to add a few more layers that don’t exist in the sci-fi original.

The new stuff that Sword Weirdos introduces seems to be intended to help players model the specific weaponry, equipment, and character styles that are represented on many different fantasy miniatures. This makes sense; after all, fantasy wargaming is a game of archetypes.

You start with warband traits, which give your team a little flavor at at the outset. Warband traits seem well balanced and fun. Many of them encourage you to pursue a particular type of build, like a bunch of scrappy weaklings, or a coven of warlocks summoning magical beasts. There’s something for everyone, for sure.

After that, you select a class for each model. The class should feel familiar for anyone who’s played classic roleplaying games or video games. All the hits are represented: archer, berzerker, fighter, etc., plus many more intriguing options.

Then we encounter one of the most satisfying mechanics in Sword Weirdos: weapons and maneuver points.

You purchase weapons for your model just like in a typical wargame. The list of options should look fairly familiar. Weapons come with a set of stats such as range and damage, but many also come with an ability that can be activated using maneuver points. Maneuver points are a small pool of resources granted to each player at the start of their turn.

They can be spent on a small handful of universal abilities that are available to all warbands, but the far more satisfying use for maneuver points is to activate the various nifty abilities on your model’s weapons and armor. Using riposte with your longsword or activating taunt with your gory trophy offers a whole layer of interesting decision-making, particularly because you are using a small pool of limited resources.

If you’ve played Space Weirdos, you’re probably familiar with Garske’s core mechanic – dice type shifts to represent bonuses and penalties, using the entire spectrum of polyhedral dice. It’s somewhat similar to the mechanics in Nightwatch, which is another game we’ve played and enjoyed over the years.

(Sidenote: If you want a particularly in-depth review of why this particular dice system is so brilliant, I invite you to dive into Mattias’s review of Space Weirdos over at Chicago Skirmish Wargames. He says it better than I ever could.)

Combat is similarly elegant. If you hit the opposing model, either in melee or ranged combat, it’s not a straight damage roll. Instead, you roll on on a table to see exactly what happens. The enemy model could be taken out of action (a satisfying result, for sure) but you could just as easily find yourself facing a surprise counter strike if the dice fall a certain way. It’s just the right amount of zany fun for a game this size.

My only real quibble with Sword Weirdos is that the game requires (potentially) too many tokens and markers to denote various status effects for each model. The photo above is a good example.

Figures can take 1, 2, or 3 move actions per turn, and it’s important to note the total taken because that affects combat later in the turn. So the two green cubes represent two moves for the rifle-wielding lout in the photo above. The blue cube represents a buff emanating from the warband’s leader (you can see blue cubes on the rest of the team as well) and the yellow cube is a reload token, reminding us that this guy has already shot his load this turn and needs to spend an action to reload so he can shoot again.

The tokens all make sense, and they’re not overwhelming. I am HUGELY in favor of games that promote mobility (i.e. moving around the battlefield and not just standing still) and Sword Weirdos does that superbly. I just prefer less clutter on my battlefields. It’s more of an aesthetic thing, my personal taste. I think a solution might be to use printed unit cards (pleasantly created from either of the two useful warband builders available on the web) and place the tokens on the printed cards on the periphery of the battlefield, rather than adjacent to the models themselves.

Anyway, these are minor issues that are hardly limited to Sword Weirdos. The game is smashing good fun and a great excuse to get your cool toys on the battlefield. The warband traits get your imagination crackling. The weapon abilities are incredibly fun and tactical. The whole system is ripe for house rules and/or future releases from the creator. We’ll play this one again soon!

Terrain: Rusted Silos and Tanks

Posted by Comrade on July 28, 2026
Posted in: Posts. Tagged: painting, sci-fi, 28mm, terrain, 40k, inq28. 4 Comments

I’m having a great time lately exploring textures and weathering techniques, particularly on terrain since larger pieces offer a more expansive surface to play around with. Earlier this month I knocked out some simple terrain pieces for my grimdark battle board: a few cylindrical shapes that could work as silos, tanks, or other types of industrial ephemera.

The pieces themselves are from the Robotix toy line. These were modular building kits from the 1980s that could be used to make interesting spaceship-type creations. They even had some motorized gears and other accessories for making your stuff move!

Anyway, my buddy Karl hooked me up with a pile of leftover Robotix pieces a while back. As you can see, the plastic pieces have wonderful surface designs, with lots of valves, hatches, ladders, and other interesting details sculpted on.

I set to work grimdark-ifying them for use on my Inq28 battlefield. That entailed some heavy texturing, first with Vallejo pumice paste, followed by some haphazard sprinkles of sanded grout. I just wanted some variable textures on the large flat surfaces to create a little visual interest and pick up a drybrush.

I started by basecoating these silos with gray Rustoleum primer, then sprayed on couple muted colors … a light sage blue in the photo above, and red/white for the other two. The sage blue ended up a little too subtle, but that’s OK, it was a good starting point for all of the painting to come.

After that, I splashed on a heavy coat of my homemade black wash. I keep a bottle of this stuff close at hand whenever I’m working on grimdark terrain. It’s my personal recipe, rarely replicated precisely each time, but mostly involves Future Floor Wax, a dollop of black craft paint, a couple squirts of brown sepia ink, and water to achieve the desired consistency. It dries really fast and adds a protective coating, too!

From there, I broke out the sponges and dabbed on various browns, oranges, and yellows to achieve the rust effect. I also used some good old fashioned Dirty Down Rust in a few places, but that stuff is really too expensive to use at scale for terrain.

I was particular pleased with those recessed socket holes … I found some perfectly sized little ventilation fan bits to place inside the recessed areas. A perfect union of random junk I’ve been carrying around with me for 10+ years!

For the final touch, I affixed some Necromunda-inspired propaganda posters on the silos, toward the bottom at eye level for 28mm figures.

All in all I’m very pleased with these little scatter pieces. They’ll work great as objectives and tall blocking terrain on my grimdark battle board. I was particularly pleased with the creative process … I don’t think I used any paintbrushes smaller than a fat craft brush on these pieces. Most of the work was done with a spray can and a ripped up piece of sponge!

I’ll try to get these pieces on the battlefield ASAP, maybe for the next session in our Seditious Whispers Inq28 campaign. Stay tuned!

Seditious Whispers – Session 1: Skirmish at the Dockyards

Posted by Comrade on July 3, 2026
Posted in: Posts. Tagged: 28mm, 40k, campaign, cauldron, inq28, narrative, sci-fi, skirmish, warhammer. 1 Comment

Last month John and I kicked off a mini-campaign that we have been working towards for several months.

Seditious Whispers is John’s baby: a short, Inq28-style narrative campaign set in our homebrew Warhammer 40,000 setting and focused on the shadowy efforts of Inquisitor Zoltav Throckswain as his warband attempts to outmaneuver The Quorum of the Deep, a nascent Genestealer Cult uprising on Hive Sacrament on the planet Gamma Euphorion Prime.

From a timeline perspective, the events of Seditious Whispers take place before the widespread conflict in The Cauldron, our previous narrative 40k campaign.

We’re using Shadow War: Armageddon to play out the campaign. If you’re a regular reader of Comrade’s Wargames, you’ll no doubt recall that we’ve been exploring this particular ruleset for the last 12 months or so. After probing the edges of SW:A, we’ve concluded that it’s a serviceable option for Inq28 grimdark skirmish games of all sorts.

Oh, and the best part about Seditious Whispers? John made it into a zine. Check this out!

He did the layout & illustrations himself! Absolutely cracking.

Getting Started

The zine lays it all out: Seditious Whispers is designed as a short, tight, focused narrative campaign for two players. Per the campaign guidelines, we’ll play 4 sessions (approximately) followed by a campaign finale.

Inquisitor Throckswain builds a 1,200 point list to start the campaign and may not buy any additional reinforcements. He’s got what he’s got, for as long as it takes.

The Quorum of the Deep player (John in this case) assigns warbands of varying point values to each of the four locations. Throckswain and his cadre investigate these locations, never knowing exactly what they might uncover. Along the way, Throckswain gathers Intelligence points, which accumulate toward the inevitable endgame showdown.

For our first session, I randomly selected the Logistitium Dockyards to investigate. It was defended by a Minor Cell – a small warband, not quite as potent as my team. The campaign instructed us to set up and play through a Hit & Run scenario, which further limited the number of figures each side could bring.

So both John and I had some important pre-game decisions to make…which of members of our warband do we bring along to explore the Logistitium Dockyards?

Into the Grimdark

We set up a lovely table with some industrial terrain to suggest a dockyard on the periphery of the hive quarter. It was the perfect location for some rookie cult members to choose for a meetup! They were gun runners, delivering a batch of illicit weaponry to be carried down into the depths of the underhive – no doubt intended to arm the seditious rebels down below!

Most of the cultisits deployed in the center of the board. I had rolled randomly to determine which of three possible victory conditions I was pursuing. In this case, Throckswain needed to overpower and capture a particular henchman, to be dragged back to a holding cell for gruesome interrogation. In game terms, I had to incapacitate one specific figure in hand-to-hand combat. John had to merely survive and defend against my probing attacks.

John made great use of the “hidden” ability, which is a fairly generous rule in Shadow War: Armageddon that lets any model stay largely out of sight as long as it skulks near a piece of obscuring terrain. Since our table was choked with scenery, and since skulking is very flavorful for Inq28 gaming, we took a liberal approach to the hidden rule and encouraged models to make use of it throughout the game.

It was fun and effective, and it encouraged players to get in close for frantic firefights and/or melee combat.

And so Throckswain and his warband arrived to witness the spectacle of the illegal weaponry changing hands between the fervent cultists. They were desperate the conclude the deal and slink back into the shadows. The Holy Inquisition would not stand for such trespass!

At the Inquisitor’s signal, his warband revealed themselves and advanced upon the cultists. Laser fire cracked and sparked off the rusted bulkheads of the dockyards. Half-human genestealer mutants craned their necks, trying to spot their attackers. By all accounts, they were surrounded by half-glimpsed assailants.

As the Inquisitorial warband closed in, the cultists rallied and began maneuvering to oppose them. Return fire dropped Ishmael Koronis, a promising acolyte renowned for his ardent faith. He was last glimpsed crawling on his hands and knees up a rusted staircase.

The cultists split their fire as Throckswain and his fighters closed in. With so many targets, it was no surprise that a close combat zealot – the ruthless Acolyte Eustace Erepatian – managed to close the distance and charge into combat with his heavy chainsword.

Erepatian hewed left and right with his sword, rending flesh and bone, before ultimately falling in combat with the dreaded foes of the Imperium.

And still the acolytes closed in, an inexorable tide bringing the Emperor’s light to the darkest corners of Hive Sacrament. Truly, they lived up to their name: The Last Lighthouse

As the cultists tried to gain the upper hand, Inquisitor Throckswain spotted his quarry. A shotgun-wielding cultist with a lumpen, inhuman countenance bore a clutch of data cubes in his shoulder bag – the very intelligence that Throckswain was sworn to retrieve! Quickly, before the wretch could flee, Throckswain made his move. Together with his trusted lieutenant, Interrogator Lysander Frost, the Inquisitor closed in and placed the vile alien under arrest.

In a stroke, Throckswain had secured the victory and denied the cultists’ their prize. We continued the game to see if the cultists would quit the field and flee – indeed, they did so within a turn or two.

Conclusion

Three cheers for the defenders of the Imperium! Throckswain and his cadre had carved through the minor cultist cell, leaving hewn bodies and brutalized survivors in their wake. The two acolytes who had fallen in combat – Erepatian and Koronis – recovered from their wounds, more or less intact.

So that’s a wrap on our first session of Seditious Whispers! I’m liking the narrow scope and clearly defined endgame that John has come up with. Stay tuned for the next session!

Ordo Hereticus: The Ashes of the Penitent

Posted by Comrade on June 9, 2026
Posted in: Posts. Tagged: 28mm, 40k, campaign, grimdark, inq28, miniatures, narrative, painting, sci-fi. 5 Comments

There is a time for subtleties, and there is a time for passing judgment upon the sinful. The Ordo Hereticus gives these more unsavory tasks to the Ashes of the Penitent.

Led by Inquisitor Eustace Erepatian, the Ashes of the Penitent is an Ordo Hereticus warband composed of the most zealous acolytes in the Glouroth Sub-Sector.

When they are tasked with rooting out a recidivist cell, their work begins at the bottom of the proverbial food chain. The acolytes of the Penitents cloak themselves in shadow and infiltrate the myriad cults that would threaten the foundations of the Emperor’s domain. Gaining the trust of the low-level serfs, the acolytes slowly move up the chain of command, capturing lieutenants, shift bosses, cartel strongmen, and other mid-level henchmen.

These wretched souls are tortured until they give up their secrets, usually amid fire and blood. Only then does Inquisitor Erepatian take the field, clad in rusted battle armor and wielding his holy flamethrower. Among his many accolades, Erepatian is remembered for speaking the Catechism of Ending, which finally stopped the dreaded Pluvial Pilgrimage on Palus Secundus. At the height of the Plague Circus on Endymion Prime, Erepatian drained the Necromarsh and recovered the hilt of St. Theodosia’s longsword from the teeming muck. His current work has taken him to the Gulf of Bittenbrach, in pursuit of the shadowy faction known as the Sanethe Enclave…

The Ashes of the Penitent is another cool warband I painted up over the last year. Inquisitor Erepatian is a special character … he was my first zealot character in the Darktide video game, and I enjoyed playing him so much that I decided to add him to the lore of my little corner of the Inq28 universe.

I imagined that Erepatian survived his trials on the hive world Atoma and eventually ascended to the rank of inquisitor. Now he commands a warband composed of the same willful zealots that he served with on Atoma. It is thankless work, to be sure, but Erepatian and his followers seek no reward and no recognition.

These grim warriors will see the tabletop in some upcoming games of Shadow War: Armageddon, as well as other games that we’ve explored for Inq28, including The Doomed, Space Weirdos, and maybe Rogue Hammer.

I shared my Ordo Xenos warband last month. And gosh, that just leaves one of the main Inquisitorial Orodos remaining. What do I have up my sleeve for the venerable Ordo Malleus? Check back soon to find out!

Posts navigation

← Older Entries
  • Recent Posts

    • Black Death City Battle Report and Review
    • Sword Weirdos Battle Report and Review
    • Terrain: Rusted Silos and Tanks
    • Seditious Whispers – Session 1: Skirmish at the Dockyards
    • Ordo Hereticus: The Ashes of the Penitent
  • Follow Comrade's Wargames on WordPress.com
  • Tags

    28mm 40k army battle report caluphel campaign chaos club death guard dragon rampant dwarves fantasy game night grimdark hobby miniatures narrative nurgle painting post-apoc project saga sci-fi skaven skirmish terrain warbands wargames warhammer workshop
  • Archives

    • October 2026 (1)
    • September 2026 (1)
    • July 2026 (2)
    • June 2026 (1)
    • May 2026 (1)
    • March 2026 (1)
    • February 2026 (1)
    • January 2026 (1)
    • November 2025 (1)
    • October 2025 (2)
    • September 2025 (1)
    • October 2023 (2)
    • September 2023 (1)
    • August 2023 (2)
    • July 2023 (3)
    • June 2023 (3)
    • May 2023 (4)
    • April 2023 (2)
    • March 2023 (5)
    • February 2023 (2)
    • January 2023 (2)
    • December 2022 (1)
    • November 2022 (1)
    • October 2022 (4)
    • August 2022 (2)
    • July 2022 (1)
    • June 2022 (2)
    • May 2022 (5)
    • March 2022 (1)
    • February 2022 (1)
    • January 2022 (3)
    • December 2021 (1)
    • November 2021 (2)
    • October 2021 (1)
    • September 2021 (2)
    • July 2021 (1)
    • June 2021 (1)
    • May 2021 (2)
    • March 2021 (3)
    • February 2021 (1)
    • January 2021 (3)
    • December 2020 (1)
    • October 2020 (1)
    • September 2020 (2)
    • August 2020 (1)
    • July 2020 (1)
    • June 2020 (1)
    • May 2020 (1)
    • April 2020 (1)
    • March 2020 (1)
    • February 2020 (2)
    • January 2020 (3)
    • December 2019 (5)
    • November 2019 (1)
    • October 2019 (1)
    • September 2019 (2)
    • August 2019 (2)
    • July 2019 (4)
    • June 2019 (3)
    • May 2019 (3)
    • April 2019 (1)
    • March 2019 (1)
    • February 2019 (2)
    • December 2018 (3)
    • November 2018 (3)
    • October 2018 (5)
    • September 2018 (5)
    • August 2018 (5)
    • July 2018 (5)
    • June 2018 (2)
    • May 2018 (1)
    • April 2018 (3)
    • March 2018 (1)
    • February 2018 (1)
    • January 2018 (1)
    • December 2017 (1)
    • November 2017 (5)
    • October 2017 (1)
    • September 2017 (2)
    • August 2017 (4)
    • July 2017 (4)
    • June 2017 (3)
    • May 2017 (4)
    • April 2017 (3)
    • March 2017 (7)
    • February 2017 (6)
    • January 2017 (2)
    • December 2016 (5)
    • November 2016 (2)
    • October 2016 (3)
    • September 2016 (4)
    • August 2016 (5)
    • July 2016 (6)
    • June 2016 (8)
    • May 2016 (2)
Create a website or blog at WordPress.com
Comrade's Wargames
Create a website or blog at WordPress.com
  • Subscribe Subscribed
    Comrade's Wargames
    Join 150 other subscribers

    Have a WordPress.com account? Log in now.

  • Comrade's Wargames
    View site in Reader
    Manage subscriptionsSign upLog in
    Report this content
    Collapse this bar
Loading Comments...