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

Grimdark Future: Clash at Outpost Omicron

Posted by Comrade on May 18, 2017
Posted in: Posts. Tagged: 40k, battle report, campaign, game night, grimdark, sci-fi, wargames. 3 Comments

IMG_20170507_172854

This month’s game of Grimdark Future took place at Outpost Omicron, an abandoned frontier settlement in the windswept wastelands to the north of Caluphel Prime‘s habitable zone.

We had five players in total: Jim (Guard tank company), Alex (Space Marines) and John (Guard command squad) versus me (Chaos Space Marines) and Paul (Tau).

Paul happened to bring along a jumbo-sized bag of pretzels, so this was literally a beer and pretzels game! See evidence below…

IMG_20170506_233323

For the storyline, we set up a narrative about how the Imperial expeditionary force, consisting of a Guard tank regiment and a space marine force from the Salamanders chapter, was seeking to secure and fortify Outpost Omicron to use as their primary operating base on Caluphel. This was something of a tactical imperative for the Imperials, as their previous attempt at forcing a landing outside Saint Scythia failed miserably, leaving them without a strategic base on the planet’s surface.

On the opposite side of the table were the forces of chaos, led by Mors Dunjen, a Night Lords battle-captain. The Chaos Space Marines were assaulting Outpost Omicron for an entirely different purpose: They had learned that the frontier settlement contained access points to a vast and ancient subterranean tunnel complex dating back centuries before Caluphel’s colonization. What did they hope to find in the silent tunnels?

The Tau were willing partners in the Chaos Space Marines’ operation, as they themselves also sought more information about rumored archaeo-tech buried deep under the planet’s surface. That explained their willingness to temporarily ally with the dreaded Night Lords…

IMG_20170506_233132

This marked our second game of Grimdark Future, and Paul had suggested some simple house rules to change the dynamics when rolling to hit and rolling to wound. In our first game we didn’t like that the defender had no role (haha) to play in the dice rolling … he basically watched his oppponent make a series of to-hit and to-wound rolls, then removed the appropriate number of casualties.

Anyway, that didn’t sit right with us. We felt pretty strongly that the defender should always be the final arbiter in determining which of his guys died. So Paul crunched the numbers and basically flipped the algorithms around so that the defender now made a “saving throw” for each hit.

We talked it over and decided on the spot to implement it in this game. It worked like a charm!

With that, we were off!

As the game got underway, we realized our fatal flaw. Grimdark Future adjusted the point values, so the suggested game size doesn’t yield nearly as many models per player, so for this game I suggested upping the points total to 1500 points per player.

Seems reasonable, right? Except I forgot that, with 5 players on the battlefield, we’d have north of 7,000 total points on the board. That’s a lot for any game to handle, let alone a fast-playing, rules-lite game such as Grimdark Future.

All of this is my way of explaining why we only got to play about 2.5 turns before we hit our time limit!

But it was still a lot of fun, with tons of action and quite a bit of narrative development. Read on!

The battlefield was separated into two fairly distinct areas: the badlands, composed of scattered rocky outcropping and an isolated industrial facility, and the settlement, composed of tightly clustered shanty buildings and barricaded streets.

The game also marked the first outing for Paul’s newly painted Tau Devilfish!

IMG_20170506_233229

IMG_20170507_173110

The game opened with Paul’s Tau advancing forward to seize the small industrial pipe conduit in the badlands. The facility was one of two objectives for the Tau and Night Lords (the other being the larger drain pipe in the center of the shantytown).

Opposing him were Jim’s mechanized Imperial Guard platoons. Jim had brought quite a few armored infantry squads (as opposed to his usual strategy of TANKS! AND MORE TANKS!) and began maneuvering to oppose Paul’s objective.

IMG_20170507_172938

These opening moves would lead to long-running artillery duel in the badlands that would occupy Jim and Paul for most of the game.

Nearby, John mobilized his small Imperial Guard command squad (in blue below). John dredged these guys out of his garage after years spent in a box, so it was a real treat to see them on the battlefield again.

IMG_20170506_233554

Across the battlefield, my Night Lords (led by a vanguard of pustulent Plague Marines) slipped into the deserted settlement. They knew the Salamanders were out there, somewhere, but didn’t know exactly where. It was shaping up to be a knife fight in the back alleys…

IMG_20170506_233417

Shortly thereafter, the Plague Marines identified distant green-armored targets (the Salamanders!) and began opening fire at range. The massive energy discharges from their archaic weapons sizzled and crackled in the arid atmosphere. As the firefight continued, it seemed that the arcing energy was taking on a solid form. Something was coming…

IMG_20170507_172854

BAM! This game marked the first arrival of an energy wraith, a dreaded predator that had been hinted at in some of the recent backstory material posted about Caluphel Prime. The planet is a death world, and these energy wraiths are just one of many mysterious, deadly foes lurking in the hinterlands.

So the Plague Marines pivoted to address this new threat that had appeared suddenly on their flank. Interestingly, I didn’t manage to get any photos of my actual Night Lords marines. All of my action shots feature Plague Marines. Trust me, the Night Lords were in the game!

Elsewhere in the shantytown, a single squad of Paul’s Tau emerged from cover to seize the drain pipe (the other objective for the combined Chaos-Tau team).

IMG_20170506_233504

The Imperials’ objective was the large fortified compound the center of the settlement, and the Salamanders advanced on this building with overwhelming force. By the end of the game, a squad of grim Terminators, clad in ancient, creaking plate armor, occupied the compound and basically dared anyone to try to dislodge them.

IMG_20170507_173253

It was around this time that all hell broke loose in the badlands. Paul’s Tau Crisis Suits arrived via deep strike and began wreaking havoc in the rear of Jim’s armored infantry. Check out this chaotic scene.

IMG_20170507_173024

Around the same time, Jim motored an APC up to the pipe conduit, threatening Paul’s tenuous hold on one of his objectives. This was just the first of several Imperial units that were within striking distance of the pipe conduit.

IMG_20170507_174127

Paul made a snap decision and zoomed his Devilfish in to literally land on top of the pipe conduit, where it was well positioned to disgorge its payload of Tau infantry.

IMG_20170507_174108

With that final bold maneuver, we reached our time limit and called the game.

The Imperials scored a minor victory by seizing the fortified shanty building, though at the end of the game it was contested by a squad of doomed Night Lords. (If the game had gone on any longer, they would have been thrown into a hopeless melee with the Terminators.)

John’s command squad managed a stately, implacable advance, issuing orders along the way and ultimately occupying one of the huts within the settlement. In the background of this photo, you can see John’s Sentinel walker standing guard over the  drain pipe after dislodging the Tau.

IMG_20170507_173407

The bad guys (Chaos and Tau) scored a minor victory by seizing the industrial pipe conduit in the badlands. This one was also contested at the end of the game.

We’re excited about some of the fun scenarios ahead. Both the Chaos and Tau factions are gearing up explore the subterranean depths (each for their own nefarious purposes). What awaits them in the dim industrial tunnels?

And by securing Outpost Omicron, the forces of the Emperor finally have a toehold on the planet’s surface from which to launch future operations. Of course, they’ll need to fortify the settlement against the inevitable counterattack. And what about those wraiths?

Stay tuned for more!

Caluphel: Evidence for Archaeo-Tech

Posted by Comrade on May 12, 2017
Posted in: Posts. Tagged: 40k, caluphel, campaign, project, sci-fi. Leave a comment

image

Memorex
To: Prelate Chrydriik Guillurus, Macrotechnia Technographica Determinus
From: SubCadre Commander Uriel Vare
Re: Caluphel Ancient Tech: First Evidence
Date: 2 170 941.M41

Sir.

In light of the recent attack on Deculon Prime by the traitor Estebohr Bruton and his heretical and thuggish Night Lord band, I felt this uncovered archive should be brought to your immediate attention.

As you know, our loyal tech-adepts were unable to prevent the Reavers from stealing the data cores from Deculon Prime, which included a substantial slice of these data files.

If indeed Caluphel Prime is their target, then they might have this record as well. I have my own adepts at work to reconstruct related material to this attached report. I grow deeply worried at the implications of what Caluphel may house. As always, I await your instruction and guidance.

In the Emperor’s name,

Vare

System Report, 0.7.13, 2735 estimated.

Exogeologist Janen Peh Lyn

Jack,

How are you? I was delighted to hear of Xi’s pregnancy. It sounds as if the wedding was marvelous and I’m sorry not to have been there to toast you and yours. But I’m writing in the hopes you can do me a favour. I know the events after the landing on Caluphel have been in the newsvids, how could they not? A deathworld?! Truth is that after nine months, things have settled down somewhat.

You can be accustomed to anything, it seems.

But before I get into that, I should describe Caluphel a bit more in layman’s terms. It’s a tidal-locked Chthonian planet, diameter of ~10k km. A north-south mountain range called the Norse Ring loops the planet along the light/dark zone. The habitable zone starts about halfway between the Norse Ring and the sunward pole.

That leaves about 2500 km between mountains and desert. Massive rivers from the Norse Ring headwaters flow eastward through mountain ranges, foothills, lush grasslands before bottoming out in deltas and swamps. Both Saint Scythia and Jericho are actually on a massive plateau called Kasomir which splits the Kasomir River as it flows sunward. The Kasomir Plateau is dusty on the sunward side, wet on the rimward side and saturated with wetlands in the middle due to a vast uppushing of the water table there.

kasomir-plateau

Landing and founding of the Starport was near perfect and then the Army supported the engineering crews to build a road westward (rimward) through the swamps.

Overlooking the vast plains beyond, they founded Jericho Station, which is now the capital city of Caluphel.

The wraiths (as we know call them) were first thought to be defending the swamp as the engineers moved through, but we now know them to be attracted to electrical energy, beam power and even the low-level neuro-chemical- electrical activity of a mammalian brain.

They are as terrifying as the fiction shows have probably made them out to be. They range in color from the blackest night to silver and blue. They’re vaguely humanoid, although vast behemoths have also been summoned. They can rend or wield lightning energy.

The death-toll amongst the Army units and engineers was horrific, as I understand it. But the road is now under auto-defense and the ion rail system doesn’t seem to attract the Wraiths as strongly. It’s an uneasy stalemate, but the Army has secured both Jericho and Scythia.

Meanwhile the settlers are expanding into the Great Canaan Valley below Jericho and stretching to the eastern foothills. The lower tech the better. . . less wraiths. Some of the farmers are tilling soil with oxen and plow, if I understand it.

It’s not just the fauna of this place however. The flora is pure death-world as well. Massive carnivorous creepers, trap-vice jug plants, moss that seems to secrete a protein-dissolving mucus and spore-clouds.

Why stay, you ask? I’ll save that for my next letter. But back to my favor.

This has been kept out of the official transcripts. But remember how I described the asteroid belt between Prime and the gas giant Secundus? Last week, we had an asteroid leave the gravity trough of the belt and head towards Caluphel. No causality found. The fleet still in orbit tracked it and obliterated it before it could impact.

That would have been the end of it, except 2 hours after we destroyed the asteroid, ANOTHER left orbit on the near exact same trajectory. It wasn’t going to impact near the settlements, so we let it go. It landed about 500 klicks north of the Kasomir Plateau in the wilds of the north-country.

asteroid

I say “land” because that’s what it it. No impact. No explosion. It slowed and landed. I’m not kidding. But that’s not all. There was a massive energy spike emanating from the landing zone, which makes me think that “something” brought it down. Something or someone. Why?

It was a rare-earth fragment – with mineral wealth usable by any number of tech applications.The Army is sending a battalion north into the wilds to investigate. They’re planning on establishing a base up there and then trying to see what lies at the impact site. Outpost Omicron I think is what they’re calling it.

But back to my favor. I’m hoping you can send me all you can dig up on Seebeck thermolectric generators. It’s a wild hunch. But to bring down and slow an asteroid of that size would take a huge amount of energy. We’d have sensed anything fission or fusion or bio.

But what if there was a massive thermocouple running through the planet core? One input station at the “pole” facing the sun and another at the “pole” on the darkside. That’s a temperature difference of 1600k, and even with semi-conductor efficiency rates of 5%, we could be talking tetrawatts of energy. You think that’s a leap? A planetwide energy grid?

None of our probes have ever survived a pass over the sunside or darkside poles. Should be nothing there to create any interference, but not just that. They’re being shot down.

Something or someone.

If I can get the foundational Seebeck equations, I can start calculating on the energy capacity of what we’re facing here. I’d like to get my projections to the Army before they make contact. God knows what they’re facing.

All the best,

Janen

Read more about Caluphel…

Song of Blades & Heroes: Raiding the Barbarian Camp

Posted by Comrade on May 7, 2017
Posted in: Posts. Tagged: fantasy, game night, skirmish, song of blades, warbands, wargames. 5 Comments

IMG_20170430_215047

Last month I found some time for a quick game of Song of Blades & Heroes, my go-to option for fast-playing, generic fantasy skirmish. My opponent was John, a fellow I’d contacted through Meetup a while back, but our schedules didn’t align until just now. He was familiar with Song of Blades & Heroes and surprised me by bringing a spiral-bound copy of the rulebook and three or four supplements.

I provided all the miniatures for this game, but I’m hoping we can entice John to collect a small warband before too long. I set up a fun scenario where John’s barbarian hunting party was returning to its camp in the forest, but a foul necromancer and his undead warband were attempting to interdict the barbarians’ as they passed through the forest.

In game terms, John deployed his warband in one corner of the table, and I plopped about half of my warband dead center among some ruins, with the rest of my guys (mostly single skeletons and zombies) scattered throughout the surrounding forest. The idea was that the undead infantry were dispersed in the forest searching for the barbarians and weren’t necessarily deployed in the most cohesive manner.

We had some special rules for the barbarian camp. John’s guys had the option of checking each of the three tents to see if they could find any reinforcements (a barbarian raider sleeping off his ale, perhaps?) or just more danger (various undead nasties, as well as the possibility of a giant worm!). We had a random chart to roll whenever you searched a tent.

John’s barbarians had a pack mule with a special rule — if the pack mule made it across the battlefield, it would grant a re-roll on the tent search attempt. Not bad, considering some of the ghastly baddies on our random chart!

The game got underway after a brief refresher on the Song of Blades & Heroes rules. The game is super easy to pick up and start playing. John had read it a few times, and of course I’ve played literally dozens if not hundreds of games of Song of Blades & Heroes since it was released almost 10 years ago.

With that, we got underway! John started with a series of cautious moves, trying to anticipate where the undead might go. Here’s a gnarly barbarian named Laegsold the Red-Bearded setting setting out through the woods. Check out those abs of steel!

IMG_20170430_214222

For my part, I had a helluva time trying to activate my recalcitrant skeletons and zombies. They just did not want to get moving! So instead, I sent my wraith flapping over to perch on a ruined parapet near the barbarian warband.

IMG_20170430_214103

This was the high point (no pun intended) of this wraith’s efforts in the game, as he became our first casualty of war after an attack from, I think, Bronsky the Wolf.

IMG_20170430_214331

But eventually I managed to scrape together something akin to a core of troops, arrayed around my necromancer in the center of the table, just in time for John to get off a spectacular series of activations that saw his mounted horselord barbarian come crashing into my lines with reckless abandon.

Alas, he succumbed shortly to the small ocean of zombies and skeletons nipping at his heels. The horselord died, and my necromancer loomed over the fallen corpse, cackling maniacally and opening his leather-bound spellbook. It was time for a ritual!

IMG_20170430_214424

I wish I could say I raised the horselord as a zombie the next turn. But it actually took me three successive turns of attempting to reanimate the dead body before I actually succeeded! By the end we were both laughing at how inept this necromancer appeared to be. He’s probably going to get demoted to apprentice!

Here’s a look at the undead’s main body of troops, with a dice denoting the location of the horselord’s corpse.

IMG_20170430_214632

Lots of gnarly things! And soon, they were joined by one more, as the freshly slain bodies of the barbarian horselord and his faithful mount were reanimated by the foul energies of the necromancer. Luckily I had a suitable figure to use.

IMG_20170430_214729

From here, it looked like the tide might turn against the barbarians. But in fact they fought their way all the way across the table to their camp!

IMG_20170430_214834

It was in the camp that the barbarians’ good luck ran out. John searched a tent, rolled for a vampire lord, wisely chose to re-roll (he had the pack mule nearby) and promptly summoned a giant worm!

This, then, was the final scene of the game, as the giant worm swallowed the barbarians whole before, presumably, picking its teeth with dismembered skeletons and zombies.

IMG_20170430_214957

All in all it was a great game of Song of Blades & Heroes that definitely made me remember how much fun the ruleset is. The wide-open nature of the game makes it excellent for narrative style play. Back when I lived in Chicago, it served us well for four annual campaigns, each building on the story developed in the previous campaign. Hopefully we’ll play this one again soon and start forging our own stories!

Caluphel Factions: The Reavers of Deculon Prime

Posted by Comrade on April 28, 2017
Posted in: Posts. Tagged: 40k, army, caluphel, campaign, chaos, miniatures, project, sci-fi. Leave a comment

img_0732

Continuing with the backstory for Caluphel Prime, our 40k campaign setting, here is a write up of the Reavers of Deculon Prime, my Chaos Space Marine Night Lords warband.

For those who have been following Comrade’s Wargames since its inception last summer, you probably know how my current 40k project started as an excuse to collect and paint up some of the vintage metal figures that enamored me when I was first dipping a toe into 40k during the mid 1990s. Of course, my project has expanded beyond that, and I’ve embraced some of the newer crisp plastic sculpts too, but I’ll always remember those old ‘Eavy Metal photos of the GW studio’s Night Lords Chaos Marines.

The Reavers of Deculon Prime, then, are my attempt at capturing a snapshot of that quintessential 2nd edition Warhammer 40,000 Chaos Night Lords warband — a roving band of schemers and murderers who are equally adept at back-alley executions and coordinated planetary assaults.

wp-1488056669512.jpg

“A Dagger in the Night: On the Trail of the Night Lords”
A Strategic Dossier Prepared by Arch-Tactician Mordecai Vulst

The Night Lords warband known as The Reavers of Deculon Prime first crossed paths with the Emperor’s defenders in Segmentum Ultima 10 years ago, when a Chaos strike cruiser known as the Nightgaunt conducted a lightning raid on an Imperial listening post in deep space. What few survivors there were reported an overwhelming boarding action conducted by massive warriors clad in deep blue armor adorned with lightning bolts and winged skulls. Even the most inexperienced tactica officer would know that these raiders were Night Lords, one of the most feared and ruthless of the Traitor Legions.

That these raiders made no attempt to hide their allegiance or origin speaks directly to the Night Lords’ overall strategy as observed over centuries — when they strike, they do so from a position of overwhelming strength, intent on inflicting as much damage as possible and striking utter terror in the hearts of their enemies. Survivors are deliberately left alive in order to carry wild-eyed stories of the raiders’ strike to the greater Imperium.

img_20161026_204723354.jpg

With the flagrant arrival of this Night Lords warband, then, Imperial tactica officers knew that they were witnessing the arrival of a long-term enemy in Segmentum Ultima. These accursed traitors were making a deliberate, strategic move — but toward what ends, none could say.

img_20160823_205724.jpg

The Night Lords’ next assault resulted in them earning their accursed name — but it also equipped the Imperium with critical intelligence about their organization and possible goals.

Deculon Prime is a key stopover point for starships journeying into the dusty backwaters of Segmentum Ultima. In recent years, the planet hasn’t seen much activity, as increased patrols by the Tau Empire has reduced traffic to Deculon Prime by rogue traders and explorator fleets. In short, Deculon Prime has been marginalized — but in centuries past, it was a thriving waypoint for colonization fleets delving deep into the unexplored sectors of Ultima Segmentum.

Information about many hundreds of these colony missions –including, critically, their destinations in Ultima Segmentum — were still locked up in the planet’s mainframe computers.

It was this trove of information that brought the Night Lords.

The raiders swept in under the cover of darkness, landing strike forces throughout Deculon Prime’s capital city, sowing chaos and disarray. Fragmentary reports trickled into Planetary Defense Force headquarters, identifying the traitors as being led by Estebohr Bruton, a vile heretic and master of the dark arts of the warp.

wp-1488056669805.jpg

As Bruton’s forces swept through the city in an orgy of violence, a parallel force led by Mors Dunjen, captain of the Night Lords and wielder of the cursed demon sword Languish, knifed through the tumult and assaulted the mainframe computer complex. Tech-adepts armed with clubs and pistols stood in their path, grimly defending the data cores that housed centuries of accumulated data and knowledge.

Dunjen offered no quarter. The horror and bloodshed in the dim cogitator tunnels were beyond description.

When the Reavers of Deculon Prime finally withdrew, after nearly 48 hours of constant combat, they left armed with precise knowledge about their true target: the location of Caluphel Prime, a mysterious lost colony world in a forgotten corner of Segmentum Ultima. The Emperor only knows what they hope to find there…

Shacks and Shanties from Dust Tactics Quonset Huts

Posted by Comrade on April 26, 2017
Posted in: Posts. Tagged: 40k, project, sci-fi, terrain, workshop. 2 Comments

IMG_20170410_205541-EFFECTS

A couple years ago (gah, has it been that long?) I picked up a couple packs of plastic Quonset huts from the defunct Dust Tactics game line. At 6 huts per pack, that’s a lot of terrain to paint up. They languished (as many projects often do) until this month, when I pulled them out of my cabinet and set about kitbashing some ramshackle shacks and shanties to go along with my existing post-apocalyptic/sci-fi terrain collection.

dt-airfield-accessory-pack

I started with the huts themselves — a 3-piece kit consisting of a half-cylinder hut and two semicircular front and back door pieces. I attached those to an MDF base, then began the arduous (and creatively freeing) process of adding on extra bits, bobs, greebles and junk to create a multi-layered junkyard look. Sometimes it’s nice to just start gluing stuff with rhyme or reason. To put it another way: it’s hard to screw up a junkyard shack.

Here’s an example of what I came up with. It’s a true mishmash of details and accessory pieces. The tall locker piece is from Thunderchild Miniatures; the tire is a resin piece I picked up from a DIY vendor at Gen Con; the barrel is from Dwarven Forge. On the back there’s a mechanical-looking piece from a hacked-up Mechwarrior figure, along with a handful of Games Workshop bits from countless kits.

IMG_20170325_072556

Using successive layers of cork board, cardboard, plastic card and corrugated card is a great way to give the illusion of layers of junk and detritus that tends to build up in shantytowns. Sprinkle on some sand here and there for texture, and then you’re ready for paint!

IMG_20170410_205326

IMG_20170410_205435

IMG_20170410_205541

As you can see, I went for a dusty, rusty paintjob that should fit in well with my existing shantytown terrain.

I made two huts during this little mini-project. Here’s the second one:

IMG_20170409_191312

This one features accessories from Ramshackle Games, Thunderchild Miniatures, Mechwarrior, Deadzone and a few other games. I’m afraid I have no idea where that mattress/bed piece on the lower right comes from. (It’s awesome though!)

IMG_20170409_191240

IMG_20170409_191357

IMG_20170409_191437

Now, time for a confession. Shortly after I took these photos, I received a birthday present: a set of rust pigments from Secret Weapon Miniatures! What fun! I immediately ripped the package open and started flinging pigment onto one of these huts with reckless abandon.

No photos yet, but in retrospect, I overdid it just a little bit. What can I say? I was just a little pigment-happy. So the final version of the terrain piece above looks a little different now, but not terribly so. And I learned a lot about how to use pigments, so I’ll have a more precise touch next time.

Anyway, what matters is that these two terrain pieces are DONE and have already taken their place on my terrain shelf. They’ll hit the table soon enough as part of Outpost Omicron, the dusty frontier settlement on Caluphel Prime…

Posts navigation

← Older Entries
Newer Entries →
  • Recent Posts

    • Building a Grimdark Battle Board
    • Hobgoblin: More Thoughts and Musings
    • Grimdark Future: The Scouring of Hundvolst
    • Shadow War: Armageddon Battle Report & Review
    • The Expedition Soldiers On
  • 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

    • 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 154 other subscribers
    • Already have a WordPress.com account? Log in now.
    • Comrade's Wargames
    • Subscribe Subscribed
    • Sign up
    • Log in
    • Report this content
    • View site in Reader
    • Manage subscriptions
    • Collapse this bar
 

Loading Comments...