Saturday, 13 August 2022

Claymore 2022: Good enough!


There haven't been many wargame shows over the last 3 years.  Here in Scotland, they have been slow to restart, with Carronade (Falkirk) as the only major show to happen in 2021.  This year (2022), it looks as if Claymore (Edinburgh) will be the only big show.  Oh, well - better one show than none at all.

This post is about our experiences at Claymore 2022.  It's a very personal account and as such is a record of our experiences and activities.  If you were expecting a full description of the entire show then you might be disappointed.


As usual, we had to drive some 2 hours to reach the venue.  It's not a good location for public transport, especially if one is starting from outside Edinburgh itself.  We (well, I - as the driver) did get slightly lost in north-east Edinburgh on the final approach, but this was soon corrected and only cost us a few minutes.  My excuse is that it has been several years since my last visit to Claymore and I had forgotten one of the last turns.  Oh, well - no great damage.

One difference from before was that this time we had a party of three: myself, my son A. and a friend N. from the Helensburgh games club (HAHA).

Game 1: Tank Golf!

Before we had even finished an initial tour of all the halls in which the show was taking place, we were grabbed by a group who invited us to play a quick & simple game of tank golf (?!).

The serious part of this is that during the Japanese invasion of Singapore (in World War 2), some of the fighting took place on & around a (British) golf course.  Our hosts had a wealth of information on the area.  This included pointing out which areas had now been redeveloped as a highway, where undisturbed graves were thought to be located and so on.  All very serious stuff.

Then the game: each of us was given command of a Japanese tank.  The object was to drive it from the tee to the green within the fewest possible moves.  Apparently, this hole was a par 5, so anything under 5 moves would earn bonus points.

Oh, while we were doing this, we could shoot at entrenched British infantry - and they might shoot back with Boyes anti-tank rifles and a 2pdr anti-tank gun.

4 tanks lined up, ready to start (as there were 3 of us, one vehicle wasn't used).  I had the one on the extreme left, with the white dice)

After 4 turns, I made it to the flag.  Since this was one under par, I scored a birdie.  Also, I managed to shoot one of the ATRs, scoring a bonus point.

This was a quick and simple game with a very engaged set of hosts.  The only think I would say against it is that the movement was completely random; as players we didn't really have any decisions to make (well, we chose which target to try to shoot - but that was almost irrelevant in determining the overall outcome).  It would have been nice if we could have chosen which gear to use, or the direction to head, or even whether to observe from the hatch or button up.  I think the organisers missed a trick here, though it was still a fun little diversion.

Game 2: Test of Resolve

Just before lunch (and the timing might just have affected my son's concentration 😄), we joined in another game.  This was set during the Wars of the Roses and played with the Test of Resolve rules (under development?  Already published?  I'm not clear on this).  Again, the organisers were very keen and incredibly thorough on their topic.

So, we played an ambush.  My son and a stranger took a column of evil Yorkist loyalists who were advancing along a road.  N. and I took 2 commands of noble Lancastrian rebels who were hiding in the nearby woods in ambush.

My Lancastrians waiting to ambush from the woods at the bottom.  Unwary Yorkists keep to the road.

The trap is sprung a bit too early, as the Yorkist scouts see me waiting.

Battle is joined!  Initially, damage seems light, but entire commands can disintegrate very suddenly.  This happened to the other part of the Lancastrian command as it charged from the far wood - though at least they did take some of the enemy with them.

Feeling somewhat desperate, with slightly inferior troops and outnumbered by about 3:2, I staked everything on a swift charge.  Miraculously, I crashed through and scattered my son's advancing Yorkists with minimal damage to myself.  That left just one enemy battle to go.  They put up a stiffer fight, but my remaining troops finally managed to rout them and the field was ours!

I feel a bit conflicted by this game:

  • On the one hand, I wanted to like it.  If nothing else, the enthusiasm and background knowledge of the presenters requires some form of reward.
  • On the other hand, the movement abilities of the troops seemed a bit stilted, morale seemed to be accounted for twice (once by individual unit status and again by a pile of tokens for each command) and the combat results seemed very unpredictable (anything from no real effect to complete disintegration - situation and troop quality seemed to play only a very minor part).
My experience was only very brief, of course - and late medieval civil war is not really one of my main  interests.  I'd suggest that anyone with a real desire to play games in this period should find out more and make up their own minds.

Eye Candy

There were some very pretty display games at the show.  This one particularly caught my eye: it's a samurai-era naval battle:

I believe that all the ship models are made by Scheltrum, though I could have misheard that.

Here's a random picture of the Sports Hall (i.e the smaller-sized part of the venue).  The larger part of the show was in the entrance hall - but I didn't take pictures of that.  The layout in both is the same: games in the middle and traders around all the sides.

Game 3: Imjin River

Once again, we found a game with a very knowledgeable and dedicated host (there seems to be a pattern here!  Although I find it odd that this state of affairs should remarkable; engaged & competent game organisers ought to be the normal state of affairs at shows).

Our final game was a recreation of the battle of Imjin River, from the Korean war.  So, Chinese hordes are sweeping over the border and are only 20 miles from Seoul.  Can the vastly-outnumbered U.N. forces (in the shape of the British Gloucestershire regiment) delay them enough for a proper defense to be organised?

This game was notable for at least two things:

  1. The terrain was superb!  The boards were topographically accurate, having been built from maps of the actual location.  I was even told that the vertical scale was correctly proportioned - this land is really rugged.
  2. The game wasn't reset for each group of players.  Rather, we picked up the situation from where it had been left by earlier players.  I was told that our finishing situation would be recorded and set up as the start point for the next show which the game would visit (Partizan?  I probably didn't remember this correctly).  The entire battle would thus play out over several sessions throughout the show season.
So, the U.N. forces have a lot of firepower (artillery and aircraft), but the Chinese have stupendous numbers of troops...

At the time we picked up the game, the Gloucesters had just received orders to pull back several of their battered companies (which had weathered intense attacks all through the previous night).

It was really scary leaving our tranches on the previous hill tops in order to run across the plains back to our supports.  Each red disk is a Chinese battalion (or regiment or something like that).  Our pale blue disks are companies.

Air power and superior command & control are great!  We didn't lose any of our units at all (though 'A' company in particular was roughly handled and had very few stands left by the end).  Note that another Chinese army is now crossing the river and heading towards the U.N. positions.

So, this was a very intense game.  From the U.N. perspective, the communist attacks felt completely relentless.  Even when we wiped out a Chinese unit there would always be another one along soon after.  I imagine that N. (who took the Chinese) must have felt frustrated, as almost all his strongest attacks melted away under the withering U.N. firepower.  But when a communist attack did make it through, when the artillery & aircraft were occupied elsewhere and the Gloucesters were in open ground, significant damage was caused.

I don't know what rules were used - whether they were commercial or home brew.  However, we all picked up the important points very quickly and they seemed to give realistic results.

The only criticism I would raise is that there were a lot of small markers for various levels of damage, ambush status and the like.  These didn't always stay with the correct stand of figures, especially when models were balanced on steep hillsides.  A better solution would have been to integrate the markers more closely with the stands, either by swapping out models for "damaged" ones, or by giving each stand magnetised markers, posts for "damage rings" or some other mechanism for recording status.

Overall, this was a very impressive and enjoyable game, about a significant historical event.


This last game took us up to departure time.  I haven't mentioned our wanderings around the trade stands (there was plenty of that), or a couple of visits to the Bring-and-Buy room (the first time it was absolutely mobbed; later on not quite so busy).

Travel home was easy enough, taking almost exactly 2 hours of driving.  At least we had plenty to talk about!  Overall, it was a good show for me.  One good game, two acceptable ones and a certain amount of talk and shopping.

Ah, yes - the loot:

So, in no particular order:

  • Some new sets of rules.  Not that I really intend to play them, but just because I'm curious.
  • A box of Living Dead Peasants.  These are probably destined to become Mindless in my Viking-themed undead army for SAGA: Age of Magic.
  • Matt varnish.  I use a fair amount of this stuff and courier deliveries suck, so I try to buy it in person at any shows I visit.
  • More Perry Samurai.  Although technically these are peasants, probably destined to join my scruffy force of bandits.
  • More prehistoric goodness from Stone Axe Miniatures, as supplied by Iron Gate Scenery.  This time I have a Megaloceros family (giant Irish Elk) and some goats (generic small grazers).
  • Finally, a Club biscuit - my prize for winning the Tank Golf game.

Monday, 28 February 2022

HAHA SAGA Escalation League - 5


Over 2 years ago, the Helensburgh Alternative Hobby Association (HAHA) set out to run an escalation league for SAGA.  We managed the first two of our planned monthly meetings, in January and February 2020 - then Covid-19 struck.  Since then we have been through lockdowns, isolations and other inconveniences, but as of a few months ago we re-started our event.  This is a momentous post, because WE FINALLY COMPLETED THE LEAGUE!

For descriptions of the league rules and the five planned events, see here:

The plan was always for a climactic, every-man-for-himself battle at the end of the league.  In this, each player would field the entire 4-point SAGA warband that he (or she) had collected over the duration of the campaign.  Although we started with seven or eight players, due to the lengthy delays we only finished with four.  The others had all moved away from the area and were unable to continue participating.  I hope they are still enjoying SAGA as much as they did in the first two events, wherever they are now!


Usefully, the SAGA "Book of Battles" has a scenario for exactly the kind of grand, chaotic game we had envisioned: it's called "Battle Royale"!  This scenario has an alternating placement anywhere on the table.  Victory conditions revolve around Survival Points and successful charges.

We read the rules slightly incorrectly and gave the VP only for a charge which caused more casualties than were received, rather than any charge that made contact.  In the end this wouldn't have made any real difference to the results, though.


Initial placement was quite simple: the Skraelings filled the marsh and the wood with bowmen, planning to move all their warriors onto the hill (and not appreciating that the gentle hill gave no defensive bonuses at all).  The Anglo Saxons, Normans and Crusaders mostly kept to themselves and deliberately didn't interleave with their enemies.


Much of the action in our game revolved around the foreground hill.  Although the Skraelings climbed it, they were then sandwiched and harried by both the Crusaders' and the Anglo Saxons' elite troops.  Skraelings don't do too well when defending and their forces just melted away.

The other early action was between the Crusaders' crossbowmen and the Normans' spearmen.  The crossbows proved deadly, both at range and in melee (though by the time the melee occurred, there weren't too many spearmen left!)

Little action occurred elsewhere, except that the Norman archers' volley fire was a constant, if minor irritant to anyone in range.

Finally, the Norman knights decided that they'd find out how squishy the nearby Skraelings were.  It turns out that the swamp didn't slow down the knights enough to save the archers and yes - the Skraeling levy were exceptionally squishy.

The game ended after fierce fighting left the Crusader warlord as "King of the Hill".  He had triumphed over all opposition, including all the Skraeling warriors, their warlord, the Anglo Saxon chief and all of his hearthguard.  He did have a little help in doing this, but the Crusader lord had been all but unstoppable!


For this particular battle:
  • The Crusaders scored an impressive 17 survival points.  Much of that was due to successful charges, though many of their units still existed at the end of the game - albeit sorely reduced.  For such a clear victory, they score the maximum 3 league points!
  • The Anglo Saxons and the Normans scored 11 and 12 survival points respectively.  Mostly this came down to the units they had left, rather than scoring for charges.  Decent second places, so both are awarded 2 league points.
  • The Skraelings were hammered by everyone else (though the others all swore that there was no conspiracy against them!).  They gained a mere 2 survival points for the single unit of levy hiding in the forest.  At least the league rules grant 1 league point for just showing up, so their sacrifice had some purpose...

The HAHA Escalation League Conclusion

After all the points have been added up, the standings are as follows:

January 2020
Starter for ten
February 2020
Powers of two
March 2020
October 2021
Long live the peasants!
April 2020
November 2021
Bonus round
May 2020
February 2022
Anglo Saxons3313212
Anglo Danes3(absent)(retired)(retired)(retired)3

Congratulations are due to the Anglo Saxons, who won 3 of the 5 rounds outright and thus achieved an unassailable number of league points.  They are the champions!

It's been a long campaign, but we finally got there.  I'm immensely pleased that we completed the schedule, whilst at the same time I'm saddened that it took so long and that we lost so many participants along the way (again, not due to lack of interest, but rather because "real life" got in the way).

Would I do something like this again?  Certainly I would - like a flash!

Friday, 28 January 2022

Frostgrave: the Giant


Among my purchases at Carronade 2021 was a model giant; part of the Reaper "Bones" range.  I stated at the time that I intended to paint him up for use in games of Frostgrave.  Well, I finished this model a few weeks ago and have finally managed to find enough time & enthusiasm to post a quick article, so here he is!

The Frost Giant

I suppose I could have painted this model in human flesh tones - probably as a pale Caucasian rather than anything else.  However, I really wanted to mark him out as something different - a creature firmly rooted in the icy wastes.  To emphasis this, I chose a cold, pale blue for the skin and an even paler blue for his extensive beard and hair.

As a warm contrast (and to avoid iron), I used gold, brass and bronze for the metal parts of the giant's armour and weapons.  The non-metallic parts of his equipment are a dark grey.

Finally, the furs he wears around his shoulders and boots are also very pale.  I think the paint I used for the middle highlight (i.e. the one which adds most of the colour) was called "linen" or something like that.  Whatever it's name, it is a very pale brown with just the slightest hint of green in it.

So, just how "giant" is this model (I hesitate to call it a miniature, because it really isn't - at least when compared to most of my other figures)?  Well, here's a photograph of the frost giant alongside a 28mm human.

As you can see, he's maybe 2.5 or 3 times taller than a man; also this giant is very solidly built.  I'm really glad that this is a plastic (PVC?) model, as if he were metal then the figure's weight would be substantial!


I've wanted to have a frost giant in my collection for some time.  Well, now I've got one!  The model was relatively cheap and (I think) painted up nicely, with only a slight bend in the shaft of his axe to hint at the soft plastic material.  He'll do nicely!

Monday, 3 January 2022

Japanese pirates: Scheltrum Miniatures' Wako


For some years now, I have been searching for more Sengoku-era Japanese bandits with which to populate my games of Test of Honour.  Some models are available from the usual suspects (such as Perry Miniatures, Warlord Games & Footsore Miniatures), but I want more variety.

Scheltrum are a long-established model manufacturer in Scotland.  They have a wide range of figures for some fairly unusual genres - but they really don't do the internet at all.  Eventually, I managed to track down this elusive company at last year's Carronade show in Falkirk, where they had a large stall.

I was curious about Scheltrum's Wako models - feudal Japanese pirates - and so I purchased one of the several available packs.  I thought that these would be suitable for use as generic bandits.  Read on to find out whether I was right!

First Impressions

There were 8 models in the pack I had bought.  Two of these were unique and three were pairs of duplicated figures.  Six of the eight had open hands for weapons, whilst one pair of figures were moulded with exceptionally large swords.  Other than the separate weapons, the models were just a single piece.

The supplied weapons were all spears with a variety of lengths.  Some of the longer poles had attachments just below the head; I'm guessing that these were "fire lances" - primitive gunpowder weapons.

A few of the figures had noticeable amounts of flash on them, but this was easy to remove (and quite soft metal as well).

Finished Figures

It took a while to paint all my Wako.  In the end, I replaced a fair number of the weapons with spare spears and swords from another manufacturer (AW Miniatures, if I remember correctly?).  This was because I didn't wish to have my bandits armed with fire lances, even though the supplied weapons were perfectly acceptable parts in all other respects..

The entire set.  What a bunch of ruffians!

Two figures with "half helmet" (not sure how else to describe this?).  The sword (from AW Miniatures) looks a little odd, perhaps - but I didn't want to make them both into spearmen.

The pair of swordsmen from the Wako pack.  I've converted the one on the right by removing the sword and replacing it with a spear.  In my mind, these both look a bit odd, as the remaining sword is huge and the overarm spear thrust is not something I associate with Japanese/samurai fighting styles.

Two bandits with spears, headbands and partial armour.  Good, serviceable figures.

The two unique models from the pack:
The left-hand figure - with the hat - would work fine with either a spear or (as shown) a naginata.
The right-hand figure is perhaps the most generic model in the set: there's nothing about him that makes me think of Sengoku-period Japan (maybe the hair style?).


There is a distinct lack of information about Scheltrum's products available!  Hopefully, this article goes some small way towards fixing that.  Note that their Wako range has several other packs as well; these have greater or lesser amounts of armour, I believe.  Indeed, one model even has a Spanish-style helmet, presumably looted from some unfortunate sailor!

The style of these models is definitely a generation or two behind the best available today.  I've already mentioned a bit of flash on the castings; as well as that the figures are anatomically a bit exaggerated (the heads & hands are big, for starters).  Add to that the soft metal and it all screams "old fashioned".

Having said that, I think they are perfectly acceptable crowd-fillers.  These models will help to bulk out the back ranks of my bandit warband and add some welcome variety to such motley crews.  I will most certainly use them in my games.


Because there seems to be some interest in contacting Scheltrum, I have scanned the part of their catalogue that has contact details.  I cannot vouch for the accuracy of any of the forms of communication printed there; all I can say is that this comes from a paper catalogue which was handed to me in person at the Carronade show in late 2021.

Note: I do know that they have (at the time of writing) no website.  There is an old website name floating around for Scheltrum, but it seems to have been abandoned for a long time.

Friday, 24 December 2021

Santa versus the Hooligans


Many times over the life of this blog, I have run a Christmas-themed game of Hordes of the Things.  All of these can be found using this link: .

The annual holiday game didn't happen last year (global pandemic, don't ya know!), but we're back in 2021 with a new battle.  This time, Santa's home is under threat from tribes of goblins and their associated wolves & trolls.  He has allied with a barbarian tribe (probably through promises of extreme feasting and loot, I imagine!) to defend against this threat.

The Forces

Each of the 4 bands was an independent 24AP army for Hordes of the Things.  The forces of destruction (two goblin armies) were controlled by my friend Steve, whilst the bringers of light and happiness were led by myself and my son.  I took the barbarians, whilst my son took Santa.  He (my son, not Santa!) had just received a vaccine booster shot the day before and hadn't slept well overnight.  This might go part way towards explaining some of the outcomes in the game!

Santa's Army

Santa's force is a mixture of elves, toy soldiers, fierce ice bears and hordes of snowmen.  It is described in more detail here: .

The Barbarians

My barbarians have a lot of foot warband elements (as might be expected), some archers, some hard-charging panther-mounted knights and a general mounted on a woolly rhino.

The Goblin Raiders

Facing the barbarians we had a goblin force consisting of 2 trolls, hordes of goblins and a large number of wolf riders.  Also, the woods are full of  (unridden) wolves.

[Side note: this force looks like more than 24AP to me.  Oh, well - mistakes may have been made, but if so then it didn't affect the end result, as you will see].

The Goblin Hooligans

The goblin force facing Santa also had two trolls.  It was lead by some greater goblin warbands and had huge numbers of lesser goblins.  Even when deployed, these vandals pushed over the signpost which led to the North Pole, thus earning the title "the hooligans".

The Battle

Most of Santa's army ran forwards as fast as they could.  The sleigh flew past the goblin lines and circled overhead, impervious to all.  On the other flank, the barbarians advanced cautiously, not wanting to fight in the wolf-infested forest.

In return, the goblin warbands and trolls charged off their hill.  They caught the elves before they could shoot and annihilated them.  On the far flank, the ice bears tore through hordes of lesser goblins - but there were always more of the nasty little creatures joining the back ranks.

Santa's snowmen had a minor moment of success when they flanked, outnumbered and swarmed a troll, but this didn't make up for the losses they were taking.

Finally, Santa in his sleigh descended and attacked some of the goblin warband.  Whilst he was very successful against a small part of the goblin host, their general and remaining troll made a run for Santa's cottage!  Desperately, the barbarians attempted to (a) prevent the other goblin army from interfering and (b) move some troops sideways to support Santa.  However, this level of coordination was just too much for their hairy, unwashed brains...

Santa overran his first opponents and flew towards the troll (which had just wiped out Santa's artillery with contemptuous ease).  Nearby, the goblin general eliminated all the snowmen who had been respawned in front of the cottage.

With a shout of triumph, the goblin hooligan's big boss broke into Santa's home.  They pushed over the signpost, cut down the trees, smashed the crockery and ransacked the place (opening all the presents and leaving torn wrappings everywhere).  Oh, dear!

Meanwhile, the ice bears continued to torment the goblin hordes, but just couldn't make headway against the ever-replenishing numbers.  The barbarian knights were cut off and destroyed, though their woolly rhino just kept ploughing forwards, pushing back whatever got in its way.  Finally, Santa was left arguing with a large, smelly troll about the proper meaning of Christmas.  Game over!


Well, that was an abrupt ending!

  • The goblins timed their run for the cottage perfectly.  Santa simply couldn't catch all of them on his own and they breezed through the second echelon stuff that was left to guard the objective.
  • Santa sacrificed some of his troops early in charging forwards; the shooters might have been better employed waiting for the enemy to come to them instead.
  • The ice bears were bogged down fighting with vast hordes of goblins.  Even though they were generally winning each round of combat the bears had a long way to go before they could push the little monsters off the table.
  • The barbarians were mesmerised by the wood full of wolves; fearful of a flank attack if they tried to skirt around it and not confident of their chances if they attacked the forest head on.
  • When the barbarians eventually tried to redeploy, it was too complicated and too late.  All they did was sacrifice their mounted troops for no real gain.

So, a well-deserved victory to the goblin hooligans.  Let's hope that isn't an omen for Christmas 2021!

A Merry Christmas and a Happy New Year to all my readers!

Sunday, 21 November 2021

HAHA SAGA Escalation League - 4


We've now reached the fourth session for our SAGA Escalation league at the HAHA games club.  This is the bonus round and here's how it was described in the original manifesto:

Each participant will bring 1 extra item, to be judged on theme and painting quality.  This could be any of the following, or indeed anything else that fits:

  • a piece of scenery (Celtic cross, Viking longboat, Dark Age house, wood, marsh…)

  • extra – but not “regular” - figures for the warband (a bard, champion, mercenary group…)

  • game accessories (objective or fatigue markers: ox carts, groups of civilians, broken shields & wounded warriors, livestock, sacks/chests of loot…)

On the night, only 3 participants were able to enter an item, though all the members of the club (including the non-SAGA gamers) were encouraged to vote.  Let's see how they did:


The Skraelings chose to bring some civilians (though this might be hard to define in a tribal society!): a couple of fishermen in a canoe.  This piece is probably best thought of as a scenic accent, though I suppose it could be used as an objective or game marker.

Anglo Saxons

The Anglo Saxons brought a hut, along with the blacksmith who lives in it.  Seems like a very useful piece of scenery to me.


For the Crusaders, a warrior priest was added to their ranks.  A minor hero is surely going to help them in their fights against all the infidels!


As you can see from the votes cast (attached to each picture), the club members liked the Anglo Saxon hut a great deal; it scored more votes than the other two entries put together!  So we award a further 3 points to them for this excellent entry, 2 points to the runner up and 1 point for all other submissions.

After that, the standings now look like this:

January 2020
Starter for ten
February 2020
Powers of two
March 2020
October 2021
Long live the peasants!
April 2020
November 2021
Bonus round
May 2020
December 2021
Anglo Saxons331310
Anglo Danes3(absent)(retired)(retired)3

So, onward!  There's only 1 one more round to go, after which all finishers should have a 4 point SAGA army and a bonus "extra" item.

On to the final round ==>

Sunday, 14 November 2021

6mm: Irregular vs Heroics & Ros


I have a fair-sized collection of 6mm Napoleonic figures.  However, there are never quite enough to form the truly grand armies I'd like for a large game.  In particular, I don't have too many French.

Virtually all of my 6mm forces are made up of models from Heroics & Ros.  However, I don't believe that H&R Napoleonics are currently available, though hopefully they will be re-issued sometime soon.

So if I wish to extend my army, what are the options?  There are other "6mm" manufacturers such as Bacchus and Adler, but I've always understood that these were rather larger (perhaps more like 8mm tall?) and stylistically rather different.  Please note that this last opinion is based on hearsay and rumour rather than personal experience; if it is in any way incorrect then I apologise profusely!

The other maker of "true" 6mm figures of which I am aware is Irregular Miniatures.  They've been around forever and have a reputation for cheap, but possibly less well-detailed models.  But at least their 6mm Napoleonics are still in production!

I thought it worth buying a battalion of infantry from Irregular to find out whether or not they are compatible with my H&R.  Here we go...

Irregular Miniatures

My standard Napoleonic line infantry "battalions" are 4 bases, each with 3 ranks of 10 figures.  Models from Irregular Miniatures are available in a number of different form factors - including blocks of 3 ranks of infantry.  However, I went for the standard 6-man strips for my unit.

This battalion is therefore composed of 19 x French Line infantry strips, plus 1 x French Line infantry command.  Because I only wanted 10 figures per rank on each base, I needed to cut apart some of the 6-figure strips into 2-man and 4-man parts.  This wasn't too hard, though it was a minor nuisance.


From the rear, it is clear that these French are not wearing backpacks.  That's slightly odd, but probably not too important.

Painting the Irregular figures was a little more difficult than I remember being the case for H&R.  Maybe I'm just older, more tired or have less good eyesight than before? Or maybe these models haven't got the fairly-obvious detail of the H&R ones.  Still, I think they turned out all right.

Heroics & Ros

As this is a comparison article, here are some of my existing Heroics & Ros figures.  The only real differences I can spot are that the H&R have shouldered their muskets on the left, whereas the Irregular are using their right shoulders for this and that the Irregular command figures have a moulded, semi-furled standard; the H&R just have a small square of flat metal.  Also, as mentioned above, the H&R are wearing backpacks; the Irregular are not.

From the back, you can also see that I've changed the style of the unit's nameplate for my newest models.  The 93rd Line have my older, all-white nameplates, without any specific battalion identifier.


OK, can you guess which unit is Irregular and which is H&R in this picture?  At first glance, without peering too closely at the image?

If you thought that the Irregular were on the right and the H&R on the left then you were correct.  But my view is that there isn't a lot of difference between them and I'll be very happy to mix units from these two manufacturers together in the same army.  In the end it comes down to which models are easier to obtain.

Of course, I've only tested infantry here.  The cavalry models might well vary rather more between the two producers.