Showing posts with label Missenden Abbey. Show all posts
Showing posts with label Missenden Abbey. Show all posts

Sunday, 21 September 2025

CoW 2025 - Missenden Abby - The Best Fun You Can Have While Keeping Your Clothes On!

At last back to wargaming, forget about all this Artificial Intelligence (AI) lark (it is all more hype than substance if you ask me [I would not be surprised if a fourth AI Winter beckons in Blackadder fashion sooner rather than later]). It is also not my hobby, nor is it a good form of entertainment, unlike Attic Greek and Latin remakes of pop songs. By contrast, for pure gaming enjoyment and relentless wargaming fun, the Conference of Wargamers (CoW) 2025 from Wargames Developments (WD) had it all, and in buckets. It even included the formation of an Elite Space Marine Force tasked with defending us all the from an insidious Alien Invasion. Thank gawd for Space Battleship Yamato. Yes, Space Marines get everywhere, but these were not just any old Space Marines, these were WD Space Marines. (Hands up, yes I am grossly guilty of plagiarising the Christmas M&S food adverts moving on.)  

By my calculations CoW 2025 was my seventh face-to-face CoW in total and in my estimation, the "best yet", it was simply .. superb .. the best fun you can have while keeping tour clothes on

The CoW 2025 Programme:

In a quick scan of the board I counted some 46 games all told, and that is excluding the four games that had to be cancelled because unforeseen circumstances - which included a bad back (ow, now that is painful), poignant as it was inflicted/incurred while "bending over a wargame table moving toys in final preparation for his CoW game"! Eeek, bad karma? Glasses was raised to those absent WD'ers, by definition also friends. 

My Itinerary: Friday Night ...

Plenary Game: Apocalypse Dilemmas

Thankfully the world (Earth) was "saved" in the opening CoW 2025 Plenary Game, through deft "cool headedness" and application of appropriate conventional military force - wisdom in international affairs (which included back channel diplomatic communication between East and West) and pragmatic avoidance of nuclear confrontation. The game was based on SPI's World War III, with seven scenarios where the two sides were placed with nuclear or non-nuclear options. Players were split East and West. Myself as a NATO North Hemisphere Naval Commander, nuclear escalation seemed quite unnecessary as we had the conventional tools to hand to get the job done over the Soviets. I thought the Soviets might, just might have been tempted for an all-out first strike gambit backed up with conventional forces in Western Europe, but [thankfully] their eyes were fixed on winning a conventional war in Europe - they were tank men at hearts and mistrusted the Oppenheimers. If there was to be war, it was not of the nuclear kind (atom bomb pushers to the Gulags). All told it was still a very tense and very sobering game to live through as the slightest miscalculation could have lead to escalatory madness (Dr Strangelove was kept out of the War Room).

Moving on to ..

The Texas Tower of Terror: Continuation of the Cthulhu themed horror of "a small place called Lynchville" (well known setting from previous CoWs 2024 and CoW 2023). Set in the 1960's, this time on a remote US Early Warning Station (think oil rig without the oil and health and safety checks) looking at Cuba. Facing a rising tide of psychological terror within the facility, the crew and the Texas Tower started to fall apart (literally, with large metal bits dropping off into the sea). As the howling storm rages outside, inside a traitor reeks havoc inside the installation. Spoiler alert we all died and the Texas Tower "mysteriously" disappeared into the deep. Gulp, no trace was ever found of the crew and everything was settled "out of court" with substantial family endowments (though NDAs were attached)! I think you could call this one, a Dark Game that didn't help you sleep, especially in windy weather! 

Saturday morning ...

Mission Command Normandy - Panthers in the Mist: Having already purchased a copy of the rules from CoW 2018, it was a natural choice for me [a WW2 buff] to refresh my knowledge of the game mechanics (some five years plus old now). Also. Who could resist the opportunity to drive a Panther tank at the American Airborne Infantry and British Tankers in Operation Market Garden (no fear from a Cromwell but keep watching out for sign of a Sherman Firefly). It certainly felt like 1944 (as a German), where ever you looked there was more of them (US and British tanks and/or infantry) than us. The Germans were a mix of regular and green, as well as the cobbled together ersatz "paratroopers" which were paratroopers (FJ) "only in name". The Allies hung onto the road convincingly and I was left with only one working Panther by the end of the day. The attack had been stymied, true to history. It was hugely enjoyable though (see below, Alan Paull started proceedings off by telling us the trade secrets of his bespoke terrain making, which involved "ironing fabric for rivers" to make it go in the direction you want it to go - an impressive set-up and laudable Boy Scouting skills): 

The game started with everything was "off table" until it was "spotted". Like the Panthers who opened up on some advancing Shermans and Cromwells, which was a bit of a nasty surprise for the Allied tankers (see below, carefully, very carefully the Allied tanks probed forwards - hoping nothing was there): 


But the Panthers were laying in wait (see below, first blood of the day and the first ball of black cotton wool covers an Allied tank - there was more of that to come! It came as areal shock to find German armour so far forward, perhaps in hindsight too far forward for their long-term good. However the Panthers are constrained to a single crossing point over the river which stops them breaking out in Guderian Blitzkrieg style and are flanked by a horrible canal that makes an aqueduct crossing a deadly "choke point" that needs to be cleared by infantry):  


It was not going to be one way traffic as there was a Firefly to deal with, plus some sneaky US Airborne Infantry who "appeared" out of nowhere (see below, unfortunately the Panther crews like the FJ paratroopers were a bit new to all this combat lark, as they only been in their tanks a week and were still learning the ropes [What does that button do?]. They "skill-lessly" traded blows losing a Panther [Note: Light blue material river/stream, while light grey is canal]): 


Meanwhile over to the Panther's left th German "paratroopers", FJ of sorts, met their Allied (real) counterparts in a "recon by contact" (see below, this got to be rather bloody for both sets of infantry very quickly): 


Meanwhile the Panthers got ambushed by some pesky US Airborne with bazookas so they called up their Panzer Grenadiers to sort them out (see below, these Panzer Grenadiers were the real deal [Vets] and the most dangerous unit that the Allies would face): 


Trading blows, the German combined arms Armoured and Infantry Forces deptach some of the Airborne Bazooka AT (see below, but we sensed the majority of the enemy were hidden over the crest, on the other side of the canal. Drat the plan is kaput already!):  


More US Airborne with Bazookas appeared on our flank, they were breeding like rabbits (see below, the Panthers could not advance and cut the road to  Arnhem - Hell's Highway, because as previously mentioned they had to pass over a narrow culvert that would expose them to an infantry ambush - a destroyed Panther on this was game over for the German counterattack [an impassable obstacle]. The area had to be secured by infantry first, but there were American Paratroopers in the way - Catch 22. At least the Panthers had removed the Allied armour covering the culvert):  


As the German Panzer Grenadiers deployed we caught sight of the two US Paratrooper Companies we were actually fighting (see below, nobody was going anywhere fast as these two sides faced off in a infantry slug-fest. The Germans brought artillery down on the now exposed US forces which certainly stung them badly):  


Disaster of the German left flank. The attack is kaput on the left flank too!The German FJ battalion was caught in the open by Allied AFVs without any friendly AT support (see below, the British Armour certainly charged in with bugles blaring and guns blazing):  


The "vigorous" Allied Armour attack devastated the "trainee" German FJ and it was all over bar the fat lady singing (see below, and although a Sherman was taken out by German defensive fire, the FJ were overrun, aka "gone"): 


One FJ company was destroyed and another retired (ok it was more like a rout) into cover (see below, the left hand side of the German assault was now "over" [as they were either dead, wounded or PoW]): 


The last defiant act from the German Panthers was a long range snipe of a Sherman in the open (see below, pass the black cotton wool please, but it is also time to call the attack off and retire before the Jabos come and start hounding us):


A big thank you to Allan Paull from Surprised Stare Games for putting the game on, it was very impressive. For more information about Mission Command Normandy please see: https://www.surprisedstaregames.co.uk/mission-command

From land to the sea ..

Sea-Strike Revisited: This session goes to the heart of the pure joy and beauty of attending CoW. Rare wargames from the past are shown off, in this case a relatively sophisticated "modern" (if we can still call 1970's modern) naval one. Seastrike is a game that I did not know anything about, but it was brought back to life before my very eyes (by some "old men" rediscovering their "youth"). Seastrike is a beautifully crafted game that was simply lost to antiquity (though you may find them floating around on eBay in various conditions). Conjectured to be the brainchild of a Vosper naval architect, it was published twice - once by Arial and once by WRG (back in the day when they did games) before disappearing into the mists of time (and wargamer's lofts and cupboards). Combat was resolved using an ingenious card deck. One feature of the deck I discovered was, "System Failure" which unfortunately left my ship wide open for destruction (twice). My advice is to personally shuffle the card deck yourself and take ownership of your fate! The card deck driven combat in itself was a unique game mechanic [one playing card could represent five look-up effects] that has seen a renaissance in skirmish game rules as of late. I would like to thank my fellow Red Admiral WD's own Bob Cordery of Wargaming Miscellany fame who fished me out of the sea (twice) after I lost all my ships (see below, it looks "the business" just from the box-lid art alone):  

The Pratzen Austerlitz 1805: Again similar to Sea-Strike an experience unique, at least as I know it, only to CoW the opportunity to view a rare Kickstarter game. This was  a piece of wargaming history, albeit a new game fresh off the presses. This was the late Dr Peter Perla's last published wargame, the one he had been seemingly designing seemingly all his life (his words). I did see this originally as a kickstarter. but I had thought better about backing it, veering away from at the last moment which was naturally something I later regretted. Fortunately Alan Paull (of Mission Command: Panthers in the Mist fame) has not been so short sighted as myself and backed it and held the (heavy) coveted boxed game in his hands. It was a true magnum opus in that sense (I said it was a heavy box), but with a certain familiar feel back to a game called Grenadier from SPI. Battalion level horse and musket tactics. It was not intuitive, I would say it is not an easy to understand game but when it was played through it did seem to work -  a bit slow with cross referencing of various tables (based on infamous Livermore's and Kriegspiel's calculations I believe). Although taxing even the mighty Alan Paull's mind at times but he did a great job of bringing the game to life before our eyes! (see below, the French are socking it to the Austrians, as the game says, on the mighty Pratzen - just a few counters but a hell of lot of explaining, talking and "avid discussion" - I will look forward to where Alan Paull goes this game. It did have quite an evocative feel to it):


Take That Little Bit of Aachen, Not Quite Advanced Squad Leader - Background: OK, I have a love-hate relationship with Advanced Squad Leader (ASL). Partly out of frustration, of it simply being "hard" to play and a sense of betrayal. I was an Avalon Hill Squad Leader (SL) junkie, a collector and proudly boasted all four boxed games (Squad Leader, Cross of Iron, Crescendo of Doom, Yanks). I was fascinated to hear about rumours of a fifth Pacific expansion set too. Then Avalon Hill then went and blew up my reality up circa 1990 by producing ASL instead, which overnight (like the Dreadnought revolution) made basic Squad Leader redundant (and I had not even got to play most of the scenarios I had yet). Er, what am I supposed to do? Throw all the SL stuff away and start again? No thanks! I tried briefly to learn the system with a friend who went into ASL "heavily" - but to be honest he "bought a lot of ASL" rather than "read the rules". There seemed to be a hell of a lot to read to get even a simple scenario under our belts and we faded away to playing Command XTR games. Any ASL games we tried were never anywhere near remotely finished (I can still hear the frantic flicking of rule book pages in my mind). At the heart of it all I never really understood what Avalon Hill were trying to achieve and why the "big restructure" was needed - it was a totally new game for the same original purpose? They seemed to be suggesting that all those incremental changes they had lovingly brought into the game had broken the system somehow. Well that was careless! Apparently there was too many backdoor unrealisms (like the ability to swamp MGs by "cunning unrealistic movement" tactics). I never really saw the depths of that, but then again I never played the horrors of "Competition Wargames at Conventions". I gracefully ducked out only to comeback in some twenty years later. Avalon Hill were no more but Multi man Publishing (MMP) produced a new starter set (ASL SK#1) and I sat sight of this through the Connections UK Professional Wargaming Conference (2014). It came as a game recommendation of Major Ivor Gardiner (British Army Battalion Commander) who used it for training his subalterns - so I got interested again. I bought it, but hell it was "sticky and tricky" to get into! Yet ASL still has a cult following/ How? Why?  The killer hate for me was absurd 8+:1 game tine versus historical time event. A twenty minute historical combat takes over three hours of play, nine times as long as the "real-thing". That is simply insane! So at CoW I decided to do a 1:1 figure (20mm) representation of ASL SK#1 Scenario #3 "A Simple Equation" on tabletop. I know that on itself is as insane, but it is "fun insane" and I had the figures to do it. Instead of 8:1 playing to historical time ratio, I aimed to be at least half that time, or even better, but trying to keep true to the "fire and movement" principles ASL had. In Squad Leader and Advanced Squad Leader I liked the bits that worked, particularly the morale rules, so I pushed the game along keeping the tempo of play up. Where I could I looked up "pre-rolled outcomes" (my magic chart) to avoid lots of multiple dice rolls that horribly slowed play down. Overall the game worked well, but it has to be said in true WD CoW fashion, it worked  in slightly different ways than I expected (which is what CoW is all about .. experimenting and coming away with new ideas). It was great fun to see the mix of terrain and figures working together, particularly the moments when figures surged across the tabletop form cover to cover under covering fire. I played the static German defenders and four players the US Company, an overall Company C-in-C and the three platoon commanders. I am delighted to say it played well, the US winning in under an hour of play which is about a third of what it typically plays in ASL from my experience (see below, I am delivering "The Briefing" to the players, green blaize of the battlefield in front of me, player aids to the left and right): 


Virtual Reality Wargame Taster:
David Burden (Bath Spa University Wargaming PhD) allowed me to play with some of his toys, his virtual reality kit and thankfully (unlike some previous Oculus experiences) I was not caught in the motion sickness vomit comet! The technology was slick and smooth. I particularly liked its potential for urban combat considerations (visualisation of 3D terrain), it is a great way of exploring around a lot of otherwise bewildering buildings in urban terrain. The naval scenario (a submarine under the water and ASW frigate above) was almost conceptual art and I loved it. The WWI dogfight set-up likewise was brilliant. Not too sure about in a multi-player environment if everything moves at once, that could be chaotic, but as an immersive "you are a Titan walking through a battlespace" meme, it was brilliant. I look forward to see where David Burden takes this, the system currently has visualisation but no rule based gameplay engine, yet. The potential is tremendous.   

The Siege of Syracuse [my pop-up game]: This is typical of another CoW mem, the pop-up session phenomenon, a board game or miniature figures game appears (sometimes added to the timetable, sometimes really spontaneous) which soon gathers a small interested crowd of participants and onlookers. With this in mind I packed the Siege of Syracuse game "just in case somebody wanted to play it" and had an opportunity to set it up in the late-bar bar (beer mats and empty glasses pushed to the side). It played to a successful Athenian conclusion (albeit on the easy setting) as chilled conversation flowed (as did the drinks) alongside and around it. Being a solitaire (or even a "three man committee" coming to one decision) I felt game in was a quiet accompaniment to relacked drinking (see below, I can recommend it, though not cheap, it is historically enlightening. Did I mention it goes well with a drink?): 


Sunday morning .. 

The Earth Prepares: Exhausted after two days of non-stop gaming I quietly crept into The Earth Prepares not knowing quite what to expect, hoping for a quiet Sunday morning chat broken up with a few dice rolls. That is the beauty of CoW (I keep saying that), an innocently titled game slot, can literally blow your mind and unexpectedly be "your favourite game of CoW". Earth Prepares was that game for me. Michael Young produced a most thought provoking, scary and darkly humoured game, very much in the "plausible" Black Mirror Genre of scary science fiction future-possible histories. To me it fitted the "Black Game" meme. It was Science Fiction/Science Fact Game. Think, The Three Body Problem, meets Star Trek after Kirk or Picard have experienced a Ridley Scott "Alien" encounter more deadly than the Borg ever were - and we don't have a friendly Data to save them. The limiting factor it is based on plausible science - no inventing but rather using and extending known science. How can we travel to the stars with the science we already have (Project Orion). So then, using this technology "others" could travel to us too and here they are .. a Mother Ship packed with genetic seedlings that grow into Veggie creatures life forms! Anybody else remember S3: Travel to the Barriers Peaks? The mixture of plausible science and cult science fiction ideas thrown together was a highly entertaining and thought provoking broth. 

Great philosophical questions such as "Do we all taste like chicken to the alien menace?" were asked. Engineering challenges of, "Can we build the great Space Battleship Yamato to ram the Alien Mothership with an elite force of deadly Space Force [United Earth Command] Space Marines (think Blood Angel Death Company style on a one way trip)?" Must we "Destroy THEM outside the planet [Correct Answer: Yes], Or fight them inside our ecosystem and biosphere?" [Correct Answer: No, if that happens you have already lost]. Even "Can we communicate with them meaningfully?" [Correct Answer: No - remember you taste like chicken to them!] Perhaps the better question to ask is, "How meaningful is the communication between a farmer and his chickens. cows or sheep as he/she fattens them up for the slaughter?" Moving on .. Will, "Rich millionaires build reclusive defensive (impregnable) retreats (perhaps even underwater and let topside burn) so they can save themselves and resettle the earth later in a fashion of their choosing?" [Answer: Yeah right, watch them try and die!] Or "Is it possible to beat THEM (the akiens) in an evolutionary context, by harnessing their alien biology and using it against them?" [Probably not but if they get to us then it is our only hope!] As we considered teh tech, we remembered the recurring moto/moral from Ridley Scott's Alien films. "Never trust an android who is built to be so much smarter than you and is far less compassionate that the World's worst human psychopath in history!" [Note to self: Do not rely on AI to save you and not go rogue with the Alien menace]. Beware also those charming humans who [somehow] see the alien species as a "golden one in a lifetime business opportunity!" They think Aliens are better friends than the rest of the human race, that they actually hate ever since they were bullied at school. Well all I can say is that we are in for some dark times ahead if indeed this (or even a small part of it) "ever" comes to pass. First Contact will not be Carl Sagan style and will probably be our Last Contact! I was being to suspect there is an Alien fifth column already amongst us working away making notes!

One last game .. 

Passing It On: Last session. I had a choice. I could listen to a talk or play a game. Hmm. To do the latter I had to scramble around Missenden to find where the game was, for the former I just had to sit in place (tempting, I am sure I would have enjoyed the talk but the urge to have one more roll of the dice won it for me). I thought about it, then jumped up and joined a last minute repeat of an earlier session, yipee! Of course I opted to play the game, it's CoW and to me that means playing games. Other may differ and I respect that, but I would have to catch up with John Curry's fireside chat from the Early Days of Wargaming and the History of Wargame project later on. Instead I found Mike Elliot's Colonial Insurgency/Ambush game. In a remote backwater of the British Empire, a convoy of five trucks,  guarded by two armoured cars and "a platoon or so of dismounts" that had to traverse a road dominated by hills infested with revolting insurgents (me, I was one of these). This was a great little scenario but also a demonstrated how you could introduce a "fade away" (shoot and scoot) mechanism into existing game systems quite easily, a classic feature of COIN and asymmetrical environments. This stops "firepower point" counting games becoming little more than pheasant shooting competitions (what the US thought they could do in Vietnam and could not). Simple rules, but they certainly have wings to fly great distances, well done Mike Elliot, thanks for sharing this! (see below, the snaking convoy is assailed by the irregulars): 


The action soon became hot, as an armoured car moved up, so the insurgents chose to tactically "drift away" (nicely done). The downside for the insurgents is that it is now harder for "the Fader" to pop back up and come back into play - but was is a worthwhile trade for their long-term survival (see below, you could see it was going to be a long, costly and annoying war for the British Empire): 


Thoughts and conclusions:
CoW 2025 was brilliant, for me the "Best Ever" CoW (my seventh since 2018) and I am already looking forward to the 2026 event. Yes, I think I am repeating myself from earlier on, but so what, praise where praise is due. 

Summary: Bring on CoW 2026, to me nothing else in the wargaming calendar, recreational or professional (IMHO), compares or even comes close to it! It is a full on "muck-in my hearties" experience. Many thanks to the WD CoW Committee for organising it. Great job! Next year, due to circumstances beyond WD's control (the university that owns Missenden needs the money and is selling it as a going concern) WD are moving CoW 2026 to Cranwell instead. Therefore colourful campaign saga or road tour that is CoW is now heading ever so slightly north!

Friday, 28 July 2023

Conference of Wargamers - CoW 2023 - Missenden Abbey: Hold the Front Page a Great Success!

Respect to all those fellow Wargames Development (WD) Bloggers who have already rattled off their salutary CoW 2023 blog posts and even some YouTube video postings about CoW 2023. You've probably even popped a few (Wargames Development Newsletter) emails to the Nugget editor too. Myself, it took me about a week to simply finish unpacking and recover from all the excitement to think about writing anything down, but the "tingle" still lingers and I remember CoW2023 with a deep satisfying smile. I am obviously showing my advancing age as other distractions make me post so late. All a symptom of too much "work related screen time" I think, as my blogger posting rate is also very slow this year (as it was last year too) - so I am associating the computer more with work rather than pleasure. 

The weekend was a fantastic wargaming achievement - literally non-stop wargaming fun. Game until you drop, rinse and repeat, until you have to go home! As I have said before, it is the most fun I have ever had whilst keeping my clothes on! That may be a sad reflection on my life, but I do stand by it!

My "weekend" went thus (please note the eclectic and random photographing is purely down to me having too much fun to succeed in systematically recording CoW 2023 in any sensible way [others do it far better than I can too - see blogs at end and WD website links] - hence the chaotic expressionistic montage): 

Friday Night:
  • The Weimar Republic Plenary Game [Long Game - in fact a Mega Game] Germany 1918-19: The Spartacists -
    • Note: With added "all-star" cabaret act (opening and closing proceedings) and forty plus players and umpires [epic and very noisy]
    • My Role: Social Democrat Military Commander of Berlin
      • Action: Fighting Revolutionaries on the Streets of Berlin, success - ignoring the friendly fire incident on the Berlin Police (oops), relatively successful as no Spartacists were left on the streets
      • Result: Weimar Republic was "saved" from terrible reactionaries (Germany "safe" until 1933 then) - there was also lots of politics and voting in the main room but I was in a side room with the "toy soldiers"!
  • [Late Night Game] WWI: The Great War British Army Divisional Commander (1916-18), four quick 15 min games in succession [Martin Rapier's beautifully painted 20mm WWI Emhar figure collection and bespoke trench system- that I should have taken a photo of [Update: But luckily he did and has passed a few on to me]: 
    • 1916: Somme - [Tactic] Hurricane Artillery Attack
      • 10,000 casualties, First Trench taken, no breakthrough
    • 1917: Hindenburg Line - [Tactic] Infiltration Attack
      • 10,000 casualties, First and Second Trenches taken, no breakthrough
    • 1918:Amiens (a) [Tactic] Surprise Tank Attack (see below): 
      • 3,000 casualties, First, Second and Third Trenches taken, breakthrough achieved
    • 1918 Amiens (b) [Tactic] Stormtrooper Attack
      • 4,000 casualties, First and Second Trenches taken, breakthrough just failed
    • Note: I seemed to "do well" in avoiding "The Big Push" option which just seemed to increase casualties even further! 
  • Exhausted - retired to bed (1:00) am
Saturday:
  • [Hosted] Don't Tell the Tsar - Hypothetical WWI Naval Game (August 1914) on the "Planned" (but cancelled) Russian pre-emptive attack on Swedish Fleet, "before" they combined with the German Baltic Fleet (despite the affirmed Swedish Neutrality that they were not going to do that): 
    • Experimental combination of three rule systems:
      • Halsey style Campaign Movement
      • Nimitz style Tactical movement
      • Avalanche Press' Great War at Sea Combat System 
      • Using 1/3000 Navwar miniatures
    • Result - near total destruction and surrender of the main Swedish Battle Fleet
  • Uncle Bruce's Arab-Israeli Wars (Retro gaming, looking back at an "inspirational"(?) tool kit of rules rather than a definitive rule set - everybody was learning):
    • A step back in time to play an early set of miniature wargame rules from Bruce Quarrie Volume 4: Arab Israel Wars (see below, GHQ 1:285 scale Syrian T34/85's engage Israeli M-48s in the distance - still beautiful despite their age [unlike most WD members, lady members exceptions to the rule of course]):
      • A confident early advance by the right flanking Syrians [aka Me]:
      • Two Israeli M48's burn [Happy (and a slightly surprised) me]:
      • An Israeli reinforcement tank is subsequently sent up to help its beleaguered friends [Now a slightly worried me]:
      • Good Israeli gunnery stalls the Syrian attack (one knocked out and one retreating tank) - amusing mechanical break downs then meant both sides were "spent" and a draw/truce concluded:
      • We've certainly moved on and are now surrounded by a wealth of free verified facts that replaced those that were formerly just "guessed at rather crudely and badly" - but it was the starting point for many a collection of toy soldiers and follow on rules [lovely GHQ models that still past the age test and hold up again the best of the modern!]
  • The Information Game: Tim Price delivers a master class!
    • A "Tour de force" of the state the art in "card and dice" based, manual wargame depicting a complex cyber, [multi-faceted] information gathering and deductive reasoning environment. Oh you say .. what does that mean? 
      • You build a map by problem solving a series "multiple information challenges", then piece them together to locate a target and finish off the game by revealing the targets coordinates, and the best bit (as in I hate it, but its great) you are competing against another team doing the same thing. They also always seems to be doing better than you. You can also play sneaky by poisoning the opponents data pool. As if we would do a dirty thing like that! Basically a Tim Price exemplar - I personally think this is already the game of the decade (2020-2030) in my books. All those long words I use mean nothing as its simplicity is at the heart of its beauty. Devastatingly cunning, more so even than a Professor of Cunning newly appointed to Oxford University. I was just too engrossed to take any photographs, so no better compliment need be said than that! Did I also say it was very good fun to play? And at a last gasp you can pull it out of the bag ;)  
  • [Hosted] Follow the Bush Tucker Trail: SAS 1966 LRRP in Vietnam:
    • My 20mm Platoon 20 miniatures and 1/72 plastic helicopter kits went for a stroll in the Vietnam jungle (a jungle made mostly from stuff found in IKEA and a confiscated pair of old curtains). A (supposedly) collaborative game where the players pit their wits against the fiendish Bot umpire (me) who controlled VC Charlie - or are they just innocent villagers? (see pictures below - I only remembered to start taking photographs at the end so the "stealthy bit" was missed - this is at the start of the kinetic end of things, when things got noisy): 
      • A downed USAF pilot (Major Spanks) is unexpectedly found in the village [instead of an intelligence package they expected to be handed from a friendly villager] and an evac helicopter is urgently called for: 
      • A grenade is used to devastating effect on the VC: 
      • The pretty birds arrive (Gunship Scout and Huey) - these kits have been waiting patiently up in my loft for a long, long time:
      • Evacuation and time to pop home to the Naafi bar for a well earned beer: 
    • Job done (although there were moments when the players were their own worst enemy) and congratulations all round.
  • Emergency Broadcasting Service Wintex-75 (and now for something completely different) It is 1975 and with heightening tensions in Europe, Warsaw Pact tanks on the point of crossing the West German border and a disintegrating political situation at home, as Director General of the BBC I (as in me) have been asked to pull together a 72 hour loop of TV programming to calm teh nation's nerves - just in case the bomb drops! Luckily the man in charge of BBC Light Entertainment is at hand, along with a few fellow BBC employees he found in the nearest wine bar. As per the leading gurus in AGILE software development now say, you learn all the vital life skills in the kindergarten - scissors, glue and coloured crayons. Highlights from the 1966 World Cup Final featured heavily in the programming, particularly for Scottish viewers or was it teh Norwegian Curling final instead?
  • The Future is Past - Dirtside II Science Fiction wargaming rules used to wargame the Cold War Gone Hot (1980-1990s) period - to very good (seemingly realistic) effect. I managed to pop out of Wintex-75 to be a fly on the wall of this one (hence a photograph or two):
    • Dirtside II - Free Download - Ground Zero Games (GZG):
    • The West German plain erupts with burning BMPs and dismounted Russian infantry assaulting a NATO held town (see below): 
    • The Russians are sitting pretty in high ground and in cover with numbers of assaulting troops, it looks like a long (or good) night for NAT (see below):

    • Something to show the Current Affairs Editor back in the Wintex-75 room!
  • [Late, Late Night] Welcome to Lynchville: Cthulhu Style - Pulp Fiction - Cutting Edge RPG 
    • While the good citizens of this 1950's American (quiet, safe and sleepy) southern town of Lynchville slumber, the secretive 'Daughters of America' watch from behind "peeping curtains" for evidence of Senator McCarthy's hidden Red Menace. They see it everywhere: Secret Masonic institutions, covert subversive activities disguised as normal past-times (cheer leader practise you say), mysterious murders occurring with alarming regularity, even covert scientific research establishments with Germanic sounding employees are considered normal and unexplained disappearances-reappearances are simply taken for granted. Quite possibly the original inspiration for Twin Peaks, The Queens Gambit, Stranger Things and Barbarella. Everyone has a secret in Lynchville, "Why everyone knows while she pretends to be the sweetest of the sweetest Southern Belle, she really comes from the wrong side of Chicago". Why does the Geiger counter go "off the scale" as you approach that docked Estonian Freighter, with a broken engine that has been lingering in harbour for months. Next you will be saying the nice Civil Rights man has a suitcase full of Nazi gold tucked in the trunk of his car, heavens forbid it. Thank the same strange heavens for the investigative genius of The Cake Lady (who also turned out to be a brainwashed Russian Sleeper Agent unbeknownst even to the player character herself [inspiration for the The Manchurian Candidate]), Miss Modesty Belle (who certainly wasn't), Lady Chicago (who couldn't be modest even if she tried), the able minded Daisy Duke who uncovered the hidden secret of the Lighthouse Keeper's forbidden love and then insensitively sold them on to the local newspaper's editor, Tug (the Little Hemingway of Lynchville) and last but not the least, the Popcorn "Prom Queen" herself Eleanor Gratitude .. who also happened to own and know how to use a high velocity sniper rifle [for no apparent reason other than it occasionally came in handy!]. Why I would have thought this was all just a crazy dream, had I not made copious notes for my psychotherapist (see below, did I mention the Russian H Bomb found in the hold of the Estonian freighter, docked in the shadow of the now disused Gothic church with a lead-lined crypt and that man with the strange shiny ring on his finger, who didn't run the local bakery after all but was the Director of the other sinister institution we don't talk about):
    • Not sure I slept too well after that game! Brilliant fun, I was always waiting for a set of tentacles to appear from nowhere and grab me! Luckily for me, I didn't start with much sanity in the first place! So I never missed it when it went.
Sunday:
  • Cold War Wargame Workshop:
    • Not a game but a talk and a wide ranging discussion on how to do a Cold War Wargame and what have we learnt about the playability of modern warfare since the first set of WRG 1950-1985 Modern rules, years and years ago. Again the concept of a toolkit rather than definitive master set of rules was referred to. I listened and felt that I had learned quite a lot. Modern warfare (I suppose inevitable with the backdrop of Ukraine) seemed to be a persistent theme throughout the weekend. I look forward to the Sheffield Crew of WD birthing a playable set of "short game" (played under two hours) modern wargame rules. I hope to be involved in playtesting it.
  • Whatever Happened to Not Quite Mechanised (NQM): Chris Kemp
    • By way of contrast this session was a game (and a hell of a big game), but of a short demonstration duration of several turns showing the key/core rule principles to be shown in action. It also felt like I was witnessing a piece of wargaming heritage, Chris has been working at this project for some thirty years. The scale of Chris' vision is also awe inspiring (see below, this is the central portion of a Soviet Army [five divisions] attacking a German Corp [three division] on a defended river line - bold in scope):
    • The Soviet Commander (C-in-C) [me] was promised a cold welcome in a gulag if he didn't come up with a sensible workable plan, so instead I gave them this (see below, the last known scratchings of a "lost to history" 1943 Soviet Army Commander): 

    • So the centre mass was all just a "distraction", the arcing right wheel was going to be a war winning manoeuvre and it was working until the Germans started dropping bombs on us. What Chris did show us was possibly the best and most comprehensively beautiful WWII 15mm armies I had ever laid my eyes upon and something for me to try and emulate in my beloved 20mm scale.
    • Unsurprisingly I was one of the first in line to proffer money for a set of his (signed) rules. I have plans for big NQM things in 2023/24.

Games be now all over. A small matter of the WD AGM and a warm official welcome to our new CoW home, Missenden Abbey, I cannot praise it high enough. They not only put up with us for a weekend, they fed us like kings. Looking forward to 2024 already. 

This is also not forgetting the fantastic - Bring and Buy Table. A field of other peoples dreams, at bargain prices! This year I was a "mass importer" (buyer) rather than an exporter (seller) and my only regret was that of not acquiring a little bit more (not that I really need it) .. so moving on from that Midas greed, as what I did get was ample enough! What was included was a lot of 1/300 Modern British Cold War Trucks and Land Rovers, a WWI 1/72 Tank kit, a couple of 25mm Sci-Fi Figures, 1/72 Lancaster Bomber, 1/72 Hurricane and some 1/72 NATO Ground Crew. I am regretting not picking up some board game bargains but ho hum, it is not as if I am short of a few of those!

Footnote: I also took the opportunity to pick up "It Rolls For Ivan"  [Russian Civil War] from the reputable stable of Graham Evans just to fall into another period (he did that last year with me and "For Whom The Dice Tolls" [Spanish Civil War])

Amazing Fact: My weekend was but one of many possible weekends (over fifty unique experiences by my counting, one unique for each WD member at CoW). In fact all these numerous parallel universes, looked equally as fun and enjoyable as mine, were marvellously and simultaneously going on around me. I could tell that by the copious smiles on people's faces.

Final Word: Respect to all the organisers for a fantastic job. Thanks you to all the people who put on such interesting games and talks. I for one am already looking forward to next year's event and thinking about what game to put on! My only promise to myself, is to pace myself better as I think I tried to do too much and pretty much wore myself out!

More information (and much better photos) can be found at these links: 

WD Website:
Other Blogs of interest describing Cow 2023:
YouTube: