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18 czerwca 2026

Deep Fried Lard Musselburgh 2026.

Today’s post will be a bit long, as I need to cover three games and one event. Last Saturday was Deep Fried Lard Day in Musselburgh, a full-day gathering devoted to TFL games. It used to be organised by Derek Hodge, but after his death, John Anzani took over and has done a fantastic job. The event was held at Musselburgh Rugby Club. Mike and I ran one of the games there, and today’s post will be about that game and the others played on the day.





Before we get to the games themselves, it’s worth reminding ourselves what Deep Fried Lard Day actually is. As mentioned in the introduction, we play games published by TFL. Participants suggest titles to one another, and over the course of the day, you can play two games—one in the morning and one in the afternoon. In addition to the regular players, authors also take part, and that was true this time as well, but more on that later.

DFLD is held every year. Unfortunately, I’ve had quite a long break from attending, but this year I promised myself I would not only take part, but also submit a game. This post is about how that turned out.


1. Full Nelson.

For my first game, I chose Full Nelson, which is still in development. Charley Walker is responsible for the project and continues to work on it, so what you see on the table—all the aids, dice colours, and so on—may differ from the final product. If I were to briefly describe the rules by comparing them to an existing game, I’d say it’s basically What a Tanker, but at sea. That’s essentially how it plays. You command a ship and roll various dice that determine sails, guns, and command. Each unit has its own characteristics that determine whether you can take more actions. I don’t want to go into too much detail, because, as I said, the rules are still being developed, and I don’t know if what I experienced at the table will fully reflect the final product.









In our game, we had four squadrons: two British and two French. One French squadron attempted to break the British blockade, and a second French squadron came to its aid. The two British squadrons tried to stop them. During the game, we had one explosion, a failed boarding attempt, and plenty of firefights. In the end, both the British and the French lost one ship, but the French managed to break away from the British, punch through the blockade, and score one more victory point than the British.










I’m really happy with the rules at this level. I’ve been looking for something like this for a long time. The rules we’re currently using aren’t quite to my liking, but this experience was completely different. The rules are very easy to learn and perfect for a club night. I’ll definitely be buying them as soon as they’re released.


2. Other morning games.


Here are pictures of some other games from the morning:









3. Chain of Command. WW3.


During the afternoon, Mike and I presented Chain of Command, set in an alternate reality: a potential World War III unfolding in the mid-1980s. Mike has been promoting this expansion in our club for some time, so I came up with the idea of showcasing it to a wider audience. DFLD is probably the best place for this.

Below are two games. The first was a playtest held in our club, and the second was played during the event. In both games, the forces were identical. The Warsaw Pact forces had a platoon of T-72 tanks (3 x T-72), a reconnaissance platoon (2 × BMP-1, 1 × BMP-2, and 1 × ZSU-23-4 “Shilka”), and a motorised infantry platoon (3 × BMP-2). The British had an infantry platoon (with transport consisting of 2 × Land Rovers and 4 × FV432s) and a tank platoon (2 × Chieftains).










During our club game, Tim and I played Warsaw Pact forces, while Peter and Mike fielded the British. In both games, we used the "Capture the Objective" scenario. In our first game, Tim commanded a reconnaissance platoon, and I commanded the tanks, while on the other side, Peter commanded the tanks and Mike the infantry.

In that game, the Soviets pushed forward but were either unable or unwilling to end their turn, which was required to bring in the mechanised infantry. This tactic proved flawed and, despite knocking out one of the British tanks and a desperate attempt by the reconnaissance team to assault the objective, the Soviets still failed to win. The decisive factor turned out to be the lack of infantry, which would have provided crucial support for the Soviet attack.

















The game played out completely differently during the event. The turn ended in the first phase, so the Soviets had all their forces available from the start. They also showed much greater aggression. Tanks supported the infantry, which quickly seized the objective. The British then shelled the area with tank fire, forcing the Soviets to withdraw—but only temporarily. The British pushed forward, likely what the Soviets had been waiting for. A firefight broke out between vehicles on both sides, and the Soviet infantry took advantage of the chaos, managing to retake the objective. It remained in their hands for the rest of the game, earning them a final victory. It was very satisfying to watch this second game unfold and see what I learned from the first.













4. Other games during the afternoon slot.






The entire event was a huge success. I was especially pleased to have the opportunity to play Full Nelson before the game was released. I’m also happy with how our own game turned out; it was one of the first I’ve ever exhibited, and even though I was mainly in a support role, I gained valuable experience. I think I can now prepare to exhibit games as a main exhibitor. We’ll see. The next events are Claymore in August and Partisan in October, and I’m looking forward to both.


Gallery on Flickr:

https://www.flickr.com/photos/asienieboje/albums/72177720334289459

18 stycznia 2026

Chain of Command: Cold War.

The Chain of Command system has always been popular in our club. Recently, however, our attention has shifted to other games. In light of this, the second edition of the rules has just been released. Mike has suggested we play a training game to refresh our memories, review the differences, and try out a fan-made expansion that simulates a hypothetical NATO vs. Warsaw Pact conflict in the 1980s.





SCENARIO: Mike Evans
UMPIRING
Mike Evans
SCENERYMike Evans, SESWC
FIGURES & MODELSMike Evans


1. Forces.






2. The Game.

Warsaw Pact forces were gradually advancing through the rural areas of northern Germany. However, they soon fell into a trap set by a British infantry unit. Initially, NATO forces struggled to halt the invaders and experienced some losses. Polish and Soviet vehicles continued to push forward, but this situation was about to change.







In our game, I was in command of the entire Pact forces along with a platoon of two T-55 tanks. Jimmy had an additional squad in a BTR-40, while Alasdair led an infantry platoon in a BMP-1. Facing us was a British infantry platoon commanded by Tim and David.





The situation quickly intensified for the Warsaw Pact soldiers. The British deployed their anti-tank weapons, and although the initial shells missed their targets, they forced the Soviets to abandon their first combat vehicle. What followed was a systematic destruction of the enemy. The British first targeted and destroyed the leading BMP, subsequently eliminating all its crew. Despite Alasdair's efforts to support the infantry with the remaining vehicles, he could not prevent the destruction of the first squad.





My first mistake in this game became clear when I realised I had spread our forces too thin. I should have concentrated my BMPs and tanks in one area and used the BTRs as a distraction. To rectify this mistake, I decided to regroup my forces. However, I encountered some problems along the way. I discovered an enemy infantry squad on my flank, but I had already collected a Chain of Command (CoC) die, which allowed me to interrupt the enemy's phase and activate one of my units.

First, I moved one of my tanks into position, deliberately exposing its rear to the enemy to act as bait. When David's unit activated, I chose to activate Jimmy's vehicle next. Unfortunately, Jimmy's shot at David's unit was ineffective. In retaliation, David fired a missile at the rear of my vehicle, and that was the end of my clever plan. The T-55 exploded!





Alasdair was struggling to regain his bearings and manage the chaos caused by British gunfire targeting his troops. An attempt to rescue the first squad failed, resulting in the death of the third officer. While he was able to force the British to retreat briefly, they soon mounted a renewed attack, inflicting even more casualties on Alasdair's platoon. I endeavoured to salvage the situation on the right flank, where Jimmy was trying to capture the British jump-off point. However, Alasdair's losses were affecting morale, which in turn led to a reduction in our command dice. Eventually, our morale dropped to zero, and we were forced to withdraw.






Regarding the rules, it's difficult for me to provide a detailed opinion at this point. However, my initial impression is that the game has become smoother overall, and the QRS (Quick Reference Sheet) is clearer. We'll play a few more games, and then I'll be able to share my thoughts more comprehensively.


3. Links.

SESWC:

FLICKR: 

https://www.flickr.com/photos/asienieboje/albums/72177720331515677