May 102012
 

During the weekend in Yorkshire, I managed to use the video facility on my iPad to record about half an hour of gaming, giving an overview of events. There’s still a bit of final editing to do, but I couldn’t resist the temptation of releasing a short ‘trailer’ for the movie.

Let me make it absolutely clear that I am a comparative novice at this, and therefore if you like the results, thanks must be given to Apple and their amazing iMovie software, which provides some very clever template styles that you can modify to suit your particular project. So, select the link below for:

B-Day in Byzarbia: the trailer

May 092012
 

Issue 29 of Battlegames has  just arrived on my doorstep, following the digital version last night, so I hope you’re also enjoying a good read.

After a tremendous long weekend running the B-Day in Byzarbia event in East Ayton, I have (perhaps inevitably) arrived back to an enormous backlog of emails and some urgent tasks to attend to.

Therefore, there will be a slight delay in my uploading the complete interview with the TooFatLardies, but I shall make an announcement as soon as it’s available via all my usual online channels.

I also have a lot of photographs taken over the weekend, and even some video clips of the ferocious fighting in and around Tel-i-Tubi which is now under the protection of His Imperial Majesty, King Ludwig I of Prunkland. To find out how on earth that happened, you can read some of the reports that have already appeared on the WD3 forum, especially that of Simon Tonkisss (Goat Major), who played the part of Generalmajor von Hauptzeige, also styled Regional Manager of the Prunkländische Ostindische Kompanie for this outing. As a result of his conduct in Byzarbia, his promotion to Leutnantgeneral is assured.

Also, Neil Shuck has managed to publish the latest episode of View from the Veranda which now available for download on the revamped VftV site.

As they say in Prunkland, bis bald.

May 022012
 

Byzarbia is — for the time being at least — a ‘protectorate’ (a euphemism for ‘colony’) of Granprix. Whether it will remain so after the events of the coming weekend remains to be seen!

Anyway, for the time being, its flag contains elements of the Granprixian arms, over crossed scimitars on a field of green. The motto, in Arabic, reads الأسماك والحرية (and I hope you can see that in Arabic script) which means, I am assured by Google Translate, “Fish and Freedom”.

I’m posting this here so that any of the Byzarbian participants who wish to make use of this flag can do so.

The colonial colours of Byzarbia

The colonial colours of Byzarbia

May 022012
 

As with any project, months go by and then suddenly, you realise that there’s almost no time left at all! Indeed, since Annie and I will be setting off tomorrow (we’re staying near Nottingham overnight before completing the journey to Ayton on Friday), I have precisely today only to get everything done concerning mapping the areas that will be fought over and sorting out what Granprixian and Grenouissian troops to take, as well as some bits and pieces of terrain. I’ve already had an interesting few days working out rules for some of the more exotic troop types that some players have requested! (Flaming pigs, anyone…?)

Anyway, I stayed up VERY late last night to complete the overall map of Byzarbia, which you can see here. “Oued” is simply the word for “river”, by the way. The capital of Byzarbia is Tel-i-Tubi at coordinate Q8 (Q8, geddit? [groan]). There are legends of fabulous treasure hidden in tombs along Oued Batee, especially near Lake Timotea (Q13). And will anyone get my strange sense of humour about the names of the Depressions (Sothrota, Hedek and Tenzhon)? Click on the thumbnail for a more detailed view of the map.

Byzarbia 1747

Map of Byzarbia, 1747. © Henry Hyde 2012

May 012012
 

Oh, the frantic activity that precedes a weekend of wargaming! Having been somewhat busy with producing issue 29 of Battlegames and the writing of a certain book, a lot of my planning for the Byzarbian adventure has been crammed in to odd late night nooks and crannies, a few minutes snatched here, half an hour snatched there, but at last, the project approaches fruition.

As an example of the kind of thing that comes up at the last minute we have the creation of the Prunkländische Ostindische Kompanie, the brainchild, in fact, of Simon Tonkiss.

If you cast your mind back to the events of the Grenouissian Intermezzo last year, you will recall that since I was umpiring the campaign, I could hardly get involved with commanding troops from my own beloved Prunkland, but Simon (known as Goat Major on the WD3 forum) gamely stepped into the breach and acquitted himself bravely, though the regiments he raised himself were cruelly set upon by Grenouissian heavy cavalry. Drawing a discreet veil over those events and coming right up to date, the wily King Ludwig of Prunkland understands that it would not look good if his armed forces were seen to become embroiled in a dispute over Byzarbia, protectorate of now neutered Granprix. With a majestic piece of diplomatic conjuring, therefore, certain units have been recast as private enterprises in the employ of the Prunkländische Ostindische Kompanie, with Generalmajor von Hauptzeige at their head as Regional Manager.

Simon pointed out that the POK really ought to have its own flag, so last night I set about creating the one you can see below.

The flag of the Prunklandische Ostindische Kompanie

The flag of the Prunkländische Ostindische Kompanie

Let’s hope that the troops live up to their motto!

More updates about B-Day in Byzarbia will follow until I set out for northern climes on Thursday.

Mar 062012
 

11 Ways to Keep Your Fictitious Wargaming Project Alive and Well

By Stokes Schwartz

Editor’s note: My thanks to Stokes Schwartz, keen blogger and creator of the Grand Duchy of Stollen, for the first in what I hope will be an ongoing series of guest posts by a range of contributors. In return, I have promised to pen something for Stokes’ site, which I hope to have ready in the next couple of weeks. We hope you enjoy this! (Oh, and since Stokes is from across the pond, I have left his Americanese spellings intact.)

De Latte's guns open fire

De Latte's guns open fire (from Stokes' Neu Sittangbad battle).

Some years ago, during Henry’s series of articles on the Wars of the Faltenian Succession in Battlegames, the imagination craze took off.  For a while, it seemed like everyone and his dog jumped on the bandwagon, posting messages on The Miniatures Page or Yahoo’s Old School Wargaming like, “Hey, I’ve just started a new blog to detail the events and armies in my imagi-nation the Principality of Brauenburpf-Pabst!” Fine and dandy. Great to see so many guys enthused about their respective wargaming aims.

But certain trends soon emerged. First, many of these blogs were heavy on narrative but rarely exhibited much in the way of fully painted figures and finished armies, to say nothing of actual games. Second, many such blogs eventually ran out of steam, or disappeared thanks to an apparent lack of inspiration, overly ambitious goals, and the realization that those newly amassed mountains of lead or plastic weren’t going to paint themselves. Finally, and this one might sting a bit, many of these so-called imagi-nations featured surprisingly little in the way of imagination. So, the following eleven pointers are intended to suggest ways in which you can avoid these same pitfalls should you too decide to give the fictitious country thing a whirl.

 

 1: Be realistic

How much is on your plate right now, personally, professionally, and hobby-wise? Consider the free time you actually have relative to your obligations and commitments elsewhere. Also worth pondering are the time and funds required to indulge in an imagi-nation project. Of course, you don’t need to be wealthy to enjoy wargaming, but massive armies and a huge permanent table filled with store-bought scenic goodies might have to wait. You can still have a lot of fun in the interim though with somewhat more modest aspirations and a little bit of that do-it-yourself spirit.

 

2: Have a goal in mind

Planning to paint up a bunch of figures from an historic era that interests you, and setting them into a fictitious world of your own creation is a lot of fun. But without a definite aim in mind, your imagi-nation project risks crashing on the rocks before you manage to finish it. So, give some thought to establishing a specific goal and keeping track of how you progress toward it. That will give your project purpose and make everything more concrete rather than drifting aimlessly around the Sargasso Sea of Unfinished Wargaming Projects.

Hussars charge the Stollenian flank

Hussars charge the Stollenian flank (from Stokes' Neu Sittangbad battle).

 

 3: Develop your own unique project

The monkey-see, monkey-do approach might not be the key to wargaming happiness. Instead, develop a unique project that doesn’t quite resemble everyone else’s. Sure, the mid-18th Century is a fertile period in which to place a couple of vaguely Germanic imagi-nations. But how unique are two more miniature armies based on blue-coated Prussian and white-clad Austrians? What do you do? Well, as the late, great Dr. Seuss wrote, “Think low and think high! Oh, the thinks you can think if only you try!” Mull things over before diving headlong into a new wargaming project. Look around. Consider other armies, colors, personalities, places and times in which to set your imaginary armies and their adventures. Set out to create your own delightful mélange of color and flavor. Develop an imagi-nation that is unique.

 

4: Inspiration is everywhere

Your imagi-nation narrative doesn’t have to come from history books. Open your eyes, and you’ll find useful fodder all around for your fledgling campaign.  Sources of inspiration might come in part from literature – though not necessarily J.K. Rowling or Bernard Cornwell – movies, newspaper and magazine articles, to say nothing of people you know, and the crazy things they do. We all have that slightly unhinged cousin or neighbor whose exploits might provide just ‘the thing’ to serve as the catalyst for declaring war in your imaginary world. As so many songs and films have suggested, not only is love all around if you just look for it, but so too is inspiration than can help keep imagi-nations afloat. But please, look further than the name of your favorite beer.

 

5: Develop modest, well-balanced armies first

Many of us envision huge corps-level forces of large units like we’ve seen in all those Wargames Holiday Centre photos. Great stuff, but that kind of thing takes a long time. And maybe a team of painters. It’s far better to restrict your early imagi-nation efforts to a few units of infantry, some cavalry, and artillery. A more gradual approach makes sense. Even if you have the funds to assemble huge armies in one fell swoop, painting them is another matter. After all, it might be a wee bit ambitious to entertain visions of painting and completing those 1200 vintage 20mm Ancient Greeks you just won on eBay by next Thursday.

Irish Grenzers enter woods.

Irish grenzers enter woods (from Stokes' Neu Sittangbad battle).

 

6: Divide your units into manageable batches

If you’re like many wargamers though, you’ve purchased much of your initial army at once. It has arrived in the mail, you’ve unpacked, organized, and lined up those shiny new several hundred castings along your desk or table. This is where I think a lot of aspiring wargamers, and imagi-nation enthusiasts in particular, start their long, slow walk down the boulevard of broken dreams. It’s that old, familiar sinking feeling. “Now, what? How will I actually paint these darn things?” Unit by unit of course. But break each down into smaller, easier-to-handle batches. Say, 5-10 figures each. Paint each small batch to completion before starting the next one. That will go pretty quickly, and your sense of accomplishment, plus the will to continue, will be palpable each time you complete another half dozen figures and prepare to tackle the next batch in waiting.

 

7: Paint and finish one unit at a time

Avoid hopping around between periods/projects. While some in the hobby seem able to keep many such balls up in the air at once, most of us need more focus, or we risk never finishing anything. So, if you need a small break from painting something that is part of your imagi-nation project, fine. But keep things moving ahead by working on another part of the project for a little while. Paint a mounted general and a couple of aides. Maybe some cavalry, or scratch-build and paint a small scenic item or two. Or try your hand at a Phil Olley-style vignette. The main thing is to maintain forward momentum and keep your imagi-nation project from floundering.

 

8: Paint routinely

This is another area where I have noticed difficulties among many imagi-nation bloggers. They seem to paint very sporadically. Now, not everyone is born a Doug Mason. And while some might love the hobby’s visual side, they might simply not care to paint figures themselves. Fair enough. But, if you aspire to a modest collection of painted figures, imaginary or otherwise, and you’re not going to commission a professional painter, you’ve got to sit down and do it yourself. Regularly, or you’ll never get anywhere.

Zichenauer hussars take the hill and surround Jaegers

Zichenauer hussars take the hill and surround Jaegers (from Stokes' Neu Sittangbad battle).

 

9: Enjoy your hobby

Don’t hold yourself to impossibly high standards though. More than a few of the one-time imagi-nation enthusiasts, who have since fallen by the wayside, were overwhelmed by the misguided notion that they had to paint their newly purchased figures to a pristine collector’s standard. As a result, their will to paint seized up, eventually atrophied, and faded away altogether. Guys, relax! This is a hobby. You needn’t paint the eyes, buttons, earlobes, and fingernails on 10mm figures to be considered a worthy human being. Have fun with your painting. Use some artistic license, and leave tiny details to the imagination, if you’ll pardon the term. And if you make a small mistake, and forget to color that golden earring in a grenadier’s earlobe, so what! It’s not the end of the world.

 

10: Re-visit the classics

Enthusiasm sometimes wanes and with it, our drive to remain diligent with figure painting and related imagi-nation activities. When that happens to me, I head straight for the ol’ bookshelf. There, I pull out The War Game, and Charge! plus additional titles by the likes of Tony Bath, Donald Featherstone, and C.S. Grant, or Terry Wise and Charles Wesencraft. Issues #1-12 of Miniature Wargames also provide a boost to my spirits whenever I wonder, “Now, why am I doing this again?” Remind yourself of that initial spark of enthusiasm you felt for your own imagi-nation project by revisiting the classics yourself occasionally. It works.

 

11: Strike a balance

Embrace every feature of your imagi-nation. Create its geography and make colorful maps. Populate your world with quirky characters.  Develop whimsical uniforms. Paint the colorful and glossy armies that wear them. And by all means, share your enthusiasm for the wargaming hobby with others. But, be careful with blogs and online discussion boards. The instant communities provided by both are great in theory. But, you inadvertently risk wasting considerable time, some of which might be better spent painting figures for your envisioned armies. Don’t go so overboard with one part of your hobby that another suffers.

Sollenian artillery deploys

Stollenian artillery deploys (from Stokes' Neu Sittangbad battle).

 

“Waterloo. . .  Couldn’t escape if I wanted to. . .”

Keep these tips in mind, and you’ll go a long way in the imagi-nation game. Undertaking and completing any wargaming project is really more a question of planning, organization, and persistence than it is an abundance of cash or special ability. The advice offered here comes from my own hobby activities and experiences – ok, half-baked foibles – during the early 1980s-early 2000s. I finally noticed self-defeating patterns and decided, therefore, to make some changes before starting the Grand Duchy of Stollen project, so it would see completion and enjoy some longevity. See what you think by visiting my blog at http://grandduchyofstollen.blogspot.com.

Feb 042012
 

I’ve been browsing TMP. Silly of me, I know, but I just have to speak out after seeing yet another thread where people are opining that there is something wrong with companies seeking to make a profit from their wares.

This is patently ridiculous. First of all, it’s the duty of every company to make a profit. Even a sole trader has the right to price his goods and services with the intention of paying his bills, looking after his family and — why not? — taking a nice holiday and driving a decent car. Why should anyone go into business with the hope of nothing but a life of penury? And of course any company, be it private or public, should also have its shareholders in mind when structuring its prices. Shareholders, in the context of the wargames industry, are mostly ordinary people who have stumped up their own savings or taken out loans in order to help bring a company into being. They’re taking a risk – so why shouldn’t they be rewarded? And Lord knows I’m a man who knows something about risk and lack of reward!

The false reasoning of the ranters goes further. So what if company x, y or z charges too much in your opinion? This is, as the saying goes, a free world: nobody is putting a gun to your head to buy a particular miniature, magazine, paint or terrain item. Just skip the advert or put the thing back on the shelf. Move along. You are not forced to buy these products!

I’ve been wargaming a very long time (since 1969) and I’m well-known for having a soft spot for ‘old school’ (I prefer Phil Olley’s term ‘classic’) wargaming, but I’ve never subscribed to the idea that everything should be cheap (let alone free). I can remember the days when being a wargamer was like being a member of a secret society, and good products, be they books, miniatures or ephemera, were so scarce that they were purchased with alacrity. But they were never cheap. In fact, I’d argue that most wargaming products represent good value relative to modern incomes, and there is sufficient competition, ranging from one-man-bands operating out of their garden sheds, through to multinational companies, to ensure a range of choice like we’ve never had before. Where products have become more expensive is largely due to the ludicrous rise in the cost of raw materials, as major powers in the global economy gobble up scarce resources, rather than the avarice of the wargames businessman.

There’s something else at work here too: consumer greed. Some people seem to think they should have access to certain things by right at little or no cost. Pardon? For example, the current trend in decrying full-colour rulebooks with high production standards. I’m really tired of hearing people trash these efforts – the product of a huge amount of work by a group of dedicated people over many months – on the basis that all they want is a black-and-white stapled version of the rules, or a free-to-download PDF, hopefully provided for nothing.

Eh?

This, I’m afraid, is one of those depressing symptoms of the internet age, which has created a culture of expectation that is groundless. It particularly afflicts publishing, where even people who would consider themselves to be ‘honest’ routinely flout copyright laws in relation to music, photography and the written word.

Let’s take an example. There was a furore when Rick Priestley’s Black Powder was first published by Warlord Games. This is a delightful, full-colour, hardback publication, engagingly written, beautifully illustrated with diagrams and lovely photos. It runs to 184 A4 pages plus the hardback covers, with an RRP of £30. You can find it on Amazon for £25.50.

Okay, £30 isn’t cheap, but I would argue that it’s good value. That’s the price of less than two boxes of Perry plastic miniatures; 15 pots of Coat d’Armes paint; rather less than seven flocked Hexon terrain boards; or, if you live outside the EU and aren’t subject to our 20% VAT, a Baccus 6mm army starter pack. As with any of this random selection, you’ll be using the Black Powder rules for many years to come. (Make sure you close the paint pots properly, or they won’t last as long.)*

Now, I can hear some of you grumbling already and of course, you may prefer to spend your money on miniatures or terrain. Then go right ahead! The publishers, of course, took a gamble when they decided on their price that they wouldn’t scare people away in droves and be left with a warehouse full of unsold copies. Ah, you say, it was bound to sell well because it was written by Rick Priestley. Well, bless his soul, I don’t imagine he thinks of himself as the Jeffrey Archer of wargaming (he hasn’t been to prison for a start, and I wouldn’t recommend it to him as a publicity stunt), but it could easily have happened that people thought “Why do I need another set of horse and musket rules?”

In fact, it’s interesting to ask, why didn’t those who bought Black Powder think that? (A topic for another post…)

Could it be that actually, part of the adverse reaction to certain releases, be they miniatures or rulebooks (the two things that seem to provoke the strongest reactions), is due to our own sense of guilt? We’re jackdaws. We all like the latest shiny thing that comes along. We suffer from a shared dysfunction and it irks us when we are forced to make choices. Gosh, I already play (for example) General de Brigade, but that Black Powder book sure looks pretty and the rules sound interesting and I WANT it but I can’t AFFORD it, let alone JUSTIFY the purchase, and what if I discover that I actually prefer BP to GdB? Would that turn my wargaming world upside down? What would my friends think? Would I have to re-base everything?

Then things turn really sour. Didn’t that Priestley bloke work for Games Workshop before? Come to think of it, a whole  bunch of the Warlord lads did. It’s a conspiracy. During their time at GW, they were secretly inculcated into the secrets of creating a business that not only survives, but actually makes money! Some of those Games Workshop products are really expensive! They’re evil! I must resist! But it’s hard! I need to convince myself that I don’t want that damn book – I know, I’ll go online and slag it off, even though I’ve not actually read it! Mustn’t read it, might fall under its spell! Oh, no, it’s affecting me already! Look at all these exclamation marks I’m using! I’m going to explode!

Of course, you could just buy the book if you can afford it (it’s nice to have in the collection) or not, if you can’t afford it or it just doesn’t tickle your fancy. Life goes on. There will be another one along in a minute.

Oh, no – Hail Caesar! What do you mean another full-colour hardback? About ancients? Why isn’t it written in Barkerese and in black and white, text only? Written by that Priestley again? He IS evil! Aaaaarrrrrgggggghhhhhhhh!

[For Ancients ranting balance, you are also welcome to froth at the high production values and cover prices of Field of Glory, Warhammer Ancient Battles, Clash of Empires and now War & Conquest.]

*I’m sure that keen painters out there would argue that those Coat d’Armes paints wouldn’t last years. Trust me, in my case, they would.

Jan 292012
 

At the same time as I’m finishing the account of last year’s Grenouissian Intermezzo campaign and games, it’s time for me to get started on this year’s foray which features the mysterious colony of Byzarbia.

The idea of Byzarbia first came to me many, many years ago, when my chum Guy Hancock and I were dabbling in WRG 5th Edition Ancients at the same time as we were campaigning regularly with our eighteenth-century armies in The Wars of the Faltenian Succession. Quite simply, I had a Thematic Byzantine army and he had Arabs — what better way, I thought, could there be to create an instant colonial opposition than to combine these forces? As for naming them, well, Byzantium + Arabia = Byzarbia!

I actually made some sketch maps that indicated a long sea coast to the north, primarily desert terrain in the north and centre, with indications of a more humid and forested terrain to the south and south-east, but I had never taken it further than that. Well, now’s the time to complete the picture, and what you see below are the efforts of the last 24 hours.

You will already be familiar with my starting point for creating maps, as described in articles elsewhere on this blog relating to The Wars of the Faltenian Succession and The Grenouissian Intermezzo and, of course, in Battlegames magazine issues 1-12. In the Old School Extras section here, you will find an entry under “Creating Fictitious Maps” that refers to an ingenious web page created by Jonathan Broadus, where he has cleverly taken the basic formula based on dice rolls that I described in my articles and turned it into an automated system. Brilliant!

Quite simply, you enter the dimensions of the map you want to create and then click away. The system presents you with a randomly-generated map, consisting of squares indicating the general type of terrain that is most prevalent in each square. Remember, each of these squares is 50 miles across (you could, of course, adjust this to suit your own preferences), so we are dealing in general terms here, rather than details.

The other thing is that you don’t have to take what the system produces as gospel; if you feel that a square here or a square there needs to be tweaked to produce a more naturalistic geographic progression, then go right ahead – I have! Secondly, adjust the basic terrain types to suit your location on your imaginary globe. In my case, open ground has become desert; light woods have become desert and scrub; wooded hills have become hills with scrub or light woods; heavy woods have become dense forest or jungle; and I have converted some of the open ground to grassland or savannah. My intention is to produce a more ‘African’ than ‘European’ feel.

You can see the results of my deliberations below. More detailed mapping will follow in the weeks to come.

The first map of Byzarbia

My first complete map of Byzarbia

Jan 122012
 

With the Battlegames name having been acquired by Atlantic Editions, I am separating my efforts as an individual wargamer and author from the business side of things, especially since there will now be ‘official’ blog posts on my space at the Atlantic website.

As a result, I have transferred everything from the old Battlegames Blog (which will remain in being for some time, but I shan’t be adding any new material there) to this new site, and I shall also be bringing across a great deal of the material I created on the original Battlegames website, which will be wiped clean soon and handed over to Atlantic.

So, stop back soon to find a host of archived material to which I shall then be adding on a regular basis.

Dec 142011
 

I’m delighted to announce that the first issue under the new ownership of Atlantic Editions Limited is humming away on the presses right now and is due to be published in time for Christmas. As you can see, a few changes have been made to the style of the front cover, but inside you’ll find it crammed with the same kind of juicy content you’ve come to expect from what many of you call “the thinking wargamers’ magazine”.

Battlegames 27 front coverThis issue actually features more articles than normal, because I wanted to give a clutch of new contributors a bite at the cherry — as you know, it’s always been my policy to encourage talent when I see it, and I’m sure you’ll agree that these new recruits have earned their place in the ranks of top-quality contributors to the magazine. I want to encourage you to have a go at submitting your ideas. Don’t be shy — everyone has to start somewhere and I have a reputation for being very proactive in helping newcomers to find their ‘voice’ to complement the grumbling veterans already in our pages!

• Foam? Cor! Diane Sutherland finds Jon has been hoarding black electronics packaging foam which, by some miracle, she transforms into a quaint French village, complete with boulangerie. C’est incroyable!

• Forward Observer. Neil Shuck jumps into the saddle and immediately puts his personal stamp on the column that looks at all the latest developments in the hobby. Welcome aboard, Neil!

• Into the lair of the Beast. Dark Ages expert Dan Mersey and I paid a visit to Gripping Beast earlier this year, and this is Dan’s account of the fascinating day we spent with Darren Harding and colleagues, including a game of Saga that Dan would rather forget…

• The race to St Léger. TooFatLardies partner Rich Clarke demonstrates the strengths of I Ain’t Been Shot Mum with a post- D-Day teaser, pitching the Royal Dragoon Guards and Green Howards against an outnumbered but expertly-handled German defence (and an ideal excuse to indulge in some new PSC StuGs…).

• Wargaming blind. Battlegames reader Mike Stewart is visually challenged, but it hasn’t stopped him from pursuing his favourite hobby! This is the remarkable story of his battle to carry on gaming despite what many would think of as insuperable difficulties.

• Painting 1/72 plastics. Lee Clapham may be new to the pages of Battlegames, but he clearly knows a thing or two about techniques for getting an effective paint job onto soft plastic miniatures in a hurry.

• Chronological relocation for scenarios. Che? An Arthur Harman classic, packed full of good ideas as we have come to expect from this most cerebral of gamers. He explains how to look outside your chosen period for inspiration. There’s also a little challenge from your Editor…

• The Grenouissian Intermezzo, part 2. The campaigning begins, with the allies and mercenaries from both Granprix and Grenouisse at sixes and sevens. I’ve used quotes direct from the orders submitted by some of the participants to illustrate the chaos of the opening days as good intentions went awry.

• Command challenge: Malatitze. Well-known Belgian gamer Bart Vetters has supplied us with a stunning challenge based on the Great Northern War battle of Malatitze. This has all the classic components of a dawn raid, set in this much-neglected corner of the horse and musket era — and of course, it’s easy to convert to whatever period you prefer (see Arthur’s piece above).

• After the delay of several months, you’ll be keen to catch up with our Recce section, Tricks of the Newark Irregulars provides the Diary of Events for January-March 2012 and there’s momentous news about the Combat Stress Appeal. In particular, Simone Drinkwater (previously of Casemate Publishing) describes our mad, sun-drenched Sussex March that she and I completed on 1st October.

• And finally, a little surprise: Thoughts from an armchair sees the unexpected and welcome return of a recently-departed guru of the hobby. Yes, you can’t keep a good man down for long, and Mike Siggins just couldn’t stand the sound of his own silence, so we’ve found a comfy seat for him near the fire where he can ramble on about whatever takes his fancy.

Anyway, that should keep you busy over Christmas, and there’s some more information I need to give you as well about where Battlegames and I go from here:

Now owned by Atlantic Editions Limited, who also publish Miniature Wargames, the magazine has a more secure future with the backing of a well-established and professional publishing company. As a result of the handover, my role has changed somewhat:

• Battlegames Ltd no longer exists. My design, writing and editing business is now Henry Hyde Limited: see http://henryhyde.co.uk/

• As soon as issue 27 is published, I shall no longer be administering ANY matters relating to subscriptions or single issue sales, whether paper or digital. The print and production company, Warners, will be taking all that off my hands. Their contact details are given in the magazine.

• After publication of issue 27, digital subscriptions and single issues will be handled by Exact Editions. You can download free examples of their format from the Atlantic Publishing website.

• Again, once this issue is published, all matters relating to advertising will be out of my hands unless you would like me to design your advertisement for you (as Henry Hyde Limited). Ad sales will now be handled by Media Shed, who will be in contact in due course. (This is the same company that sells ad space in Miniature Wargames.)

• I shall continue to have editorial control, and all articles and photos should still be sent direct to me, but at the new email address of henry at henryhyde dot co dot uk

• All contributors will now be paid direct by Atlantic. I shall be in touch with any outstanding previous contributors personally.

• I shall still be designing and laying out the editorial pages of the magazine. The advertising pages, front cover and some ‘in house’ ads are now handled by Atlantic’s in-house team. My hope is that much of the ‘feel’ of Battlegames can be retained.

• Keep your eye on the Atlantic Publishing website. A new section is being built behind the scenes for Battlegames, and as soon as that is ready, all magazine sales of any kind will be directed there. The eventual future of the current Battlegames website has yet to be decided (the “Battlegames” name now belongs to Atlantic), but The Battlegames Blog will be continuing as a personal project, as will the Battlegames page on FaceBook and the Battlegames Twitter account.

So, I hope you enjoy issue 27 and in the meantime, here’s wishing you all a very Merry Christmas and a Happy New Year!