Showing posts with label Timpo. Show all posts
Showing posts with label Timpo. Show all posts

Saturday, 21 June 2025

Lots of toy soldiers at the Plastic Warrior Show 2025

 Two weeks after the event and I am just recovering from the toy soldier overload that is the annual Plastic Warrior Show, I still haven't unpacked the bags and boxes of plunder I acquired but no doubt they'll surface here sooner or later.  In the meantime here are a few gratuitous pictures of plastic toy soldiers to remind those those who were there on the day and to drool over for those who were not. 

Typical of the rummage boxes to be found at the show.

A nice little box with Timpo West Point Cadets, Cavendish C18th Grenadiers, a Kentoys Dan Dare figure, Cherilea Maid Marian, and Nardi Bersaglieri, all in good unbroken condition with original paint.

An assortment of Starlux Sailors and Napoleonics.



Mostly Lone Star figures in this pic with a few Timpo GI's and Bundeswehr in the background. 

Too many early English makers to mention here but includes Speedwell WW2, Sacul bandsmen, and Johilco knights.

More to rummage through!

Mostly modern makers, nicely painted and displayed in a more orderly fashion!


It wasn't all plastic though, this is a Sherman tank hand carved in wood circa 1943/44 by Italian Prisoners of War.  The body is carved from at least two varieties of wood with gun barrels and wheel hubs made from brass rod and rivets, the surprise feature is that the turret and top plate lift off to reveal it's true purpose which is a cigarette box!

The very first Plastic Warrior show was held on 1st June 1985 but it was a very different event from the swapmeet it has become today, it was announced as an Open Day to promote a wider interest in collecting, modelling and wargaming with 54mm plastic toy soldiers.  At that time PW was just a newsletter and had been in existence for less than a year, we called ourselves members because we had become a close knit group of friends but it wasn't actually a club and never has been, it just felt like one.  At the Open Day we only had four people through the door because everyone else involved with the group was already inside displaying their collections and other such activities.

Forty years on and the newsletter has become a magazine while the Open Day has become a Swapmeet which aims to promote and support it.  We are often asked why we don't hold the show more often or let it grow larger?  We have considered both options but the answer is that PW is a hobby for us not a business, holding the show annually keeps it special, like Christmas, while keeping it small maintains our original vision of it being a social event rather than a commercial one.

It wouldn't be the Plastic Warrior show without an element of chaos each year, as befits an unashamedly amateur operation, compounded by the fact that we are now 40 years older with all the infirmities that accompany great age.  With that in mind we would like to thank all the dealers who pitched in to help set up the tables on the morning and especially those stout hearted chaps who helped us to pack them away at the end, without such support the show would not be viable.

Wednesday, 21 May 2025

Lionheart - more playing with old toy knights.

 Our first trial game of Lionheart worked very well so we decided to expand on it by introducing some terrain elements and and an additional two unit types; Heavy Foot Knights and Mercenaries. The remainder of the armies were the same as in our previous game and we increased the number of actions in each turn from four to six per side.  The basic game mechanics were explained in my previous post HERE.

The French line up with Heavy Foot Knights on the left flank (just visible at the top of the pic) and the Kievan Mercenaries on the extreme right.  For the Mercenaries we used Medieval Russian Knights made in china by Supreme along with some made in Russia by Engineer Basevitch.

While the English line advances with Heavy Foot to the front (Britains Deetail knights just beyond the Timpo Crusaders) and Irish Mercenaries with their priest following in support.

The game allows for one more unit type; Peasants, but I didn't have any suitable figures to hand so we left them out, maybe they'll appear next time.

With their enhanced mobility it's always difficult to hold back the Mounted Knights, they charge across the field when they see an opportunity to strike.  This invariably draws out their opposite counterparts and leads to a duel between the chivalry.

  The Mercenaries are strong in combat and have the ability to induce panic in any unit they attack, forcing them to retire, the danger is that they can be turned if they come in contact with the enemy King and may change sides.

The terrain comprised a line of hills with a road running through them on one flank, a central plain and a forest with a road running through it on the opposite flank.  I like to keep things simple to begin with.

The Heavy Foot Knights (centre) are powerful in combat but very slow moving, it takes two actions to move them one hex, as a result they never really got into the game.

After the Mounted Knights had exhausted themselves duelling the Infantry and Archers moved in, the latter being quite vulnerable if attacked so need close support.

The Kings and their retinues tends to become a mounted reserve, kept safely out of the way behind the lines until desperation draws them out into the fray.

As things turned out all of the action took place in the central plain and virtually no use was made of the hills or forest.  (Note to self: put more obstacles in the centre of the field next time)

I always pick up bits and pieces of Timpo medievals when I see them in the cheap junk boxes at shows, they invariably have no weapons, scabbards or shields but that's easily sorted.  They are notoriously unstable on their small green bases so I mount them on 2p coins, this will be anathema to some people but lets face it they're not rare, you can find hundreds of them on the internet auction sites every day of the week.

This time the game was much less cohesive with small groups of opposing units engaging in clumps of combat dispersed around the field.

It's a good game system and I like the way it flows, I think we will need to give more thought to how we deploy the Heavy Foot Knights or revisit the way we allocate actions in each turn.  

With a little tweaking the system could be easily adapted to the Dark Ages or brought forward into the Renaissance, so we might have a go at one of those periods sometime.

Saturday, 2 November 2024

Lionheart - a medieval wargame with 54mm toy soldiers

 Lionheart is a medieval boardgame published by Parker Brothers in 1997, played on a square grid with 25mm pieces the aim is to capture the enemy King or destroy all of his army, it plays a bit like a game of chess.  We thought we'd try out the basic game to see if it would translate to a wargame with 54mm toy soldiers, here's how it went:


The English left wing shown above and the right wing pictured below, the basic game has 4 unit types: The King, mounted knights (2 units), infantry (5 units) and archers (2 units).  For visual impact we doubled the number of figures in each unit, so the King got a standard bearer, each mounted unit was 4 figures and foot were 8.


There is an advanced version of the game that includes 3 more unit types: heavy foot knights, peasants and mercenaries but we left these out this time as we were just looking to test the game mechanics.  One major change we did make was to play on a hex grid rather than a square one but this doesn't make any significant change to the dynamics of the game.


The French left wing shown above and the right wing pictured below.  Players dice to see who goes first and then play on I go U go basis, as we'd doubled the number of figures in play we also doubled the number of actions allowed each move from 2 to 4.  The actions allowed are: Move, Turn, Attack and the limit of 4 actions applies across the whole army not unit by unit, actions can be taken in any order i.e. 4 units could make 1 move or alternatively 1 unit could move, a second could turn while a third moved and attacked.


All units move in a straight line, mounted (King and knights) can move any number of hex for 1 action but foot units (infantry and archers) only move 1 hex for 1 action.  No interpenetration through other units is allowed.


Archers can fire over friendly units and their range is anywhere in the arc of the 9 hex in front of them (2 hex, then 3, then 4).  All other units attack when they move into direct contact with an enemy unit and have an action remaining to enable the attack i.e. for an infantry unit to move 2 hex and make an attack costs 3 actions.


The game uses 6 sided dice with symbols: 3 x Axe, 2 x Arrow and 1 x Panic.  We used ordinary D6 with 1,2,3 = Axe, 4,5 = Arrow and 6 = Panic.  A D6 is thrown for each foot figure in a unit and 2 x D6 for each mounted, so a maximum of 8 x D6 for each unit.  Archers register a hit for every Arrow thrown, all other units make a hit when an Axe is rolled, casualties are removed: foot for 1 hit and mounted for 2 hits (rounded down).  Combat is completed one unit at a time and hits are not cumulative.


If 4 x Panic dice are thrown the the unit attacked must turn and retreat one move i.e. a unit of 8 infantry attacks an enemy infantry unit, it throws 8 dice and scores: 3 x Axe, 1 x Arrow and 4 x Panic, the unit attacked suffers 3 casualties then must turn and retreat.


We found the rules very quick and easy to assimilate, the game flows fast and smoothly.  Foot units advance rather ponderously and need to be supportive, a unit that becomes detached is liable to be picked off and overrun by enemy cavalry.  On both sides archers made up 20% of the total units, so a decent representation but not enough to dominate the field and turn the game into just another shooting match.  The mounted units are very much the arme blanche of the game, sudden sweeping charges packing a devastating punch, just as it should be.

We didn't include any terrain features but there is provision for this.  Going forward I think we will take scenarios from One Hour Wargames, or perhaps based on historical events and introduce the additional 3 unit types (heavy foot, peasants and mercenaries).  The simplicity of the rule system and lack of any record keeping also means that we could easily double the number of units and actions per turn to make it a much bigger game.  It would be interesting to try an Agincourt scenario, with the flower of French chivalry facing a wall of English archers!

 Apart from the Timpo crusaders, which have been based to give them more stability on the table.
all the rest of the figures are conversions, mostly from the talented hand of modeller and heraldic expert Vince Mattocks,

Friday, 11 October 2024

Fleamarket finds from the weekend.

 It always seems to be feast or famine at the local car boot sale but last weekend I managed a reasonable haul:

This lot set me back £20, which I thought was very fair, there's nothing rare or special but it's quite a nice mix and they will add to several of my existing projects.

A few more Conte Normans are always welcome, my existing ones have been painted up as they came so I can afford to use some of these ones for conversions.  They are made from a firm rubber which leaves the weapons prone to bending, after straightening by hot water treatment I give the bendy parts a coat of wood glue (which is an industrial strength PVA used by carpenters) to keep them from reverting to their previous shape.

The four Timpo Vikings all need repair so I will have no qualms about basing them for wargaming, the two AWI have been added to a display shelf and I have suitable mounts for all the others.  The Marx reissue of Paul Revere in white is very versatile for conversion to many periods.

REAMSA remoulds from the Willian Tell set, I think the figure of Landburgher Gessler is particularly well sculpted, he looks just like the character played by Willoughby Goddard in the 1950's "Adventures of William Tell" TV series.

The more collectable items: a Franciscan monk and Mousquetaire du Roi made by Starlux, the grenadier drummer made by Cavendish is rarely found in white plastic so is probably an early example. The Cherilea Numidian, Lone Star African Native and Crescent Sheriff of Nottingham on the bottom row are all destined to be converted.


Saturday, 21 September 2024

Malcolm III and William Rufus 1093 - Battle Ravens

Since discovering that the boardgame Battle Ravens translates so well to the tabletop for a wargame with 54mm toy soldiers we thought we'd give it another outing.

  Our first trial of the game was a standard shieldwall encounter between Vikings and Saxons, but the game also offers sets of cards to portray the national characteristics of Scots, Welsh and Normans so we decided to try something different. 

  For a scenario I chose the border raid in 1093 by the Scots of Malcolm III, in support of Saxon refugees, against a frontier outpost held by the Normans of William Rufus. 

A Frisian trader has beached his ship alongside the Norman keep and is unloading his trade goods in exchange for Saxon slaves, when the alarm is sounded!  A Scottish warband has been spotted approaching the stronghold.

The Frisian crew join the Norman garrison and form shieldwall outside the stockade to protect the ship from the Scots and their Saxon allies.

Lessons learned from our previous encounter meant that the action flowed much faster and furiously this time around, more risks were taken and the subtle nuances in the rule system became more apparent. 

The game is played from two static shieldwalls and despite the lack of manoeuvre there is still a great deal of movement as warriors are pushed back and forth to reinforce holes in the line.  

The Playmobil viking ship with sail down serves as the Frisian merchant vessel, it only acts as set dressing but adds depth to the scenario.

The Scots command group, King Malcolm with his retainers and priest.  The standard bearers here and below are conversions by Eric Kemp acquired at the Plastic Warrior Show in May.

There is a temptation to press heavily on one sector of the enemy line and attempt a breakthrough but this can have repercussions later on, in the long run it's often better to give ground and degrade your opponent's forces.  

The game plays comfortably in a couple of hours but you could easily expand it by allowing reinforcements to be fed in at set points.  It would make a great demonstration game at a convention, easy to transport, limited number of figures involved, several participants could take different sections of the shieldwall and the larger figures add a bit of spectacle for the spectators.

It was a close run thing and looked as though honours were even but on closer inspection and a recount the Normans carried the day by one point.

Those with sharp eyes will recognise figures by Timpo, Johilco, DSG, TSSD, Emhar, Cherilea, Del Prado, Jean Hoefler, Elastolin, Jecsan, Reamsa, Oliver, Conte, Fontanini, Replicants, Marx, Armies in Plastic, Starlux, and Cafe Storme.

Friday, 6 September 2024

Jacobite Rebellion - One Hour Wargames

Subsequent to this year's Plastic Warrior Show, Anthony has acquired the greater part of a Jacobite 54mm wargames collection created by our old friend Eric Kemp.  Needless to say, we couldn't wait to get them out on the table.  We turned to our default ruleset for such games, One Hour Wargames by Neil Thomas and selected Scenario 6 - Flank Attack.

This post is really a shameless opportunity to show off some very pretty toy soldiers, for which I offer no apology!

The scenario opens with the Jacobite army on the road home to Scotland, their path blocked by two units of Government troops, while another 4 units are approaching on the east flank. 

The basic rules were tweaked to reflect national/tactical differences so that Highlanders have a longer move distance and can charge but not shoot they also gain a +2 in melee, regular infantry can move or fire but not both and can't charge. 

This makes for a fast moving and very bloody game so we actually managed to play the scenario twice and this was the first game

Two units of Highlanders in the van followed by artillery and a unit of French allies (their only regular unit) approach the Government regulars.

The blocking Government troops get off a volley before they are hit by the Highlanders charge, once in melee they are unable to disengage.

The Government troops out on the flank include a unit of loyalist Lowlanders who have the same movement and combat features as the Highlanders.

The regulars and artillery on the flank advance into range and begin to pepper the attacking Highlanders.

The French regulars turn to face the threat from the flank.....

......and defend against the charging Lowlanders 

The Highlanders have the advantage in melee but need to engage quickly before they take too much punishment from the musket volleys, flexibility in changing formation proved to be the key to the game.



In the second game the Government drew a unit of cavalry, together with the artillery they blocked the path of the Highland army.

Cavalry follow the standard OHW Horse and Musket rules, they can charge but if they do not eliminate the unit attacked they are bounced back half a move.

The collection includes Jacobite cavalry in the form of Bagot's Hussars but sadly they didn't get drawn when units were diced for, I think they would have made a substantial difference to the dynamics of the game.

With the Highlanders enhanced movement both sides moved rapidly into contact and very quickly became depleted in combat, these were without doubt the fastest OHW games we have played to date.

The Government troops carried the day in both games but they were each a very close run thing.

The figures themselves include a large number of conversions, particularly among the Highlanders, makers include: Replicants, Armies in Plastic, A Call to Arms, Accurate, Barzo, Marx, Cherilea and Timpo.