Saturday, 22 April 2017

Pause for breath: What's Next?

I've got the last of the SCW Italians cleaned up and under coated on the painting desk, and my last Reconquista Andalusian light cavalry are about to based up, so time to take a deep breath and think about what to do next.

On the game design front I'll still be working on the SCW as the rules need the rough edges knocking off and I need to keep my eye in with them as they're going to COW. It's possible that as I go on over the next few months that I'll identify further shortfalls in the collection. For example I'm fairly sure I don't have enough Basques. One of my problems is that I can tend to "over buy" (the Basques were made up from spare Carlists). I think I've done that with the Italians as I've got a LOT of artillery, and whilst it's all appropriate to the size of forces I've put together it is unlikely all of it will see the light of day on the table at the same time, as it'll be devastating. Still, might as well finish painting them.

However, I have to think about what to paint or build next. To be honest (always a good policy) I've got three DBA armies to paint that I acquired following my trip to Cambodia. Mr Kay at Irregular has supplied me with Khmer, Siamese and Burmese armies in 15mm and if I leave them any longer they won't get done.

Khmer Elephant with Heavy Crossbow (DBA Art)

Khmer Elephant

These will be fun to do, - quite a few elephants, for example, - but they're more of a starter than a main course in terms of a project. I should really use them to break up those long hauls you get in the middle of building an army when you just need to paint loads of PBI. I've also got more El Cid infantry in various boxes but I don't need them that much. I only have them as people kept thrusting them at me and I can't turn down free figures. They will end up contributing to further units, but I've filled all the currently allocated space for these armies.


Khmer Heavy infantry with standard and command 

One thing that does worry me is that I think I've got a major rebasing project to do. My Chines/Taiping/Arrow War figures are based up with 4 figures on 30mm square bases. Following my development of the Peru/Chile armies and rules with 3 figures on 30mm x 15mm bases I'm increasingly of the view that these armies could well be improved by adopting the same structure. Luckily cavalry and artillery won't be affected, but all the infantry has to come off. This will mean I have some spare British figures as the units go down in size from 16 to 12 and I've already got all of the units that served in the campaign. Perhaps they'll serve for things like the EVA of other European style volunteer forces.

The spare Imps & Pings, however, will be recycled into new units, so benefits there as you always need lots of both.

With them sorted I could look again at getting some French for the 1860 campaign, which would probably come from a Crimean 15mm range, so I'll need to find some compatible with Irregular as Ian doesn't do them.

But the problem will be the rebasing. Most of my stuff is based to last. These are PVA'd onto MDF bases then covered with polyfilla/spackle and topped with sand.

Usually I unbase figures using a sharp knife, but mostly I've been upgrading from thick mounting board, and you can skim off the top layer of the card with the knife, then crack the figures out of the polyfilla. Not sure I can do that with the MDF. The normal advice is to soak them in water, but I'm concerned it'll remove the paint as well, if it gets under the varnish.

Something to ponder over the weekend.

Thursday, 20 April 2017

So forty years ago..

Right. After yesterday's post it was time to give the whole thing a go. For the purposes of this game I used the Litiana Bridge scenario (Commandos attacking Vichy French holding a bridge in Syria in 1941), substituting XIVth Army and Japanese. I attached labels to the back of the bases so that I could mark them up with the values from the original counters.

Phil was my guinea pig. Alas, unlike everyone else, he completely avoided SPI games in the 1970s and since, so he took some time getting up to speed. As did I. The SPI rule writing methodology doesn't take any prisoners.

I took the Japanese defenders, and deployed first. I dropped the indirect fire forces for the defenders to make things simpler.


I had two platoons and I needed to hold onto the buildings and the bridge. I had to deploy all on one side of the river, within 4 squares/hexes of it. I got that a bit wrong. Some of my stuff was more than 4 spaces away. I put most of one platoon into the buildings. It looked nice.


Phil had two thirds of his force across the river deployed within 4 spaces of the river on that side, and the remaining third coming on in the bottom right corner on my side of the river, just out of shot of the picture. The areas marked with pebbles are rough going that slow you down, but offer no cover. The trees are all heavy cover.

My troops were all out of command on the first turn, so Phil got a free turn's firing with no reply. He did a fair amount of damage, but I was mostly okay as all my stuff was in decent cover.


Phil pushed up to the river line so he could close assault the following turn. He has 6 Movement Points, and the river takes 4 to cross. Alas you need 3 MPs to enter the buildings, which neither of us realised at the time, so it would take another turn. Meanwhile, out of shot to the right, his other platoon is sneaking up through the trees.


This enables him to get in and close assault me, as his other troops were drawing all the fire.


He was also able to mass enough firepower to shoot his way into the buildings.


I was able to pin his other troops in place the other side of the bridge, but couldn't inflict enough damage to drive them back.


Phil was then able to occupy the buildings fully, which meant I had to get figures onto the bridge to force a draw, or kick him out of the buildings.


One of my last hopes was my HMGs in the trees, but they took a lashing. As fire is not simultaneous even with Overwatch fire, you can get wiped out before you can return fire. As happened here.


Which meant that Phil was able to occupy the bridge and take a win.

Thoughts? Well, it would have been more balanced if I'd used the mines and the indirect fire, but I thought it was a hard task for the Brits, attacking with odds of 3:2. This proved not to be the case, partly because when they got in close their high preponderance of sub-machine guns was telling. Also, the layout of the table made it hard for me to set up interlocking fields of fire. The system, as I said above, has non-simultaneous fire so winning the initiative for shooting is important. I also forgot to apply the "MG Cone of Fire" rule in the first part of the game, which would have shot up a lot more of Phil's chaps across the river.

The game has some issues. The idea of rolling to see who fires first and who moves first is just bearable, but you also have to do this for each round of close assault, and you have to say exactly which base you are firing at, rather than just shooting at a square. You also really need to understand the rules and study the scenario for the thing to work well. Admittedly this scenario was a blood bath historically, but fighting this game over open terrain isn't a bundle of laughs. There is too much certainty with the CRT at the left hand end. Firing four bases at a unit in the open will kill it, regardless of dice rolled, for example. And you have to get the interplay of Direct Fire, Overwatch Fire, Movement and Opportunity Fire right for the game to make sense of it all. It's also confusing that facing is important for MGs, but they also seem to fight when attacked from the rear at full effect.

But then again I don't think the rules are any more complicated than PBI or IABSM. In many ways they are simpler, - much simpler than "Sniper!" and do provide a platform for quite a good company level game.

I would play it again, - in fact I will play it again - but I don't think it will fight its way onto the roster of rules we use for low level combat. Phil tried really hard, but it isn't pushing a lot of the right buttons for him. The thing is you really need to learn this properly to get it to work right, and I don't think any of us has the enthusiasm to try. It's a game that's nearly 40 years old. The world has moved on.

NB Rifle/SMG bases take 4 hits to kill, HMGs 3 and LMGs 2. Hits on the bases were marked with white rings. There's a reorganisation phase that lets you re-man the MGs if they aren't completely wiped out in a urn.



Wednesday, 19 April 2017

Raiding the 70s.

As I mentioned at the end of my blog post on my relationship with SPI games I was thinking that "RAID!", the game of Commando operations in the 20th century, might translate into a figure game.

I have duly marked up a cloth and gone about transferring the terrain from the hex map onto my table top. This has been a reasonable success although I can't do all of it due to the size of the original map. This was designed to be used for several scenarios, so you don't normally use all of it. The attack on Entebbe scenario uses the top left of the map, and an assault on a bridge takes the bottom left, for example. I've struggled with how to represent the contour lines, so these have been ignored for now. What's more the terrain classifications are delightfully vague, so I've improvised there as well. If this goes okay I'll make some appropriately shaped felt templates.



My river and road sections seem to fit satisfactorily as well, although you do have that irritating side effect of the hex grid meaning you never get a proper crossroads as everything is on a slant.



As to the units involved the set up is pretty much a dead on match for how units were constructed for PBI2, with platoons made up of three squads or sections, each made up of two fire teams, supported by LMG and HMG teams. Command is represented by a platoon officer base. My only issue is that I need to differentiate between the two fire teams as one has the section leader in it.

The original game has some rules about turning counters over to conceal them, but in effect all this does is show you what units have been observed, and you check that every time you shoot anyway.

There's a lot in the game that has made it down to our time, whether consciously or not. The rules cover Direct and Indirect Fire, as well as Overwatch and Opportunity Fire (so far, so PBI in many ways), and there's some simplification for armour, as all tanks count the same (so far, so AK47 Republic).

It looks to me there some good stuff in this system. Whilst the rules are written in SPI house style and take a lot of words to say the obvious there is a simplicity to all of it which is irritatingly absent from, shall we say, "Sniper!". However, who in their right minds buries movement distances in the middle of a paragraph of text. I ask you. Anyway, had to do my own QRS in the end.

I have some other matters to work on, - such as the indirect fire mechanism - but hopefully this is a good starting point.

Tuesday, 18 April 2017

A bit of Eye-talian Candy

I just realised that my latest project, although nearly finished, hasn't had it's own blog posting. My Spanish Civil War Italians have featured in a game, but haven't graced these pages in their own right.

Time to correct this oversight.

The lack of SCW Italians has been a big hole for a while. When I knocked together some Basque units earlier in the year it became even more evident that I needed to sort out Mussolini's men fairly sharpish.

The Italian TOEs didn't change much from the SCW into WW2. They improved their armour after them found that baked-bean tins weren't a match for T-26s, but otherwise they kept things as they were. Whichi s good, as I have a book with that information in it.

My figure organisation for SCW is based upon my original set of rules, "Send Not to Know" which has 9 base battalions (4 x 2 base companies plus a command base), so these split down comfortably into a couple of "If You Tolerate This" battalions, each with four bases. Artillery is likewise equally flexible.

My order to Peter Pig in February gave me enough for a Division, roughly, including the Fascist Militia battalion, and I filled the artillery (apart from the infantry pack guns) and armour out with an order from Skytrex.


Here's a whole SNTK battalion, with a mix of firing and advancing rifle men. Technically the HMG company should probably have a mortar base in with it. I went for the tropical uniform as that appears most in Bueno's illustrations. Plus it makes them easily recognisable compared to most of the other troop types I'm using for this period. I also like the colour scheme of sand uniforms with green helmets and equipment. Very stylish. The officers, of course, wear a slightly lighter colour and have brown leather webbing and boots.


The LMG pack gives four pairs of gunners and loaders, two pairs each of standing and lying down.


A close up of the HMGs. Annoyingly the loader has a chip bag hat, not a helmet. More annoyingly, as with all PP HMG packs, you get three gun teams and two miscellaneous "command" figures. I'd rather have four gun teams. If I want officers, I'll buy an officer pack.


The firing poses. Good mix of standing and kneeling.


The advancing poses. Again, a nice mix. Always like Martin Goddard's animation


These are the 100mm howitzers. They are Skytrex with Peter Pig crews. The model went together really well, once I'd trimmed the axles down a bit.


The 75mm artillery. Three field guns, and a single howitzer. Found these a bit fiddly, but that could be because I'm using cheap super glue. Again Skytrex guns and Peter Pig crews.


Another shot of the field guns.


A close up of the 75mm howitzer. That's a Peter Pig 47mm pack gun in the background


This is the 47mm gun in focus.


Whilst I mainly represent the support weapons companies as HMGs, I bought some 81mm mortars as well. And some of the small infantry mortars.


The infamous CV35, again from Skytrex. I drilled out the hatch and put in a Peter Pig commander. Had to improvise a hatch cover. Shame they're moulded on, really.


And finally the CV35 flamethrower tank, the version of the CV35 that was worth having. Again drilled out and given a Peter Pig crewman. I also shortened the towing bar for the trailer to fit it on a shorter base.

This is just a sample of the stuff I've painted. I've got some more CV35s to do, plus a few 75mms of both types and a 47mm, then I'm done, I think.

Be prepared to see them in some battle reports over the next few months.



Wednesday, 12 April 2017

I (and) SPI

Like anyone who wargamed in the 1970s, I guess, I have had more than a passing acquaintance with
SPI. The paper hex boards and tiny cardboard counters seemed to be everywhere. The first game I remember playing was "Napoleon at Waterloo" which belonged to my mate Derek. NAW was sold as an introductory game by SPI, or it might even have been a free gift  with a subscription to "Strategy & Tactics", the SPI bi-monthly history magazine with a game in it.


I know Derek didn't subscribe, so he must have got the game through the advert in Airfix magazine or similar. We played that game a lot, and I don't recall it being improved by the Advanced Game supplement. The first one I think I owned as "Chinese Farm" a game about the opening stages of the Yom Kippur War in Sinai which was in the Folio series so it came in a folder, not in one of the SPI plastic boxes. I liked that one, too, and remember playing it a lot as well.

About 1977 my brother and I took out an S&T subscription. I remember being amazed at the complexity of the rules, the width of the period covered (was there nothing in military history that Jim Dunnigan couldn't reduce to a CRT?) and the unfortunate frequency with which impenetrable ACW games appeared. We ran the subscription for four years, and I recall that we hardly played any of the games. Part of the time my brother was away at Uni, then I was, then he moved out and so on. We also subscribed to Ares, SPI's sci-fi games magazine, mainly because it had a new story by Harry Harrison about Slippery Jin DiGriz as the basis for a game in the first one.

I've still got the S&T magazines. Of the games in the magazines I remember playing "Road to Richmond", mainly because it was the first one we got. Many of the others I had a stab at solo, - I remember being particularly baffled by "South Africa", annoyed at "Cobra" and fascinated by "Siege of Constantinople". The others I recognise but have no clear memory of (except for "Armada", which had such an extensive errata that I took the rules and errata sheet into the Uni Library copy shop to get copies so I could cut them up and put it together in order).

In the meantime I spent some of my own cash on other
games. Simulation Publications UK, the arm of SPI this side of the pond, would periodically print the more popular games in this country, so reducing the price. I therefore bought "Sniper" and later "Sorcerer". We played "Sniper" several times, but I recall being disappointed by it for all the hype and rave reviews. At that point it was obvious to me even as a teenager, that the people playing this game had never played figure games of this type.

"Sorcerer" was an even bigger disappointment. Eschewing a background in established fantasy literature the designers had instead made up a back story which failed to grab the imagination. The suggestion that you should write down the location of every counter each turn so time travel spells could work was frankly laughable.

Why the sudden bout of nostalgia? Well, I bumped into someone on holiday (we'll call him Gary, 'cos that's his name) in Laos who used to play SPI games in his 20s, then had to give them up as opponents moved away and family commitments came on board. We bonded over our mutual annoyance at "Cobra", shared a laugh over "Campaign for North Africa"(that Italian water rule!) and generally baffled some of the others in the party who had known Gary for 30 years or more and had never got this type of game.

Astonished to come across someone else who remembered the games and had even played some of them who furthermore only lived 40 minutes up the road it seemed like a good idea to meet up and play a few.

Several weeks ago we had a game of "Seelowe" - a four hour game that ended in a draw (designed by an American and they complain about cricket) - and intend to play some more.

My attempts to lay my hands on our collection have been frustrated. My brother took all of the games (except "Armada"*) when he left home and moved first into a rented flat and then got married and moved out permanently. A divorce and several house moves the length of the country means they've all gone missing (not helped as he suffered a brain injury in the last 5 years that affects his memory). He found "Sniper" and returned it, however. Great.

One of the games I'd forgotten we'd got was "Raid!", which is a generic commando raid game. I suspect we ignored it as we had the more sophisticated "Sniper", but it turns out it's a favourite of Gary's. I've therefore found the rules on line, and it clearly would work as a figure game. Possibly would work better as a figure game.

So I've been marking up a cloth with 3" off set squares today. They'll take four 30mm x 30mm bases from my Peter Pig PBI or AK47 collections, and are as good as hexes, so I reckon we're nearly there. Also, I reckon this is a gateway game to get Gary to play proper table top miniatures games.

Sneaky, aren't I?

* I'm sure I loaned my revised copy of Armada to Andy "Fergy" McKay who flat shared with Pete Berry for a while in the late 70s/early 80s. I'm equally sure I never got it back as our paths diverged and we lost touch. If anyone knows him, then pass on the message, - I'd be glad to catch up!

Sunday, 9 April 2017

Arsuf-ing in Shedquarters

As we never got around to using Basic Impetus at the Battle Day, we had a go in Shedquarters this week. One of the reasons I didn't run a game myself at the time was I didn't have any of the relevant figures. I still don't, so it looks like my Reconquista armies will have to stand service in this regard. I also don't have any middle-Eastern cities, so my old Roman Marching Fort made a very rare appearance as the gates of Arsuf.

Also gave me a chance to get out my 25mm baggage train as well, which hasn't seen the light of day for quite a while. Alas I couldn't get everything on the table, but it's a fair selection.


This was the first time we'd tried the battle with BI, and it's only the second game I've put on with the rules as well, so I wasn't expecting to get everything right first time. I wasn't sure of the table size either. The army points system for BI is a bit crude as well, and I also ran out of the Arab figures I needed to use.

There are a number of issues that need to be addressed in the rules as well as they don't really cover armies on the march. Consequently I've introduced infantry in column of march and also leaders who can move between units. For this game Phil took the King Richard and the Crusaders* and Will was Saladin.


Will had the initiative for turn one and closed in on the column, showering it with arrows. He inflicted quite a bit of disorder on the infantry, even causing one unit to suffer a permanent loss to its VBU (or combat strength). At least they were fulfilling their role of protecting the cavalry.


Phil pressed on with his wagons whilst halting the disordered infantry to redress its ranks. At the head of the column he opened up a gap to allow his knights to charge out if required.


Phil won the next initiative roll so got a back-to-back turn. It started to get a bit tasty at the head of the column as King Richard joined up with the Templars to charge the Muslim horse that had got a bit close.


The Templars cleared the cavalry in front of them but took a hit. I use Rummikub markers to record the drop in VBU. Once a unit has suffered a permanent loss to its VBU it also loses its impetus bonus, which is really serious for troop types like knights. Meanwhile Will has lined up some units to shoot up the infantry then charge them.


Which duly happened, Now it is own up time. Those foot have long spears which deny impetus, which I had forgotten. The ghulams therefore rolled several more dice than they should have and broke the Crusader foot.


It is getting a bit tense for the Crusaders. Massed archery from the Muslim horse has broken the crossbowmen in the centre of the picture. Ghulams threaten the shaky spear unit at the top. Can Richard/Phil get those knights lined up to save the day?


The spears step forward and the knights wheel round their rear to plug the gap. The Templars under Richard, after an initial hiccup, after causing a bit of chaos are regrouping on the left of the picture.


Richard wheels round and clatters into the flank of two light horse units that have nowhere to run to (in BI you can only evade if attacked from the front). The other knights are lining up to charge the ghulams in the centre.


Richard finally breaks the light horse, and the other knights clear out the first ghulam unit. Saladin is there, however, with his elite guard.


Saladin and his guards see off the knights but Richard is still carving up the rest of the Muslim cavalry. The rear guard are moving forward fitfully, but the baggage train is making good progress.


It's getting desperate as the Muslims start to throw horse at the Crusader infantry (this is me, BTW, - Will has gone home as it is getting late). Phil has some knights nicely poised in the middle of the table to prevent Saladin exploiting his breakthrough.


Saladin has been duly confronted head on and is taking a beating. Phil has freed his Hospitaller unit from the confines of the column is about to sweep up the remaining Muslim formed foot. Elsewhere a desultory rain of arrows falls upon the rearguard.

It was about now we ended the game with Saladin's forces pretty much broken. I could have extended it by bringing on Muslim reinforcements, but that was really enough.

BI worked okay, but there are issues with a scenario like this which isn't a straight stand up and fight battle. FoG actually did a better job at the Battle Day, but then Phil had spent more time thinking about that game than I did about this one. Were I to persist (which I probably won't) then I think this could turn into a really good scenario.

Even with a smaller army in terms of "VD" (unit value) Saladin's men gave Richard a hard time. I think the lesson from the Battle day and this game is that the odds are stacked against Richard and this really is a major achievement for the Crusaders. It could all have ended very badly.


* That well known 1960s beat combo from Brighton

Sunday, 2 April 2017

Society of Ancients Battle Day - Arsuf

I wasn't intending to go to the Battle Day this year, but following a chat with Phil earlier this week I agreed to go along and help out. His aim was to run an experimental type of game, looking at using several different sets of rules. I've never really had much to do with the military side of the Crusades, so I was ambivalent about taking part, although I did do a matrix game at the Dorylaeum Battle Day several years ago.

Plus it would give me a chance to sell the Northampton game to a Society of Ancients audience.

The Battle Day is always interesting as it gives you a chance to look at how other people think about their wargames. It's also one of the few "Society" events that gives members a chance to meet. Richard Lockwood, the organiser, is keen to try to foster the "club" feel of the Society that it had in its earlier days, so he does the Battle Day and also organises the resurrected Society Residential Conference. He deserves your support.


The location is always Sycamore Hall in Bletchley, which is sort of central and not too hard to get to. This year had 6 or 7 games, which is slightly down on when a classical period game is run, so the stage area wasn't used. I took some pictures of the games setting up.


I don't know what system this was, as I couldn't see a rule book about, and everyone was very intent on setting it up. I meant to go back later and check, but never did, as we were a bit busy.


This is Richard Jeffrey-Cook's game, using his "Lap of the Gods" rules. This is available as a download from him, as far as I can tell, and may soon be in hard copy from the SoA itself. Be good to see the Society back publishing original material. It won the best game prize on the day.


Here's a 10mm game done with Hail Caesar. It had an interested audience all day, and seemed to be doing some interesting stuff.


Martin Simpson was there with Big Battle DBA, I've known Martin quite a few years, - he used to attend my "AK47 Republic" event known as Brixcon - and he always supports the Battle Day. Good chap.


Don't know what the game was, but it won best terrain. Could be Armati?


Vincent Auger from France, former Armati stalwart, put on this game with his own rules.


Anyhow, back to Phil's stuff. Here we see the Crusaders emerging from the defile, whilst the Moslems lurk on the hillsides. I took the Moslems, and Jed took the Crusaders. We started off with FoG, intending to rotate through other rules and never did. I have to say that FoG stood up really well. I think this was partly because neither of the players knew the system, so we relied on using tactics and getting the umpire to resolve the outcome, without relying on tactics based on the rules system. In fairness to FoG you do get a LOT of rules in the rule book, and it does cover pretty much anything you'd want to do in an open field battle. It fully justifies its size and weight.


Oh, and we had ships. No one else did. If there'd been a prize for best medieval fleet we'd have won it.


My plan, such as it was, was to draw the column out, by pinning the rear in place, whilst tempting the head forwards. I hoped this wuold open up gaps in the column and allow me to get in amongst the baggage eventually and also isolate and destroy individual Crusader units.


As I didn't set my army up I didn't have all the toys exactly where I wanted them. Units also got squeezed out as I closed on the column. I had the option to dismount, - which the Moslems did - but preferred to remain mounted to give me mobility.


Here you can see my tactics working. My light horse on the left have evaded up the hill, drawing the Hospitallers in the rearguard out of position.

I had less luck with tempting the knights to charge than I expected. Firstly they mostly refused to charge impetuously into the various traps I laid and, secondly, when they did they mostly only made short charges (ie rolled for a shorter charge move on the variable charge mechanism) so stayed close to their supports.


I finally pulled things about and managed to get a full bodied ghulam charge on a slightly wobbly infantry unit, which broke and allowed me to burst into the middle of the column.


Unfortunately I hadn't managed to spread Jed's forces out enough, or tie the knights up in further futile charges uphill.That meant that there were some knights in the middle of the column able to take me on.


I then did the same to another foot unit with more ghulams, with similar success. Alas the pursuit move pushed me past a tempting exposed rear of some knights, at the same time exposing my rear to them. Curses.


At the head of the column I finally drew out the leading knightly unit, surrounded it, shot it up a bit, then hit it front, rear, and flank with everything I had in the area. As you can see it ran away.


This long shot shows all sorts of shennanigans going on. I've got the knights in the middle embroiled with some ghulams and light horse, although this isn't going too well for me. It's tying up units tho'. I've got a few units heading for the hills at this point, but the Crusaders are going nowhere and are taking lots of damage. The gates of Arsuf seem a long way off.


I've succeeded in drawing King Richard and his knights away from the gates of Arsuf - that's the column off centre left, they're about to be surrounded by light archers and shot to death.


And whilst that was going on I slipped some ghulams round the side of the vanguard and got amongst the baggage. That's King Richard's standard about to be captured.

So a resounding win for the Saracens, although with heavy casualties. King Richard's military reputation is in shreds.

We never got round to swapping rules, so we'll do a Basic Impetus refight in Shedquarters. FoG did hold up well, but mainly because it was being used as an umpire tool.

On reflection this would have made an interesting scenario for a Science v Pluck variant, so if I'd got engaged with the project earlier on things may have been different.

Next year is Paraitacene, so as I've done that before I'll probably be there with all my plastics.

And for those of you who are interested we sold four copies of the Northampton 1460 game. So a good day all round.