This post will be somewhat different from the other posts on this blog. As in this one, I am focussing on the exploits and successes of one man.
It started in early 2018, while I was having a wargame against my younger brother and his British army. The general I was using was my last non-veteran commander.
After about 20-30 minutes, the table was scattered with plastic soldiers and a victorious Prussian army.
6 battles later, using the same general I had won all but one of them.
After this, the commander was packed away, not to be used for anoter six months.
Until one day last year, tired of countless defeats, I brought out my "Lucky General" and sent my Prussians to battle.
25 minutes later, the battle was won and the French commander captured.
The next day, he went to battle against Thomas' second-in-command - Lieutenant-Colonel Timothy. Half an hour later, the Lieutenant-Colonel and three soldiers were prisoners of the Prussian army.
But things weren't over yet, and things were looking desperate for Thomas as two out of his three commanders had been captured.
His last commander was brought to the front - General Timas, a man who seemed to have just as much if not more battlefield success.
The French force of 15 infantry and 8 cavalry attacked my force of 20.
The Prussians formed square and were surrounded. Seeing no alternative, my general relingquished his captured commanders and was granted a safe retreat.
This General has not seen combat since then and it is uncertain if his luck will improve by the next time he battles.
Despite his defeat, I hold him high regard and am saving him untill he is needed for a truly important battle.
Thursday, 11 July 2019
Wednesday, 26 June 2019
Plans for The Battle of Hamerten
Recently we decided that Miniature wars needed another major battle to liven things up a bit.

This is the planned battlefield, the village of Hamerten, Germany and the River Elbe.

I chose Hamerten for, well no particular reason except that it's compatible with my Prussian army and the terrain looked to make an interesting battlefield scenario.
However the overall purpose of this battle is to test our new points system. Each of us will start with one hundred points and will use these to construct an army using rules mentioned earlier on this blog.
This will mean that the old system of equal numbers on each side will not apply in this battle and the numbers and types of troops used will affect the army's fighting capability and style.
A quick run-through of our points system:
Infantry - 1 point
Cavalry - 3 points
Light/medium artillery - 10 points
Heavy artillery - 15 points
Howitzers/mortars - 12-18 points
Possible combinations for an army could be:
The time for this battle is yet to be confirmed but I will get back to you when it's settled.
Keep reading! And if you have a question please leave a comment!
P.S. More posts on the way!

This is the planned battlefield, the village of Hamerten, Germany and the River Elbe.

I chose Hamerten for, well no particular reason except that it's compatible with my Prussian army and the terrain looked to make an interesting battlefield scenario.
However the overall purpose of this battle is to test our new points system. Each of us will start with one hundred points and will use these to construct an army using rules mentioned earlier on this blog.
This will mean that the old system of equal numbers on each side will not apply in this battle and the numbers and types of troops used will affect the army's fighting capability and style.
A quick run-through of our points system:
Infantry - 1 point
Cavalry - 3 points
Light/medium artillery - 10 points
Heavy artillery - 15 points
Howitzers/mortars - 12-18 points
![]() |
| A simplified map of Hamerten (Drawn by me) |
Possible combinations for an army could be:
- 90 infantrymen and 1 gun
- 10 cavalry, 10 infantrymen and 6 guns
- 30 cavalry and 10 infantrymen
The time for this battle is yet to be confirmed but I will get back to you when it's settled.
Keep reading! And if you have a question please leave a comment!
P.S. More posts on the way!
Thursday, 6 June 2019
New Posts on the way!
I would like to apologise for our lack of new posts. Recently we have been quite busy. However, I am in the process of creating some new posts that focus on our points system along with more detailed rules for artillery.
Hopefully these should be posted by the end of this month.
Keep watching this blog for updates!
-Jakob
Hopefully these should be posted by the end of this month.
Keep watching this blog for updates!
-Jakob
Tuesday, 19 February 2019
WATERLOO POSTPONED
Due to Thomas' broken printer, I regret to inform you that our miniature Waterloo must be postponed to later this year. We regret any inconvenience this may have caused.
-Jakob
-Jakob
Monday, 18 February 2019
American Civil War Naval Battles
Recently I have been experimenting with naval wargames of the American Civil War. Although I am still perfecting the rules they will be on this blog by April.
Here are some links to paper ironclads you can use with your own rules until mine are perfected:
Happy wargaming everyone!
-Jakob
Here are some links to paper ironclads you can use with your own rules until mine are perfected:
Happy wargaming everyone!
-Jakob
Cavalry Units and their Rules
In the games I play the average cavalry unit consists of 4-8 cavalrymen.
MOVEMENT BY TYPE:
Knights - 20-25cm
Curassiers - 25cm
Carabiners - 25cm
Dragoons - 30cm
Lancers - 30-35cm
Hussars - 30-35cm
Chasseurs a Cheval - 30-35cm
Mounted officers/scouts/messengers - 35cm
MOVEMENT DISTANCES:
Trot - 10cm
Canter - 15-20cm
Gallop - 25cm
Charge - 30cm
Gallop(Messengers, mounted officers etc...) - 35cm
Movement up hills is halved. If a unit wishes swish to slow down or stop they must reduce their speed each turn by 5cm until they reach the desired speed. If cavalry are going at any speed higher than 10cm and wish to make an emergency stop they must first roll a dice for each horse. If a 1 or 2 is rolled the horse will either break its legs or buck the rider off, thus being removed from play.
Going into a melee reduces speed by 5cm for each turn that the cavalry are involved in combat. Cavalry may also increase their move distance 5cm per turn as long as they are not in combat or surpassing the maximum move speed for their type.
If mounted on camels camels may move a quick burst of 30cm before having to move at 20.
ATTACKING:
A unit has the ability to attack or be attack when it comes within attacking range of an enemy unit. Attacking ranges are listed below:
Sword - Bases or weapons must be touching
Lance - Will vary depending on length of lance
Carbine - 15cm
Pistol - 15cm
Spear - 5cm
Bow - 15cm
When attacking infantry in skirmishing order, cavalry get an extra 2 dice to roll with in attack.
MOVEMENT BY TYPE:
Knights - 20-25cm
Curassiers - 25cm
Carabiners - 25cm
Dragoons - 30cm
Lancers - 30-35cm
Hussars - 30-35cm
Chasseurs a Cheval - 30-35cm
Mounted officers/scouts/messengers - 35cm
MOVEMENT DISTANCES:
Trot - 10cm
Canter - 15-20cm
Gallop - 25cm
Charge - 30cm
Gallop(Messengers, mounted officers etc...) - 35cm
Movement up hills is halved. If a unit wishes swish to slow down or stop they must reduce their speed each turn by 5cm until they reach the desired speed. If cavalry are going at any speed higher than 10cm and wish to make an emergency stop they must first roll a dice for each horse. If a 1 or 2 is rolled the horse will either break its legs or buck the rider off, thus being removed from play.
Going into a melee reduces speed by 5cm for each turn that the cavalry are involved in combat. Cavalry may also increase their move distance 5cm per turn as long as they are not in combat or surpassing the maximum move speed for their type.
If mounted on camels camels may move a quick burst of 30cm before having to move at 20.
ATTACKING:
A unit has the ability to attack or be attack when it comes within attacking range of an enemy unit. Attacking ranges are listed below:
Sword - Bases or weapons must be touching
Lance - Will vary depending on length of lance
Carbine - 15cm
Pistol - 15cm
Spear - 5cm
Bow - 15cm
When attacking infantry in skirmishing order, cavalry get an extra 2 dice to roll with in attack.
An Introduction
Recently I realised, that despite the years that I have contributed to Miniature Wars, I have never properly introduced myself. In this post I hope to remedy that.
My name is Jakob Morris and I too am a modeller and wargamer based in the Hawkes Bay region of New Zealand. I made my first model in mid 2016 - A 1:72 Airfix Spitfire MK I and immediately became hooked. I have been good friends with Thomas since 2017 and halfway through that year he introduced me to miniature wargaming, and we've fought probably thousands of tiny battles since.
I hope this (late) introduction explains some matters!
-Jakob Morris
My name is Jakob Morris and I too am a modeller and wargamer based in the Hawkes Bay region of New Zealand. I made my first model in mid 2016 - A 1:72 Airfix Spitfire MK I and immediately became hooked. I have been good friends with Thomas since 2017 and halfway through that year he introduced me to miniature wargaming, and we've fought probably thousands of tiny battles since.
I hope this (late) introduction explains some matters!
-Jakob Morris
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