Light Bobs Solo Campaign, Battle 2: The Crossroads
Our Story So Far
Our hero, then-Captain Smyth, in command of the fictitious 1st battalion/250th Regiment, and his faithful Lieutenant Royce shipped out of Boston—the starting zone on the campaign map—and headed south toward New York. They performed so well that a unit of Loyalist Militia joined them, adding another 60 men to their ranks.
The Loyalists have now been uniformed in green and been given some rudimentary training. They are still considered milita but their Training Level has raised been raised from D to C. The 250th Regiment (fictitious) then joined the British army while they reformed in Nova Scotia during 1776.
This is the second battle in Lt. Colonel Smyth’s solo campaign. Readers who missed the beginning can first read Part 1: The Ambush.
British Objective: Occupy and hold the hill overlooking the crossroads until Clinton’s flanking force arrives. British Entry: North table edge, entering by the road. Colonial Deployment: Two Units begin on the hill. Colonial Reinforcements: Two Units arrive on Turn 3 and the final Unit on Turn 4 by the southern road. Special Circumstance: Smyth advanced without sending scouts ahead.
If you recall Captain Smyth was promoted after his last battle to Lt. Colonel, Military Rank 4 (MR4) in Light Bobs terms. This raised the strength of his Regiment to 400 men plus the 60 Loyalists that joined him. Lt. Colonel Smyth and his Regiment have now sailed to Long Island NY and are preparing to engage the Rebels with their German Allies in what will later be known as The Battle of Long Island.
The Mission
Lt. Colonel Smyth has been given orders to march through a small possibly unguarded pass a little east of Bedford onto the Jamaica Road. He is to march to west to the first crossroad and occupy the hill nearby and hold it and the crossroad until General Clinton’s flanking force arrives to relieve him.
British OOB
As this is a failry long post with more details on the rule mechanics during the game I have created it as a full page on the website.
I posted this months ago as a page but wanted to remind my readers that it is always a fun read and glimpse back into the childhood of many of us uncluding myself 🙂
I have had a fascination for the Helen of Toys line since I was very young. My first recollection was getting the American Revolutionary War set when I was in 1st or second grade. They were of course the flat version with the canons molded together in two or three deep pieces. I have a set of these today.
I recently found a website that listed all of the games. I will place the link here but I wanted to recreate it so it would live on – chris P.
16th to 18th October 2026 Cranfield University England
Greetings Chris,
The annual Society Convention is a weekend residential gathering held in the autumn in the UK (so far), and is a chance for wargamers and those interested in military history to gather and share ideas and enjoy new wargames rules and ideas with like-minded wargamers. There are various ticket options with or without residential accommodation.
The 2026 Society of Ancients Convention will this year take place at Cranfield University, Cranfield, Bedfordshire MK43 0AL over the weekend 16th-18th October 2026.
We are delighted to say we are able to maintain the prices from last year, as follows:
· Full weekend package: Friday dinner, bed and breakfast; Saturday lunch, dinner, bed and breakfast; Sunday lunch; plus all teas/coffees – £290
· Conference package: Saturday lunch, dinner, bed and breakfast; Sunday lunch; plus all teas/coffees – £200
· Single Day only Saturday: includes Saturday lunch; plus all teas/coffees – £40
· Single Day only Sunday: includes Sunday lunch; plus all teas/coffees – £40
The Convention is an opportunity to participate in a plethora of battles using a variety of both new and well-worn rulesets. In many cases, the rules authors and various experts are on hand for discussion.
Our Keynote Speaker this year is Anne Curry, Emeritus Professor of Medieval History at the University of Southampton and the author of several books on Medieval history including her Agincourt: A New History which re-shaped views of the battle. At our Convention her subject will be I counted them all out and I counted them all back: The problem of numbers in late medieval battles.
Games already confirmed include:
· A refight of the battle of Dara 530 AD from Simon MacDowall using his new version of his Comitatus rules which are being officially launched at the Convention.
· Nick Harbud is staging his The Day After Cunaxa so you can find out what (may have) happened next after this years Battle Day battle
· And I will run another Romans in Britannia adventure, with possibly some returning characters from those who survived last years bloody denouement
As usual, a full programme of events and games will be published nearer the date.
Booking is now open on the Society website <soa.org.uk/convention/> or by cheque sent to the Treasurer made payable to the Society of Ancients. Please note that bookings must be made by 31st August. After that date we cannot guarantee that places will be available.
If you have a game for the Convention and for all other enquiries, please email Convention@soa.org.uk <mailto:Convention@soa.org.uk> .
You are receiving this email because you are either a current or former Member of the Society of Ancients. To view the Societys privacy notice, please visit the website www.soa.org.uk <www.soa.org.uk>
Captain Smyth’s first march south nearly ended before it began. Outnumbered and caught in an ambush, his battalion would have to hold until reinforcements arrived.
For over a year, I have been researching how other online wargamers utilize the board game Chutes and Ladders as a solo or multiplayer campaign engine. I’ll share more on that journey in a future post.
Over this past July 4th weekend, I found myself with no work and no plans, so I decided to finally break out my campaign materials and spend the time working through the mechanics and fighting some battles.
First, I had to finish my prototype map. I had found several examples online from other gamers and, while I borrowed a few of their ideas, I ultimately customized my own to better suit the specific needs of a solo game of Light Bobs.
Light Bobs Solo Wargame campaign map
I want to digress for a moment to point out something I really noticed during these games. The combination of playing cards, Leader Skills, and randomized First Move Determination makes Light Bobs particularly well suited to solo play. I frequently found myself reacting to situations I had not planned or expected.
Over the weekend, I played two solo battles, both of which were quite close. I will report on the first engagement, which took place in the Mid-Atlantic states. As each theater of the war corresponds to specific army lists, the campaign follows a logical progression: Boston, the Mid-Atlantic states, Saratoga, the South and finally the Mid-Atlantic again.
Our hero, Captain Smyth, in command of the fictitious 1st battalion/250th Regiment, and his faithful Lieutenant Royce shipped out of Boston—the starting zone—and headed south toward New York. They rolled a 1 on the Battle Board, which sent them much further ahead than expected. We cannot disclose where Smyth’s battalion was put ashore, as that remains a secret; however, once they landed, they began their march south. They performed so well that a unit of Tory Militia joined them, adding another 60 men to their ranks.
Almost immediately, Captain Smyth entered a Battle Box and encountered an ambush. For my scenario battles, I borrowed lightly from the excellent rules by Neal Thomas titled “One Hour Wargames.” Captain Smyth was significantly outnumbered, facing a battalion led by a Military Rank 4 leader with 400 men under his command. Smyth, with a Military Rank of 3, had only 300 regulars and 60 Tory Militia. While it looked like a fair fight on paper, it was anything but—as I said, it was an ambush.
Unaware of the impending conflict, Captain Smyth had bivouacked in a secure position but left artillery and some German Jägers to guard the pass. The engagement began at dawn when the two Units were roused by sudden rifle fire from their front.
Although Lieutenant Royce immediately called for reinforcements, he knew they wouldn’t arrive for at least three turns. As the morning sun rose, he watched as six Colonial units began their slow, deliberate march onto the table.
Royce had positioned his troops between a hill on the left and a woods on the right, providing a clear field of fire. He quickly deployed the artillery to cover the road, placing the Jägers to the gun’s right with the intention that they could retreat into the woods to protect the flank if necessary. To bolster their defensive fire, Royce attached himself directly to the artillery. Advancing against them was a confident formation of American riflemen and Continental infantry.
For the first turn, the riflemen and Jägers traded fire, with the rifles gaining the upper hand. The American riflemen were a specialized elite unit, granting them two extra combat dice, but the Jägers held their ground despite the heavy incoming fire.
The artillery opened the action. Although the Jägers took another casualty, their status as skirmishers meant they didn’t trigger a battalion Morale Check, allowing them to hold the line. They successfully drew the rifle fire away from the gun crew. Suddenly, the sound of drums echoed from the rear. British reinforcements were arriving.
The next turn, the British managed to secure the first move, and a very welcome unit of Light Infantry marched onto the field, accompanied by Captain Smyth—much to Lieutenant Royce’s relief.
Captain Smyth possessed a unique trait developed over his years of service; he was known as “The Tactician”, which granted him a +1 bonus to his card draw for First Move Determination. With the arrival of the Light Infantry, he played an Ace on the Jägers, granting them three Command Points. They used two to maneuver behind the gun and in front of the Light Infantry, taking up a strong position on the hill to the left of the artillery. They spent the last Command Point of the Ace to remove 1 Disorder.
From this vantage point, they engaged the American riflemen at close range, slowly whittling them down. In one of the photos, you can see them marked with four red disorder tokens, indicating they were “spent” for part of the turn. Meanwhile, the Light Infantry held the center.
As the remaining American forces entered the board, two British Line Infantry units arrived to relieve the Light Infantry. In the distance, Captain Smyth spotted a long column of rebels marching toward the woods on his right flank. Playing another Ace on the Light Infantry, Captain Smyth maneuvered them into position to fire twice on the rebel militia column. This triggered a battalion morale check, which the militia failed spectacularly; they broke formation and fled to the rear. The rout was so decisive that the entire American force, seeing their left flank collapse, retreated from the field. It was a job well done by Captain Smyth and Lieutenant Royce.
The final picture shows him drawing a promotion card. He needed a 4 or better, and a 10 was well deserved. He was promoted to Military Rank 4, Lieutenant Colonel and his battalion was reinforced to 400 regulars plus the 60 Tory militia. With his forces bolstered, he continues his march toward New York.
I have just completed the most recent version of my two-sided, one-page Quick Reference Sheet (QRS), which now features a streamlined design based on flowchart technology. You can download the PDF version on the Light Bobs 250 Anniversary page. I look forward to hearing your feedback in the comments!
With a full slate of America 250th activities in the upcoming week, it may be a little tough to do a bit of gaming, but I hope you all can squeeze in a game or three. Ah…but Historicon is coming!
Here’s the June 2026 AAR in all its gaming and book review glory. Enjoy!
After Action Report Newsletter — June 2026
Fighting Sail: Fleet Actions 1775 1815
36 Seconds: Escape the Hindenburg
What A Tanker: WWII Yahtzee
A&A Stalingrad: Cracking Shrinkwrap
Axis & Allies Stalingrad: 2025
Indian Ocean Raid: Double Blind Wargame
Indian Ocean Raid: Umpire View
Galactic Emperor: Twilight Imperium Lite
Renaissance Shipping: Serenissima
Giant Killer Robots: Quartet of Destruction
Tiny Epic Game of Thrones: Quartet
Deadwood: Desperado Development
HMGS Next Generation: Events
NEWS: Products and Other Stuff
Battlefield Visit: Princeton 1777
Burlington, VT: Quick Getaway
Books I’ve Read
Nine Years War 1593-1603: Part 2 RtR35
Defeat at the Dnepr: XLVIII PzKorps 1943
The Kingdom Torn Apart: Finland 1808-1809
Predators: Schwere Panzer-Regiment Bake
Berlin: Endgame 1945
Giuseppe Garibaldi: Army of the Vosges
The Thin Khaki Line: British WWII
Ancient British & Irish Celts
Complete Medal of Honor: Vol 1 1861-1865
Complete Medal of Honor: Vol 2 1866-1940
Inside the Box: Constraints Make Us Better
Rodolfo Graziani: Italian General
Vikings: Culture of Discovery and Plunder
Naval Warfare Under the Byzantine Empire
Doolittle Raiders’ Battle for Survival
War Birds: WWI Diary Unknown Aviator
SAS Rogue: Clandestine Life Peter Weaver
Battles of Hlobane & Khambula: Anglo-Zulu
Brit Battlecruisers WWII: ShipCraft 7 Rev
The Loss of HMS Hood: Three Minutes
Madame Fourcade’s Secret War: WWII France
Real Story of the American Revolution
The Hunt for Hitler: Fuhrer’s Fate
Just uploaded some shots from normandy circa 2025 in the winter.
Over the years, we have included numerous galleries across our blog posts and various pages. To make them easier to find, I have created a master Day of Battle Galleries page where you can now view them all in one place without having to search through the entire website.
I am excited to share a first look at the new top-down illustrations commissioned for the upcoming edition of our ruleset. We would love to hear your thoughts on these—please let us know what you think in the comments!
The official title of the upcoming project is Light Bobs 25th Anniversary Edition, though for the sake of simplicity, I will refer to it here as Light Bobs 250.
I wanted to provide a quick update on the progress of the new rules; from a writing and development standpoint, they are nearly complete. I am excited to announce that I will be running five events at Carnage 29 in Killington, VT, over the weekend of October 16th, 2026. Additionally, I will be attending Fall In in Lancaster, PA, on the weekend of November 6th, 2026.
Our tentative publication date is set for December 2026.
Click to open for a larger view.
I have settled on the new cover. it is quite similar to the original. Though I am wondering with the name if I should use an image of Light infantry?
What do you think? Leave me your thoughts in the comments section.
The latest addition to the rules is finally adding flowcharts. You can find most of them in a watermarked version on the Light Bobs 250 page here on the site. These flowcharts will really speed things up and will keep the gamer from forgetting some important parts of the rules. It will also save you from from having to refer back to the rules quite a bit.
Light Bobs 250 Unit Activation Flowchart, click for larger view
Lastly for this post is I want to announce that we will be starting a Kickstarter program to help with advertising funds and raise sales ahead of the release.
There will be a hardcover version as well as soft cover and pdf available. The flowharts will be in the rules but also sold as a laminated accesory set along with 2 copies of the QRS and 2 pages of Staff cards.
We will have a number of different tiers with the intent to get to increase interest in the rules. See more information soon.
A quick update on our club Game Day scheduled for Saturday, July 25th in the Sebago room at the Doubletree hotel in South Portland.
So far we have four scheduled games <www.signupgenius.com/go/20F0F4FABAC2BAAF94-62344083-mhwa#/> , one big two session WWI game, two boardgames and one Lion Rampart multi player tourney. There is still room for more games so give me a shout back if you would like to get a game on the schedule.
Doors open at 8am and the morning session runs 9am till 1pm. We will then break for lunch and the afternoon session runs 2pm to 6pm.
Title: Eclipse GM: Bill Ashland
Description: You control a vast interstellar civilization, competing for success with your rivals. Explore new star systems, research technologies and build spaceships to wage war with. Many potential paths to victory, so you need to plan your strategy based on the strengths and weaknesses of your species while paying attention to your opponent’s endeavors.
Scale: Boardgame
Rules: Suitable for ages 14+, roughly 30 minutes per participant estimate (can be shortened if needed to fit time slot)
Number of Players: 2 – 6
Title: Two Player Lion Rampart — Games For Fun
GM: Mark T. Description: Pick your army out of six available or bring your own. Three 6’x5′ tables of scenery to choose from — get to play multiple two hour games. Beginners are welcome! Scale: 25/28mm Medieval Era Rules: Lion Rampant Number of Players: 6
Title: Battle of Tannenberg GM: Wayne Warner & Billy DiGiulio
Description: August 27th, 1914 and the Russian army is fighting for it’s life. This scenario recreates the action between the villages of Usdau and Tauersee as the Russian 23rd Corps defends the high ground against the German 1st Corps attempts to encircle the entire Russian 2nd army. This is session 1 of a large 2 session game that is being played on a 12′ by 6′ table. Players are free to play in this session even if they cannot play in session #2.
Scale: 10mm
Rules: Great War Spearhead
Number of Players: 6
AFTERNOON SESSION (2PM TO 6PM)
Title: Farms Race GM: Bill Ashland
Description: Think Settlers of Cataan with Nuclear Weapons! Radioactive waste from local power plants has granted you and your fellow farm animals both sentience and an insatiable hunger… for power. Now you must annihilate the humans and each other in this dystopian parody of Euro-style gaming.
Scale: Boardgame
Rules: Suitable for ages 14+, 1-2 hour game play estimate
Number of Players: 2 – 5
Title: Battle of Tannenberg GM: Wayne Warner & Billy DiGiulio
Description: August 27th, 1914 and the Russian army is fighting for it’s life. This scenario recreates the action between the villages of Usdau and Tauersee as the Russian 23rd Corps defends the high ground against the German 1st Corps attempts to encircle the entire Russian 2nd army. This is session 2 of a large 2 session game being played on a 12′ by 6′ table. Players are free to play in this session even if they did not play in session #1.
Scale: 10mm
Rules: Great War Spearhead
Number of Players: 6
Folks can pre-register for games by following this SignUp Genius link here <www.signupgenius.com/go/20F0F4FABAC2BAAF94-62344083-mhwa#/> . This is on a first come, first served basis so sign up as soon as you can to make sure you get the games you want to play.
And again, there is still room for more games so if anyone else would like to get a game on the schedule please give me a shout back and let me know.
I hope you all have a nice July and looking forward to seeing you on July 25th!!
He will enter the info into signup genius and open the page as soon as we have some games committed! You will be able to sign up for a game when the Genius is released. We will send you an email AND notify you via the members FB page. In the meantime, get this on your calendar!
Title of Game: Time Slot: Short Description: Scale: Rules to be used: Number of Players: