54mm AWI Riflemen

54mm American Revolution riflemen

54mm AWI Riflemen


Here is a very nice review with pictures of some of our Continental Riflemen done in 54mm.

From Bradford:

Here are some pics of your American Riflemen with some comments.

The American war of Independence is one the few periods I do in 54mm (the Civil war and Mexican war being the other two). I must say that in my opinion the Day of Battle miniatures are some of the best figures I have seen for this scale. Their detail is unsurpassed. They are compatible with LOD, Barzo, Armies in plastic, Accurate and other 54mm plastic manufacturers.

Sadly many 54mm figures can require a lot of preparation prior to painting. Seam lines or mold imperfections must be cut away or sanded off, and many of the sculpting designs had flaws like arms or equipment blending into body parts. Not so with the Day of Battle miniatures! These excellent figures are collector quality and require only the heads to be attached and then they are ready to be primed. Painting the Day of Battle Minis is a joy and they look beautiful on the game table!

British light infantry are next!

Bradford N.


Thank you Bradford, as a note the files are desiggned by BattleCat Miniatures and licensed to me to sell.

54mm Freeman’s Farm Game

54mm Freeman’s Farm Game

Hi Chris-here are some pics of the Freeman’s Farm game I ran last month.

The battlefield was a hypothetical imagining of the terrain at freeman’s farm in 54mm scale with lots of open areas and numerous fence lines interspersed with some rough wooded areas.

Many of the troops pictured were not at the historical battle but I had six players, lots of figures and I wanted to make sure everyone had enough units in their commands for an entertaining evening.

We used the Rebels and Patriots rule set which are a lot of fun to play.

We fought to a conclusion in about 3 hours.

The final outcome of the scrap had the British holding the field but at a dreadful cost in casualties which were hard to replace as was the case in 1777.

I do like it when games reflect recognizable historical outcomes!

Looking forward to resetting the table and using the Light Bobs rule set for round two!

Brad

Note – I am happy to say that Brad has purchased and painted up a lot of my 54mm troops and they look great.

Shipping and Army Builder Discount Changes

Shipping and Army Builder Discount Changes


POLICY CHANGES

Due to the down turn of the economy we have made a number of changes to help you with your purchases.

1. Shipping flat Rate $4.99 (down from $8.50)

2.  Free Shipping over $20.00 (down from $30.00)

3.  10% Army Builder Discount on $50.00 + (Down from $60.00)


Wargaming AARs: WWII Italy, Arsuf with Russ Lockwood

Russ Lockwood

A bad cold knocked out most of my miniatures gaming for a couple weeks, but I rallied enough to get in some miniatures gaming and some eurogaming. Fortunately, reading continued almost unabated. Enjoy.


After Action Report Newsletter — May 2026

WWII British Attack: Italy 1944 The Thin Block Line: Saladin at Arsuf Crusader Kingdoms: Castle Bashing Battletech Campaign: Lancers Mercenary Co. Shiny! Giant Killer Robots StrattonCon 2026: Euro Gaming Afternoon StarCraft Risk: Speedy Play Rallyman GT: Car Race Dice Rohan vs. Rhun: Middle Earth RUSE Indian Ocean Raid: Double Blind WWII Indian Ocean Raid: Umpire View HMGS Next Gen: Inspiration for History HMGS Outreach: Spring Offensive 2026 Recap News: Products, links and events
Books I’ve Read

Thunder In The Mountains: WWI Italy Battle of Tewkesbury: 4 May 1471 Machine Gunner’s War: Normandy to Victory Japanese Military Uniforms 1841-1929 WWII British AA Cruisers: ShipCraft 35 18th C Moldavia Wallachia: RtR No. 160 STuG IV Assault Gun: TankCraft 47 Life & Times of a Medieval Knight US Soldier Versus Japanese Inf: Combat 85 Kings Mountain 1780: Campaign 427 Battle for Brittany 1944: Then and Now Nagato-Class Battleships 1920-46: NV 346 Iraq 2003: Air Campaign 60 Beaufighter vs German Flak Ships: Duel 151 Coalition Aircraft vs Iraqi SAMs: Duel 148 Italian MAS & MS Boats 1915-49: New Van 347 Renaissance Polish Armies 1492-1569: MAA 568 French Navy 1939-42: Fleet 16 D-Day Fleet 1944 British Sector: Fleet 17 North Africa 1941: Rommel’s War Machine North Africa 1942: The Turning Point Bad War Stories: Iraq and Afghanistan Star Voyager Academy (sci-fi novel) Star Dragon (sci-fi novel) The Space Barbarians (sci-fi novel) Armed Forces of North Korea: Vol. 3 Navy British Amphibious Operations of WWI Raiders on the Anglo-Scottish Border Titus: Conqueror of Jerusalem Who Is Government? Public Service

Russ
Russ Lockwood

***

Cowpens BATREP

The Cowpens 5/22/1781

 

The battle of The Cowpens was possibly the turning point of the American War of Independence.  It pitted the seasoned American general Daniel Morgan against the British commander Banastre Tarleton.  This battle saw Morgan handle the Militia in layers that allowed them to fight, fall back and fight again.  These tactics would be adopted and used by general Nathaniel Greene at Guilford Courthouse later in the war.


I have been intrigued by this battle and have run it many times at conventions. I recall decades ago running it in 54mm scale use Charge at Fall In at the Eisenhower Hotel in Gettysburg. Now I figured given the scale, the game title and the nostalgia for old school rules it would be a hit. Sadly, no, as I recall I had a hard time even getting players. Ok move ahead in our Tardis to 2026. This year (spring) ran it at Havoc, Mayhem and Huzzah and you know what, little interest. I even canceled one at Huzzah due to only one player.
From a game master point of view, it is tricky. The width of the field is only around 500 yards, not very big and the depth isn’t that much deeper. Even though my Light Bobs ground scale (1″ = 10 to 12 yards) it was hard to get the troops on the table. Well enough of this part. I did have a few games and I even played in one as well. I present here more of a collage of pictures from two different games. I have placed them in chronological order and then added comments on each picture. The comments are mainly to help people understand the playing bits like cards and beads understand what they mean. Furthermore, it gives me another reason to show off my 40mm troops.

National Park Site >>>

Video on the event >>>

I hope yiou enjoy them and will reach out to me to help play test the edition.

Cheers…Chris

AAR_Wargaming: WarRoses, Thanos/StarWars, with Russ lockwood

AAR_Wargaming: WarRoses, Thanos/StarWars, with Russ lockwood


Hope you are enjoying the nice spring weather…at least up here in NJ. A nice mix of wargaming for this month. Enjoy.

Russ Lockwood >>>

After Action Report Newsletter

Roses, Thorns, and High-Borns:
War of the Roses
DBWR:
Dan Burkley’s War of the Roses Rules v19
Snap This: Thanos Rising
Thanos Rising: The Challenge
On the Dark Side: Russell and the Jedi Cruisers
Dark Side Rising: Same But Different
Pardon My French: H2O Smash And Grab
Looks Great: Less Flipping
Looks Great: Less Rolling
Heir Today: RUSE Tomorrow
Samurai: Go Figure
QuarterMaster General 1914: WWI Boardgame
Space Base: Race for 40
Japanese Blitz: Axis and Allies Pacific
Axis & Allies Pacific: With Some Revisions
The BB Damage Idea: A&A Pacific
Triple A: Computer A&A
Heroes of Normandie: Sword Beach Cards
Foggy Bulge: Command Decision
News: Products, links and events
Snappy Nappy at Kansas State University: Austerlitz
HMGS: Next Generation
Vault Dash: D&D Dreams
Dragon Draggin’: Five Times the Fun


Books I’ve Read

Tudor Arte of Warre V3: Retinue to Regt 22
Bitter End: WWII Final Battles Eastern Front
Queen Victoria’s Colonial Troops 1837-1901
Great Battles of Punic Wars: Rome v Carthage
Tragedy & Revenge: Coronel, Falklands 1914
Fallschirmjager: Defense of the Oder 1945
Spanish Passion: Wargamer’s Guide to SCW
F-35 Lightning II: FlightCraft 33
Leros and the Aegean: Images of War
The Fleet That Fought Itself: SCW 1936-39
The Philippine Insurrection 1899-1902
Secret Warriors: UK Cold War Submarines
Final Assault (sci-fi novel)
Photon: Thieves of Light (sci-fi novel)
The Italian Way of War: 1866-1943
Armies of the Byzantine Empire 395-1204
The Longest Campaign: Britain’s Navy WWII
Strategies of Ukrainian War: 1500-1800
Armed Forces of North Korea: V2 Air and AA
Weapons, Warriors & Battles Ancient Greece/Rome

Russ
Russ Lockwood

Light Bobs Rules Reviewers Wanted

Light Bobs American Revolution wargame rulebook cover

Light Bobs 250′ Reviewers Wanted

This new version has been over a year in the works and we feel it is ready for others to have a look and hopefully share their thoughts on it. This is an entirely re-written set from the first edition. I am placing the Desinger Notes here to help you decide it you are interested.

If you wuld like a pdf version please e-mail me at sentry 1212 at day of battle dot com  and I will send you a pdf version.

Those that find it of interest and help us with commenting, proofing and/or playtesting will get an autographed printed copy when it is released.


PARTIAL DESIGNER NOTES

INTRODUCTION
The game mechanisms in Light Bobs are designed to give a game that has the feeling of the period, not just the battle. Like most published games of the past and present, Light Bobs can be played as standalone game where players setup a game, have a great time and then pack up. To gamers just starting out in the hobby this is great, but it isn’t too long before they yearn for a campaign.
***
SOLO GAMES
The fog of war in the game due to the Command Card system and the First Move Generation of each game turn is so good that you can play a solo game and not automatically know which side will win. You would truly have to cheat to trick the game.
***
CAMPAIGNS
In a campaign game you can truly prove who you are and how good you can be. But campaigns can be a black hole. When you rely on other gamers to participate in a campaign life always seems to get in the way. Players take longer and longer to submit orders or even play the battles generated by the campaign.
By using the Leader skill rules, the Mini-Campaign players can be in a mapless campaign. With the beginning of each new battle having been created by the Leaders themselves.
***
LEADERS
The Leaders rules are designed to ensure that command is both a privilege and a peril. In Light Bobs your Leader is not an abstract bonus generator but a physical presence on the battlefield—inspiring men, altering momentum, and, falling to chance. By limiting each army to a single primary Leader (with additional subordinates in larger engagements), the system emphasizes hierarchy and responsibility. Command is centralized, but never safe.
Military Rank (MR) serves two purposes: it measures authority and determines survivability. A newly commissioned Captain (MR 3) is competent but far from invulnerable. As rank increases, so does resilience and command ability, but the risk never disappears. The fractional “Advanced” ranks reflect transitional stages in a career—moments where experience and growing influence have not yet fully translated into senior authority. This creates a natural narrative arc as Leaders rise through success or falter through defeat.
Leader Risk is intentionally unforgiving. The battlefield of the era was chaotic, and officers often led from the front. The simple dice thresholds and card-based injury table create suspense without excessive bookkeeping.
Promotion ties performance to progression. Winning improves prospects, but chance—represented by the deck—always has a say. Over multiple battles, this system encourages players not merely to win, but to preserve and cultivate their Leader. The result should be a growing attachment to the officer at the center of your story.
***

DESIGNER NOTES IN FULL >>>

Chris Parker
Day of Battle Games
www.dayofbattlegames.com

 

Light Bobs 7YW – Defending Pirna Review

Seven Years War Army Supplement

From a player…

Saturday Evening at Huzzah! Defending Pirna…

My Saturday evening game was a Seven Years’ War contest between some Saxons and the Prussians and allies – a fictional encounter in defence of Pirna. Chris Parker ran it (and played, too) using his re-written “Light Bobs” Am Rev rules. They are intended for use with the AWI, for the “war of outposts”, but this was a test to see if they could be suited to doing more battlefield-oriented things in a slightly earlier period.

I am always a sucker for the Lace Wars, and I love 40mm as a gaming scale for these periods especially, so maybe I am biased, but I think it passed the test. There may be a few potential tweaks to add a bit more “battalion” flavor, but in general the rules portray company-sized units doing linear warfare quite accurately, so grouping a few together into battalions makes sense. We had a brigade on a side: the Saxons (including yours truly) held off the Prussians as they tried to cross a river, probably longer than we should have. In the end, our morale was on the brink of collapsing and we conceded. All told, a very fun game and a great-looking setup. Thanks to Chris and the other players!

Thank you too 🙂

I would like to add that the convention was kind enough to give me best of period for the game to.  Thank you.


 

HAVOC 2026, Concord Bridge North, with Light Bobs rules

HAVOC 2026, Concord Bridge North, with Light Bobs 250′ rules


What follows is a slightly modified Blog Post from Peter who played in this game and then posted it to his blog.

Blunders on the Danube

Actual Blog Post >>>


First game, 9:20 AM Saturday (Twnety minutes late – I got stuck in traffic in Waterbury, CT for 20 minutes – a construction site winding down at 7:00 AM, one of the few times when there is usually hardly any traffic there!

Concord Bridge 1

My friend, GM Mark T. (aka GamePoet) who lives in New Hampshire. His figures are 40mm scale.  Editor:  most are 3D printed from dayofbattlegames.com but some are Sash and Saber Castings and Trigard Miniatures too.

Concord Bridge 2

 


The Bridge model has a story.  Back in Marks youth during the Bicentenial early middle school, Mark’s class had an assignment to do “Shadow box” type dioramas. Not content with that, he (using 54mm toy soldiers) did a 2x 4 foot model of Concord Bridge North, the site of a major skirmish during the British raid on Lexington and Concord. He had some help from his Dad, and the model hung out for decades. Last year, Mark rehabbed it and built up new terrain for the scenario, which sees a British force trying to hold back a Patriot advance upon their position. A party of British Grenadiers is seen in the far ground, trying to march to the rescue!  Also in the far ground is Chris Parker.

Concord Bridge 3

The patriots try to storm the bridge with their best troops, while many of the others provide fire support from the river banks.

Editor:  Note the playing cards are used for the command system in Light Bobs 250.  Smoke markers note how many times a Unit has Fired in that turn.  Gray markers are Disorder levels brough on by casualties or multiple actions of a Unit in a single turn.

Concord Bridge 4

“Some talk of Alexander, and some of Hercules…”
The Patriots have taken the bridge, dispersing most of the British Defenders… but the British Grenadiers arrive, with vengeance in mind!

Greanadiers arreive

 

In the end, it is too little, too late. The (skirmish level) rules used were Light Bobs by Chris Parker (2nd edition in evolution, with help from Mark T). The game uses a playing card deck for activations in some interesting ways, but D6’s for combat “Ones are Magical”. I enjoyed the game… and the rules!