This Life in Lead
Thursday, 30 July 2026
15mm Welsh Cavalry and Light Infantry
Monday, 13 July 2026
15mm Welsh Warband
The next major tranche of my early medieval Welsh project was to complete sixty elements of fast warband which, as they are based the same, will also double as the Northern Welsh fast pike option:
The figures are again Forged in Battle. If I'm totally honest these are not my favourite of their figures as there was a bit of flash to tidy up, but once done and painted up I think they are more than passable:
As with most in the Forged in Battle range the packs contain a variety of poses which always helps to keep the motivation going:
I have again stuck to mainly neutral colours with lots of greens, browns and greys:
I was originally going to keep the shields neutral as well, but in the end decided they needed a bit of a lift so purchased some Little Big Man Studios transfers to add a bit of interest. They don't make any for Forged in Battle Welsh so I took a chance on some Carolingian transfers which, because they were made for the FiB Carolingian figures, weren't a perfect fit and required a fair bit of trimming and/or painting to blend them in:
The other thing I have noticed is that LBMS shields used to come ready-punched with the central area for the steel shield boss removed. I never realised this but I believe that Stephen Hales, the talented designer, used to manually punch the holes himself.
Since the collaboration with Victrix, who now distribute his range, they have decided to distribute them unpunched. No matter as I ended up purchasing a set of plier hole punches and it was quite fun, although I am still finding small sticky dots that I have inadvertently deposited around the house:
These figures took me a lot longer than I had originally planned, mainly because I headed off to New Zealand for five days in late June and also because I had to commit a week to grandfather duties. Nevertheless, this does mean another 180 figures (well, 182 actually as I have two spares I am planning to use elsewhere) toward the project and I feel like I am now on the home straight. Next up, some light and auxiliary Welsh infantry.
Tuesday, 30 June 2026
AWI Sharp Practice Sweep the Table Game
For our second game of Sharp Practice we wanted to try the 'Sweep the Table' scenario. This entailed myself as the British searching buildings to rescue a spy who is in hiding while the Continentals, being alerted to British activity in the area, deploy to counter them. We divided the table up into six equal sections and rolled to see where the buildings where located:
Among which was the beautiful Hartwell Tavern and barn which Mark from '1866 and All That' https://stracmark.blogspot.com/ had recently created for me:
A card was randomly placed under each building with one representing the hidden spy, and each structure was then assigned a value with the tavern being 30, the brick house 20, and the barn 15. When the British searchers occupy a building they roll two D6 to indicate how much of the house they will search that turn, until the value is reduced to zero and the card revealed to indicate whether the spy has been successfully located or not.
We then rolled to see which end our respective forces would arrive from. Aside from the normal fixed deployment point each side has also elected to pay for a moveable deployment troop which can be placed up to 30 inches away from the fixed point but is placed once a troop type with that characteristic is activated. The Continental arrival is to be delayed until their force commander has rolled two D6 each time he is activated and the accumulated total reaches fourteen points.
Rather amusingly, the British roll to come on very close to the Hartwell Tavern which allows me to place the additional deployment point equidistant between the tavern and the brick house. If the spy is hiding in either of these two structures the game could be over very quickly.
First on for the British is a unit of light skirmishers:
Followed by a group of Native American allies who activate the second deployment point and arrive virtually on the doorstep of the brick house, which they will quickly enter to commence their search much to the horror of the lady of the house:
This allows the provincial regulars to follow the Indians and despatch a group into the tavern while the other two groups cover the road:
Last on is the British regulars who, along with the lights, start toward the barn albeit at a very leisurely pace. Still no Americans on the table at this point and my opponent Dale has had little to do for the first forty minutes or so of game time:
Finally, the Americans arrive in force with a unit of skirmishers and another group of frontiersmen through the moveable deployment point on the left, and a unit of light dragoons followed by a unit of Continentals and another of State line:
The American skirmishers advance toward the brick house just as the Native Americans complete their search and draw a blank. Four Indians fire at the Continentals and manage to kill one of the group of six. Meanwhile the search of the tavern is also complete drawing another blank, so the searching group re-emerges to rejoin their compatriots on the road:
This means that the spy can only be hiding in the barn and so the race is on to reach it first. For the sake of the game this is obviously a good thing as it otherwise would have been over by now with only one salvo from four Native Americans and a dead Continental skirmisher as a result.
Being the fastest unit on the table the light Dragoons race to cover the road approach:
The British regulars wheel to meet them, albeit at a snail's pace:
While the lights continue their similarly languid progress toward the barn:
The light dragoons get to within charge range of the British provincials who let loose their first long-range volley causing seven points of shock from the twenty muskets it can bring to bear:
The light dragoons decide that they are not going to prevail over so many muskets and about-face:
But are unable to escape a second volley which kills five of their number and also injures their leader, knocking him out:
The Continental skirmishers decide to head toward the barn where the informer has now been determined to be hiding, in an effort to get there before the British do:
But three of their number are picked off before they can get inside:


