Saturday, 7 February 2026

Three (or so) Retinues for Ruckus

Having played a few games of Ruckus, the skirmish relative of Wargames Illustrated's late medieval game Never Mind the Billhooks, the time was right to paint my own retinue. The figures I've used are a real mixed bag, made up from old fantasy figures from ages ago, some newer metal figures from Gripping Beast, and a selection constructed from Perry Miniatures WR1 Wars of the Roses infantry and WR20 Mercenaries European Infantry 1450-1500 plastic box sets. In the end, I have assembled far more figures than needed for one (or even two) retinues, but that of course allows the makeup of the retinue to be varied.

Each retinue is distinguished by its colour scheme, and heraldry. The sheld designs used are all my own made up ones, each illustration generated using Drawshield and labelled with its blazon

Retinue #1

first retinue

The first (and largest) of the three retinues has a colour scheme loosely based on an original shield illustration from a medieval mauscript. As far as I am aware this is original so if I have inadvertently used someone's real arms without knowing this was entiely unintended.

per pale gules and azure, a lion rampant argent armed, langued and ducally crowned or

The captain, accompanied by three squires and a herald. Yes, too many squires, I know. Perhaps my subconscious is telling me to paint another retinue...

Retinue handgunner and crossbowmen, with the arms on their pavises. They're by no means perfect but I'm still very pleased with how they turned out. As above all are Perry plastic Eurpoean Infantry.


Four retinue archers, all Perry plastic Wars of the Roses figures. I love the way the arrows in the ground have been made as separate parts.

Retinue billmen. Almost all of these are old fantasy figures and consequently are quite short and look a bit weedy against the plastics (compare the chap on the far right) and the metal figures. I'm pleased to have painted them, but might well paint up some more plastic billmen for this retinue as in my opinion they don't quite work. if I do that I will probably repurpose the fantasy figures for Frostgrave.

Retinue #2

second retinue

argent, a chevron gules between three bats displayed sable

So this (according to the admittedly limited family tree research I have done) is the coat of arms associated with my surname. If it ever existed (which I doubt) it is highly unlikely that I am entitled to actually use it. But that doesn't stop me assigning it to my toys.

The captain and his squires, however, are so thoroughly bedecked in armour plating that they don't actually bear the relevant arms, and could therefore be from any retinue of choice. 

The arms do make themselves very evident on the retinue handgunner and crossbows, though, as they have pavises to hide behind. In hindsight I realise this is not an easy design to paint freehand and perhaps there might have been a wiser choice. All figures are Perry plastic Eurpoean Infantry.

Two retinue archers largely dressed in white. One of them bears the arms (or at least something approximating them) on his surcoat. Gripping Beast figures.

The white theme continues on the three billmen.

Retinue #3

third retinue

Vert a fret argent

This retinue accordingly has a generally green and white theme.


The captain is accompanied by two squires and a herald.

The captain of this (small) retinue is  Wargames Foundry's Scots Noble from the Hundred Years War. His model can equally well serve as a mercenary in other retinues. 

The green and white theme is echoed in the retinue's three bowmen. Gripping Beast figures.

The three billmen of the retinue are Perry plastic European Infantry. Most of the figures in this set are holding their weapons on their shoulders, in marching order, which is OK but I prefer a more active pose.

To make up the numbers this retinue includes some figures that might equally be fielded as mercenaries.


And finally there's always a few odd ones. These are fantasy figures I painted before settling on the themes above, but they can serve to make up the numbers in any of these or future retinues.

n total, 49 figures painted for Ruckus. More than enough to field at least two sides with plenty of options available to both. I'm looking forward to getting them on the gaming table soon.

Wednesday, 28 January 2026

Mounted Normans

Normans freshly painted and ready for games of Saga, Midgard or Pillage.  

These are Conquest Miniatures plastics. Nice models, easy to assemble and convert, with a wide variety of heads, weapons etc.

Spear armed cavalry

There are a rather inconvenient 15 models in a box, so I've assembled 13 altogether to make two groups of six and one warlord. This will work well for units in both Saga and Midgard.

Spears are made from 1mm brass rod, which replace the plastic cast spears and are attached by drilling a hole in the rider's hand. Shield designs are essentially my inventions around a theme and are painted freehand.

You might have noticed that the shields on these models have a central boss. These are not the shields provided in the Mounted Norman box but are spares taken from a box of Conquest's Norman Foot soldiers. I did this mainly because I like the kite shields with raised rims around the edge but there aren't enough of these in the Mounted Norman box for all the models. Because none of the shields provided in that box have bosses, though, I did wonder whether Norman mouted might have had bosses on their sheilds. A quick check of (amongst other sources) the Bayeux Tapestry confirms that yes mounted did have shield bosses and also that the shield size is not consistent either, so the small variability of shield size of foot and mounted models is fine, not that anyone would notice.

Confirmation of bosses on cavalry kite shields 

The sword-armed cavalry were a little easier to assemble, although the sword hilts modelled onto the riders needed removal. Sword hilts were cut off carefully with a modelling knife and I tried to restore the chainmail detail with the knife point afterwards. this turned out not to be at all easy, so in the end I painted small dots to mimic the chainmail in these small areas on the figures. This is fine as long as you don't examine the figure too closely!

Sword-wielding mounted warriors

Horse colours draw from advice in Ian Heath's Armies of Feudal Europe (link to free pdf here). It might be from 1989 but it's still an excellent reference. Basically, any and all horse colours are fine. 


I've been a fan of Wargames Foundry paints for some years and am also a great admirer of the painting skills of Kevin Dallimore (whose talant far exceeds my own!) Kevin wrote a painting guide book and I use the horse painting guide from this for all my horse painting. This is partly due to being colourblind, and the guide is great to get the colours correct and realistic - and in my case to avoid blue and green horses. I've actually taken this to a truly anal level by putting this information along with details of the relative proportions of different coloured horses into an Excel spreadsheet, which will output individual painting guides for each horse which I can follow. More detail on that in a future blog post, so if you're reading this and want more details please let me know.


Some people leave basing until the last stage of preparing models but I find that this is easier and gives a better finish if done right at the start. After assembling the model and attaching to its base, I apply the base texture, spray prime the model, and then paint the base. This rarely needs more than the tiniest touch-up and addition of tufts and the model is done.

Warlord

Their commander, in common with my Saga Warlords is on a 40mm round base to set him apart from the others. Even though not specified for games like Pillage, this ensures that he is distinct from the rank and file.


I'm particularly pleased with the way the dapple grey turned out. This is not a horse colour I would typically choose to do but every now and again I do fancy a challenge.


Overall, they've come out better than I had expected and I'm looking forward to getting them on the table soon.

    


Friday, 23 January 2026

New Year, New Resolutions...

I've been extremely neglectful of my blog for the last few years (I'm blaming work) but am resolved to post a bit more frequently about things game related in future. I appreciate not many people will read this but if nothing else it is interesting for me to reflect on things, and a useful resource for photos, even if I do end up taking to myself!

So as a brief review, last year (2025) I painted 176 figures and made 189 items of terrain - none of which, to my shame, made it to this Blog. I might revisit some of these. The vast majority were completed pre-April and post-November, with only 22 figures painted March-October. Got to improve on that!

I'm hoping 2026 is going to be more productive, and have more gaming as well. We shall see! 

 

Friday, 3 November 2023

Scooby-Doo And The Old Graveyard

It is the afternoon of 31 October. Mystery Inc are putting up decorations and planning for the inevitable Trick or Treaters that will be visiting later this evening. But their plans suddenly change, as a mysterious envelope is discovered on the floor beside the front door, addressed to them all.

A strange note is left for the attention of Mystery Inc.

Fred is quick to call Sheriff Stone about the letter. The Sheriff is sympathetic, but Hallowe'en is a very busy time and the Crystal Cove Police Department have a lot to do tonight. Nobody is available to help. However, he is grateful for Mystery Inc's assistance and tasks them to find out what's going on and report back, so that action can be taken if required and any nefarious villains don't get away with it because of those meddling kids.

Obviously, Mystery Inc. have little choice but to go to the Old Cemetery to investigate...

This is the narrative of a game of 7TV making use of the revised 2nd Edition rules and the Mystery Inc Programme Guide. The scenario was originally designed as a multi-player game to introduce new people to 7TV but owing to spooky goings on around halloween time (or, more accurately, inclement weather) there were only two of us in the end and Will had to do all the investigation on his own. 

The scenario was set up so that only Mystery Inc could claim objectives, each of which corresponded to clues to assist Mystery Inc in working out what was going on. More information was available in a lot of places but much of this was missed as Scooby and company trusted to their own instincts and tried to work things out regardless. 

Mystery Inc arrive at the Old Cemetery

It is early evening when Mystery Inc arrive at the games of the Old Cemetery at the edge of the town of Crystal Cove. The photos show more colour than the final cartoon, which is more misty and grey for overall effect, probably with a spooky full moon. You get the idea.

When they arrive they come across a local reporter from the Crystal Cove Herald, who joins them. Mystery Inc accept this situation without further question. The reporter, who finds himself slightly ahead of them, leads the way into the cemetery, beckoning the others to follow.

Fred and Daphne advance enthusiastically. The Mystery Machine follows, protesting, as Shaggy drives it across the rough ground of the Old Cemetery, which is generally poorly tended, with heavy weed growth that conceals any gravel paths there might once have been. Scooby follows behind, keeping close, frequently looking behind in this spooky place. 

"I've found a clue," Velma calls, spotting a poster pasted on a fence post beside the cemetery gate. "It's a poster for a missing person -  Samuel Shivers, head of the SOC volunteers - now I wonder what that could mean..." But the others are too far ahead for any discussion, so she runs to keep up as best she can.

"There's something over there by that monument..."

Ahead, concealed by the mist, there is movement. Red-robed cultists exit from a small mausoleum at the far end of the cemetery. A large and mysterious ghostly figure wielding a massive scythe somehow emerges from beside an ancient tomb that might even be a sacrificial altar. Who knows, it's certainly the right shape.

"...Mwahaha! And now, my nefarious plan begins!"

The leader of the cultists raises his arms and begins a sinister ritual. Mystery Inc hear spooky chanting, and looking in that direction, notice three corpses gradually lift themselves out of some nearby graves and lumber towards them. 

"Zoinks!" cries Shaggy, "Zombies!"

"Urgggh! Brains... must have brains..."

Shaggy has barely reacted to this when more danger is suddenly upon them. The ghostly figure vanishes and reappears right in front of the Mystery Machine! The momentary relief Shaggy feels when he realises the ghost is not after him is momentarily replaced by guilt when he realises the ghost is after the reporter, who seems unaware of any danger. Scooby, whose knees are knocking together uncontrollably, hides behind the vehicle.

Velma, who has been left behind again, investigates the object at the memorial. It's another clue! "Hmmm," she thinks. "A shopping list for groceries. Unusual. Perhaps it's just litter, though, and not a clue at all?"  

The ghost with the large scythe does its best to approach without raising suspicion

Unaware of Shaggy's concerns, Fred and Daphne have gone to investigate an unusual object at the beside a grave on the other side of the cemetery. As they approach, they are susprised by a second ghostly figure, which appears as if from nothing in the mist right beside them. Daphne stands still with fright, but Fred, who is made from sterner stuff, punches the spectre full in the face, only to find his hand pass cleanly through it. Keeping his cool, Fred prods the air around the creature, disrupting the ghostly figure which abruptly disappears. Realising he can make shadow animals with his hands, it is not long before he discovers the portable projector lying beside the gravestone. The ghost was a cheap deception. Beside the projector is a second clue, an opened, empty catering-sized can of tomato ketchup. What can this mean?   

"You're not an apparition, you're a projection"

Shaggy steps on the gas, attempting to run the ghostly figure over with the Mystery Machine. But Shaggy wasn't wholly familiar with the game rules. The creature is simply displaced, and while it is shifted away from the reporter, it finds itself right next to Scooby-Doo. Velma, who was occupied with what she thought might have been another clue, but turned out just to be some small plastic bags with some traces of white powder in, races to help Scooby deal with the monster. But the creature surprises her and, losing her glasses, she runs into the back of the Mystery Machine and is badly bruised.     

"Rooby - - oo-er!"

Fred, who is beginning to understand what's going on, runs back to assist, followed by a considerably less enthusiastic Daphne.

"We're coming, don't worry!"

The ghostly shape has moved away from the Mystery Machine and is able to attack the reporter, who is weakened by the creature's fearful gaze.

"Soon, mortal, you will be in my power", the ghost silently thinks

Meanwhile, at the Mystery Machine, the zombies are approaching. 

The zombies slowly approach

Fred and Velma are quick to respond to the reporter's plight, and both attack ineffectively. The reporter, however, has a brilliant idea, and gets his notepad out. 

"So," he confidently asks the ghost. "Do you enjoy running around old graveyards dressed in an old sack like an idiot trying to scare people, or are you just mentally deficient and incapable of normal social interaction?"

The ghost, who wasn't expecting to be interviewed, is immobilised as it tries to work out how to best answer a leading question.

As it hesitates, Scooby runs in and pulls on its scythe, knocking it over.

It's an undignified combat for a respectable monster

Shaggy is starting to get worried as the zombies start knocking and drooling on the windows of the Mystery Machine. He turns the windscreen wash on them, but to no effect. Looking to the side, he sees yet more zombies rising from their graves and bearing down on him slowly. 

Now is not the time for the battery on the Mystery Machine to fail, but the headlights are unexpectedly dimming in the darkness of the graveyard...

"Urrrgh... fair enough, we'll eat you whether you have a brain or not, then..."

Meanwhile, as Act 2 raws to a close (yes, already!) two of the cultists are instructed to get something from the Mausoleum. And the spectre reappears - someone obviously brought along a second projector.

"Mwahaha! All is (just about) going to plan!"

The ghost, who realises that it can't answer the interviewer's question anyway because it can't speak, 
uses its evil gaze to give everyone nearby horrific visions, and all are weakened. With this advantage, it attacks Velma, who is already badly bruised, and she collapses, helpless.  

One down, many more to go

It is the finale! The cultists emerge from the Mausoleum carrying a sack, which moves as if it contains something like a bound sacrificial victim. 

"Bring forth the sacrificial offering, er... sack"

Shaggy spots the struggling sack, and senses that something needs to be done. "Zoinks!" he cries, driving the ailing Mystery Machine as fast as possible towards the cultists, attrracting the attention of the individual carrying the sack, who is for some reason compelled to advance towards him. The other cultists look on in some confusion but for the moment are unable to do anything. 

"Er... what am I doing?"

As the lone cultist approaches the vehicle, Scooby, who has disguised himself as a ghost using an old sheet, runs up and jumps on the cultist. There is a brief fight that ends with the cultist wrapped in the sheet (which, in rules terms, looks not dissimilar to a capture bubble) and Scooby ends up disguised (and dressed) as the cultist. Accept it - these sorts of things happen in cartoons, especially Scooby-Doo. 

And there's another clue here - within the cultist robes Scooby discovers a receipt from the Crystal Cove fancy dress shop for a very large amount of makeup. Very suspicious indeed.

A disguised Scooby dispatches the cultist 

Opening up the sack, Scooby finds the drugged and barely conscious body of Scrappy-Doo, and bundles him swiftly into the Mystery Machine.

Meanwhile, the ghost has hypnotised the reporter, who continues his line of probing questions, this time with Fred as the target. Fred does not like this at all and is immobilised. The ghost chooses this moment to strike, and Fred, who cannot cope under the pressure, decides it is time to make a run for it and scarpers.

The reporter questions Fred instead

The reporter's irritating questions turn on Daphne, who shortly follows Fred off the table. 

Things appear to be going the ghost's way

"One last thing to do!" cries Shaggy, driving off towards what can only be another clue. He jumps out of the Mystery Machine and is just about to investigate...

One final clue...

...when a whole load of angry cultists pounce on him and start beating him to a pulp. 

"Zoinks!"

Somehow (which, being a dog, he can never fully explain later) Scooby gets Shaggy back into the Mystery Machine and, pursued by angry zombies, heads for home.  

"Rye-bye, rombies!"

Back at Mystery Inc headquarters, as the team recover from their bruises, Fred is on the telephone to Sheriff Stone.

"That's right, Sheriff," he explains, "Everything's fine, there's absolutely nothing to worry about. We've found evidence of dressing-up make-up, tomato ketchup (which everyone knows is a perfect substitute for zombie blood), cinematic special effects projections, and planned catering sufficient for a large group of people running a fun social event. All the evidence suggests it's a group of harmless cosplay enthusiasts dressing up for Hallowe'en, and nothing sinister at all. No, thank you, sir, it's always good to be able to help."

Fred puts the phone down, and everyone smiles. Well, everyone except Srappy-Doo, who is still recovering at the vets.

Daphne didn't want to appear stupid. She knew she was only in Mystery Inc because of her looks, and the others were much cleverer than her. All the same, she wondered about the missing Mr Shivers, whether the Class A drugs they had found really did belong to Scrappy-Doo, and what had happened to the reporter from the Herald, who nobody had seen since. 

But there was nothing to worry about, everything was fine - after all, hadn't Fred had said so?