Saturday, 14 February 2026

A test game for the New Zealand Wars


 My new and trusty (so far) QRS for Blood and Steel, aimed at the NZ Wars, finally arrived as a bound copy.  Time for a test game.

I set the table up,  Divided my units to give each side four groups (well im still painting) and went a it.

A solo game.  Instead of bidding both sides draw from a ten card deck and compare draws.  Higher activates first.  A draw means take another card.


The Pä seems undefended

And my terrain is making progress.

Instead of bidding it's a solo game so I draw.

Cornelius leads his men on table

The Maori prepare


Shotgun armed Maori behind the gate

The Militia.  Don't expect much!


A drunken draw, so I drew again.

The Maori duck among the logged trees.  Hard cover!

And Cornelius takes to the bush.

The Militia walk into an ambush.  The critical ten gives another dice, and it's three hits.

A volley through the gate.  Shotguns. Repeating weapons with a critical hit additional dice.  Four hits.

Sergeant Kettle loses three men and his dignity.  Shaken.

Th Militia advance on the objective.  They take it but more Māori jump the wall. 

On the Ariki's order, a Haka, lead by that whacky Shaman guy from my Caribs who are pretending to be Māori.
When they charge it will be with an extra dice!


Cornelius shoots it out.  Those tree stumps are excellent cover!

But the Shaman leads the charge.  The Militia volley but break.


Two Militia left alive.  Shaken with five fatigue.  They run for it.

The shotgun armed Maori crowd forwards pouring in fire.  Another Haka!  They don't need it.  Sergeant Kettle is broken.

Cornelius leads a retreat.


I'll update this with the proper photo.


Saturday, 7 February 2026

NZ Wars Blood and Steel game design.

 I'm currently working on creating additional tokens and house rules to add flavour to my New Zealand Wars games.   

DESIGN NOTES 

  • Māori rules = tempo, concealment, shock
  • British rules = preparation, discipline, friction
  • Bad European habits are allowed, but punished
  • Good adaptation is slower, safer, and less glorious

The Maori


AMBUSH
HIDDEN PATH
CALL THE WHĀNAU (the extended family or tribal links, basically reinforcements)

I’ll go through them each as:

  • What it represents
  • When you can use it
  • Simple tabletop effect
  • Why it feels right for Māori warfare

Version one!

Of course the Maori are "elusive" and that gain of extra use of cover in terrain is important. They also felled logs for cover in dense woodland, and indeed dug Rifle pits!  I'll consider using Ambush and hidden deployment as part of the points system.


AMBUSH

Represents:
Prepared killing grounds, concealed firing pits, and deliberate baiting of British advances.

When:
At scenario start, a Māori unit is deployed Hidden.

Rule:

  • Place an AMBUSH token next to a Hidden Māori unit. 
  • When that unit first reveals itself, it may:
    • Shoot before the enemy activatesor
    • Shoot with +1 die / +1 to hitor
    • Force the target to test Resolve immediately after the attack, even if no casualties are caused.
    • AND count as rifle pits.  Hard cover. (a single Shoot Test penalty of +1 applies, and Hard Cover also provides a -1 Shoot Save bonus.)  
  • Remove the token if the unit moves or fires.

Why it works:
Māori combat doctrine often relied on timing and shock, not sustained firefights. This gives them one decisive moment — not a permanent bonus.

Possible mechanicm

I may place up to three Maori Ambush markers, with only one of these being the actual ambush. 


HIDDEN PATH

Represents:
Bush tracks, fern gullies, creek beds, and local knowledge that simply doesn’t appear on European maps.

When:
Once per game per Māori force, during movement.

Rule:

  • Spend a HIDDEN PATH token to:
    • Move one Māori unit through Difficult Terrain without penaltyor
    • Enter the table from any jungle/bush edge (not the enemy baseline), or
    • Withdraw from combat and immediately become Hidden if in cover.

Restrictions:

  • Cannot be used while Shaken.
  • Unit may not Shoot in the same activation unless it has Run to Ground.

Why it works:
British columns repeatedly lost contact with Māori forces who seemed to vanish into the bush. This makes terrain feel asymmetric, not just difficult.


CALL THE WHĀNAU

Represents:
Kinship, mana, and rapid mustering when the fighting turns serious.

When:
Triggered by loss or crisis.

Rule:

  • When a Māori unit is:
    • Reduced to half strength, or
    • A Leader is wounded or killed,
  • Place a CALL THE WHĀNAU token on the table edge or a terrain feature.

On the Māori player’s next activation:

  • Replace the token with:
    • small reinforcement unitor
    • Restore 1 removed model to up to two nearby units, or
    • Remove Shaken from all Māori units within 6”.

Campaign variant:

  • Costs 1 Glory / Mana point.
  • If overused, future calls arrive Delayed.

Why it works:
This models community response rather than drilled reserves. It’s not infinite manpower — it’s social resilience.


HOW THEY INTERACT WITH EXISTING TOKENS

These slot neatly into what I already have:

  • Run to Ground + Hidden Path = classic bush skirmish withdrawal
  • Ambush + Wet Powder (British) = historically brutal matchup
  • Call the Whānau counters British Sentry / Activated tempo play

Nothing replaces core mechanics — they add decision points, not bookkeeping.


OPTIONAL BALANCE LEVER (VERY IMPORTANT)

To keep things fair and historically grounded:

Māori forces may only have two of these tokens in play at once.

This forces choice:

  • Do you ambush now?
  • Or save strength for a call later?


For the British answers to Māori asymmetry, with the right amount of friction. I went with the same Blood & Steel “token + decision” language. 


I went a little too "shako" heavy there.



FORM SQUARE 

Represents:
European drill instinct kicking in at exactly the wrong moment, in terrain and at troop densities it was never designed for.

When:
Declared at the start of a British unit’s activation.

Rule:

  • Place a FORM SQUARE token.
  • Unit:
    • May not move
    • May not enter Skirmish Order
    • May only fire at Short range
  • Unit gains:
    • +1 Resolve against melee only

Critical Downside (the important bit):

  • All Māori shooting against a unit in Form Square gains:
    • +1 dieor
    • Re-roll 1 failed hit
  • If the unit suffers any casualties from shooting:
    • It must immediately test Resolve
    • On failure, it becomes Shaken and the Square collapses (remove token)

Scaling Clause (key for NZ Wars):

A British unit may never gain full Square benefits unless at full strength.
Reduced units gain no melee bonus at all — they just clump up.

Why this works historically:

  • Squares require numbers, open ground, and cavalry threats — none of which apply.
  • Māori skirmishers loved dense, static targets.
  • It becomes a panic button, not a tactic.

Table Effect:
Players can do it… but quickly learn they shouldn’t.


FIX BAYONETS

Represents:
Preparation, drill, and psychological hardening before close combat.  Required for Bayonet drill.

When:
Declared at the start of an activation.  Not an action, a state.

Rule:

  • Place a FIX BAYONETS token.
  • Unit:
    • May move at full speed
    • May not Shoot this activation
  • Remove Shaken if already in cover.
  • The next time this unit charges or is charged:
    • It gains Bayonet Drill automatically.

Restrictions:

  • Cannot Fix Bayonets if already Shaken in the open.
  • Token remains until used or the unit fires.

Why it matters:
This prevents Bayonet Drill from being an “always on” buff and makes the British player telegraph intent.

I know shooting could occur with bayonets fixed, but this is the prelude to a charge or defence so shooting at half effect seems reasonable.  You may still volley, fix bayonets then charge in an activation. 


BAYONET DRILL

Represents:
Controlled aggression, volley discipline, and willingness to close.

When:
Triggered after Fix Bayonets, during a charge or melee.

Rule:

  • Unit gains:
    • +1 Melee die
  • If the enemy breaks or withdraws:
    • British unit may immediately advance D6 inches.

Risk Clause (important):

  • If Bayonet Drill fails to break the enemy:
    • British unit falls back 6"

Why this works:
Bayonets were effective — but only when conditions were right. In bush fighting, failure was often punished brutally.


BRING UP THE GUNS

A Scenario Tool

Represents:
Naval guns, mountain howitzers, or dragged field pieces.

When:
Once per scenario, when conditions allow.

Rule:

  • Place a BRING UP THE GUNS token on a road, track, or table edge clearing.
  • After 1 full turn, replace it with:
    • A gun model with crew.  

Bombardment effect:

  • Pick a terrain feature or fortification.
  • All units within test Resolve.
  • Cover in that feature is reduced by one level for the rest of the game.

Why this works:
Guns shape the battlefield — they don’t dominate it.


Option B: Risky Field Deployment

  • While the token is in play:
    • British units within 6” suffer –1 Move (they’re guarding, hauling, arguing).
  • If Māori reach the gun:
    • Remove it and gain Glory / Mana.

SKIRMISH ORDER

This one is essential for NZ Wars.

Represents:
Adaptation — files opening out, men taking trees, junior NCO initiative.

When:
Declared at start of activation.

Rule:

  • Place SKIRMISH ORDER token.
  • Unit:
    • Forms a loose line on table
    • Moves at half speed
    • May simultaneously Shoot with –1 die
  • Gains:
    • Improved Cover in bush or broken ground
    • May ignore first point of movement penalty from terrain

Trade-off:

  • Skirmishing units:
    • Cannot Form Square
    • Cannot use Bayonet Drill unless re-formed first

Re-forming:

  • Spend an activation to remove Skirmish Order and return to close order.

Why it’s good design:
This becomes the British answer to Māori Run to Ground — not superior, just survivable.


HOW THESE TOKENS INTERACT (IMPORTANT)

SituationWhat Happens
Form Square vs AmbushSquare gets mauled
Skirmish Order vs Hidden PathCat-and-mouse
Fix Bayonets + Bayonet DrillDecisive but risky
Bring Up the GunsShapes objectives
Call the Whānau vs Bayonet DrillMomentum vs resilience



Blood and Steel tokens for the NZ Wars

Tabletop tokens for my New Zealand Wars project.

I wanted illustrated wargames tokens to give me the flavour of the New Zealand Wars.  Still having the title written clearly, wargames style.

These are simple printable squares, but I'm after a couple specific to the period in addition to the Blood and Steel ones.  The aim is an A4 printable sheet with 12 of each.

They can be printed and mounted both sides of the token meaning for space saving. 

I've gone with:

WET POWDER

RUN TO GROUND

ACTIVATED

SHAKEN

RELOAD

TAKE COVER

SENTRY

I started here.  Bear with...

And added these... still not there.

Went arty with these.  And this is a lot closer.

Getting closer.  But I realised that I needed to add  the "Sentry" token, and to standardise my shaken and activated tokens.

I left a few without titles, in case I get any more idea's, or for Scenario specific markers.
I also went tall Sentry and shorter one.

And next the Maori version:
On one side in Maori, the flipside in English.



The side in English will look like this:


I'm considering creating the blank Maoti tokens as:

AMBUSH
HIDDEN PATH
CALL THE WHĀNAU (the extended family or tribal links, basically reinforcements)

I'll expand on some of my rules changes, house rules for the New Zealand wars in another post, but suffice to say I really like Blood and Steel, and it's the flavour of the conflict I want to explore, not unbalanced the rules.


Thursday, 5 February 2026

Ambush at Kororāreka beach

This is the starter for a series of games following Cornelius Farthingdale's career in the 58th Foot.  The Young Ensign lands at Kororāreka his new duty station with a boat load of recruits and civilians.  They are ambushed by rebel Maori on the beach just as they land.  A group of sailors assist from their boats.

The young ensign flips through his bible for inspiration as the Maori give his lads a drubbing!

I've fleshed out the characters below because I'm curious to see which becomes Cornelius' "Sergeant Harper."

Phase I — The Green Ensign (1845–1846)

Game One

1. Arrival at Kororāreka  

   Farthingdale’s first taste of New Zealand.  An ambush on landing from the boat, as the Young Ensign of the 58th Foot, his detachment of raw recruits, sailors and civilian passengers are ambushed by the Maori in sight of the Fort.

   Objective: Evacuate civilians while holding a rearguard.

58th Regiment of Foot —Kororāreka Recruit Detachment

Ensign Cornelius Farthingdale - bit of a duffer.  
Expensive pistols, London pattern sword.  Book of psalms.

Sgt. Bartholomew Kettle — iron discipline
“The Voice of the Army”, All friendly 58th within 6" may re-roll one failed Nerve/Shock test per turn

Acting Cpl. Edwin Mallory — anxious bravado
 “Doing His Best”  Musket, plug Bayonet.

The Raw Recruits

1. Pte. Silas Pook — eager gullible
“First to Volunteer” once per game, Pook may take a free move toward an objective/civilian (even if others hesitate).

2. Pte. Nathaniel “Nate” Rook — sharp tongued
“What a big mouth on Him”

3. Pte. Horace Lunn — steady plodding
“Reliable Lad”

4. Pte. Josiah Crane — superstitious loyal
“Bad Feeling”

5. Pte. Francis Wyle — reckless cheerful
“Glory Hunter”


The HMS Acorn  - Landing party /Sailors — Veterans (5)

1. Bosun's Mate Gideon Pilgrim — hard bitten
“Seen Worse”

2. Leading hand Thomas “Tommy” Reeve — quiet, lethal
“One Clean Shot”  marksman.

3. Sailor Hemi Te Rangi — observant principled
“Reads the Bush”  Scout

4. Sailor Solomon Vane — grim humour
“Laughs at Death”

5. Sailor Patrick O’Dwyer — bold argumentative
“Hold My Coat”


Civilians (3)

1. Mrs. Eliza Harrowell — fiercely protective
Hook: “where's me Babbie"

2. Mr. Percival Snipe — panicky fussy
“Dead Weight”  slow 2" move.

3. Miss Clara Belling — calm defiant
“Steadies Others”

The Stockade top left.  The boats land bottom right 

But capturing the abandoned campsite brings very little glory!

The recruits and sailors come ashore.

Ensign Farthingdale is wearing his big coat and muffler.  These redcoats are from thirty years plus in the future, but they were on my painting table.  

Sarge, what's that in the river,?

Maori in the bush ahead.

The recruits volley.  They kill a Maori!

The Shaman is incensed.  

A volley onto the sailors.  Three hits!

Two kills and a proper panic sets in.  Shaken.  Three ones!


The recruits take fire.  And it's deadly.  Five hits.

Two kills and two fatigue.

The Maori haka and charge!

Three hits three kills.  But the Maori lose three men too.  They retreat to the bush as the Rutland's stagger 4" back, also shaken.

The Ensign decides enough is enough.  He has lost half his force!

And the Maori snipe another two casualties.  The seamen run for the boats.

In desperation Farthingdale defends the abandoned campsite.  It's looking better as an objective now!

The sailors and civilians are recalled to the boats

But the Rutland's shove off first.  "We're going for help!  Honestly."

And a last volley by the Maori gets no hits as the Colonials withdraw.

Good game for just a dozen or so figures per side.  The proper Miniatures for the 58th next time.