Been busy with some 6mm ancients too. Should be good for games like Age of Hanibal and To the Strongest 455 plus an elephant painted so far.
BMC Miniatures
All things wargame related.
Sunday, 17 May 2026
Saturday, 9 May 2026
Playtest Fantastic battles
Monday, 4 May 2026
Fantastic Battles Campaign
Going to take part in a Fantastic Battles Campaign at the club. Everyone has starting to gather their armies. I am playing a Medieval Brettonian type army. Thus far 11 players. Starting with 500 then 750 then 1000 the 1500 and final season 2000 points so a slow grow.
Beyond the Veil
Introduction
For centuries, the Veil, a magical barrier created by long forgotten gods has kept the mortal, the fantastic and the long since passed apart. It was imperfect, but stable. Ancient history stayed a rumour, the beasts stayed a picture on the page. But, life moved on under the shadow of the Veil.
Until now. Across the world, the Veil is failing, not in one spot, Not in one go, but everywhere. In the sky, a new star burns, a crimson wound, The Rift‑Star, ripping the Veil into the void. In the glow that now haunts life, rumours abound, bands of warriors of all description past, present and too indescribable to previously imagine march across the land. Once whispered as children’s games, these forces now haunt the lands from the cries of refugees from once safe lands.
Campaign Overview
The campaign will take the form of a league, each season will give hobby targets, a force organisation and a target for learning the game of fantastic battles 1.2. At the end of each season points will be awarded for hobby and in game achievements plus a bonus from the scenario each season. By the end of the first year each force will compose of 1250pts and all players should have a good knowledge of the basics of the game. Season 5 will start a paired phase to get to know your team mate before a final knockout round decides which 2 players share the continent beyond the Veil. Season 5 you will build your force to 1500 and the final season will create a full 2000pt force.
A link will be provided to the campaign folder on google drive. This pack. An army builder and a campaign roster file will be provided. Please use the army builder to build your force each season, This can then be copied to your roster page in the roster file. (the army builder is protected so I can't add more lines to allow you to have your whole force in the army builder).
Bases assumed to be 40x40mm, multiples/divisables are compatible. (40x20 etc.)
The Forces
Player Commander Faction Team
1 Luke Seleucid The Silver Shields
2 Matt Dwarves The Azghsum Bizn
3 Jack Carthage Barca Boys
4 Jimmy barbarians The Sacred Totem
5 Kev Sengoku Japan Minamoto Clan
6 Stuart The forces of evil The Re-risen Forces of Evil
7 Brett Bretonnains Brett’s brets
8 Micheal Sengoku Japan The Seven Banners
9 Paul Undead The Undying Throne
10 Keith Orcs and Goblins The Broken Jaw
11 Billy Persian
12 Void Walker Position 12
League Points
Hobby Battle
Battle Ready Force – painted (season 1) 3pts Play1 or more games this season 3pts
Battle Ready Unit – painted (from season 2) 1pt/per unit Victory 1pts
Unit fully Based 1pt/per unit Scenario Bonus See scenario
Campaign
Story Teller Add a new paragraph to your forces histories (s1) 5pts
Bard Add a new piece to your forces histories (s2+) 2pts
World Builder Bring an area terrain piece 5pts
Battlefield chronicler A Photo and short report of your forces adventures this season 2pts
A Worthy Foe Best History at this Point (Player Vote) 5/3/1pts
Match Making
Void Walker — Player lowest at the end of the season
Void Walker always represents the player lowest in the season
The Void Walker will always play the player that had a bye in the previous season. The void walker can then decide which score to take forward.
The player that gets a bye in the previous season will add the result of this game to their score.
The void walker and the previous bye will play twice in that season.
Season 1: Spring Muster (500 pts)
You command a small force, life is not now what it was, as the first of your people to venture into these lands you are tasked with venturing out and discovering what and where you are. Your current force consists of:-
Allowed Units
● Infantry only (no elite units)
● 1 Warlord
● Maximum Resolve per unit: 8
● Max Single Company Resolve: 4
Gameplay Focus
● Movement basics
● Pivots and wheels
● Command range
● Light terrain interaction
Hobby Achievements
● Painted Warlord: +1 to first activation roll
● Fully painted 500 pts: 1 free reroll per game this season
● Fully Based: Redeploy 1 unit after seeing opponent’s deployment
Narrative
You lead your force into the strange lands, this is where you start your histories, introduce your leader and units
Scenario Setup
Scenario Name: Chance Encounter
Objective: Each Captured information packet gains 1 more clue to the current state of affairs.
Terrain: players roll off for attacker and defender. Defender Sets up 1 terrain piece, alternate until at least 1 piece of terrain is in each table quadrant and a player passes, the other player may choose to place one final piece. Once all pieces have been placed the defender can then move one terrain piece but ensure that all quadrants include at least one piece.
See Pg23-24 for terrain choices, do not use the collect relic rules on page 24. Terrain can be placed pregame but the defender change one piece pre-game.
Deployment:
- Defender deploys all forces first, deployment zone is 240mm (24cm) in and 80mm (8cm) from each board edge.
- Attacker deployment zone is 400mm (40cm) away and 160mm (16cm) from each board edge.
Special Rules:
● Each area terrain piece explored gives 1 information packet. A unit can only explore a single terrain piece per game. Packets can be taken from defeated units.
● To count as exploring a terrain piece a unit must move of its own accord out of an area terrain piece. (fleeing forces do not have time to gather information.
Victory Conditions:
● If, at the end of any Melee Phase, any army has lost all of its characters, and/or, more than half of the number of companies that started the battle with the army (excluding any units with the expendable or swarm traits), they are forced to retreat and the game ends. The Remaining player claims the field and victory.
● At the end of turn 6 (if no side retreats) both sides claim a draw,
● Each Packet that is held at the end of the game is worth 0.5 of a campaign point.
Round 1 Draw:-
The Silver Shields Vs The Azghsum Bizn - Suddenly the road to damascus is gone, the usual sound of the desert are gone and in its place the deep thump of runic plate echoes through the plains… where once there was sand there is now only steel…
Barca Boys vs The Undying Throne - As the royal hosts of carthage traverses the mountain paths of the pyrenees, suddenly the ground changes and churns, silence echos through the valley and then the dead rise… the silent bones long forgotten gather and form up, as Carthage prepares for a new war…
The Broken Jaw Vs Billy - The beasts of the broken Jaw stalk the hills, below them a host of purple marches through the cavern, as the glistening of gold catches the eye from amongst the masses, battle must commence, the broken jaw sees jaws to be broken…
Brett’s Brets Vs The Sacred Totem… the knights of bretonnia stumble across the foulest of smells as they continue down the kings road. But soon the smell is not all that troubles the hearts of Couronne shouting and blood boiling screams of the sacred totem are unmistakable…
The Re-risen Forces of Evil Vs The Seven Banners - After the fall of the dark lord the remaining forces of evil scour the land to bring about a new dawn… what was once a grand host now reassambles and its first target is in site and the Kamakazee are not here today…






















































