Cry Havoc! Chevauchee 2e

Tom’s been burning the candle at both ends to put the finishing touches to Chevauchee 2e – a brand new skirmish wargame from Wanderer Productions and Nordic Weasel Games!


Based on the best-selling FiveCore system, Chevauchée brings a new dimension to skirmish wargaming in the medieval period.

Chev Example Guy“Greetings, my liege. I am Sir Edward Cobbham of Beeston in the fine county of Nottinghamshire. I have been summoned to guide you through  this new edition of Chevauchee. In the manuscript, I have illustrated the rules with examples, acted out by two of my retainers – Bardolph and Pistol. “

The second edition revises and expands upon the original system, creating a truly unique gaming experience that combines fast-paced skirmish action with dynamic campaigns.

Set during the turmoil of the Hundred Years War, the book contains all the rules you need to start gaming this remarkable period of medieval history.

We’re currently in the process of putting the game through its paces,  ensuring you get an incredible gaming experience from the very start!

Chevauchee 2e will be available as a PDF download from WargameVault this summer!

Keep checking back for an introduction to the game’s core mechanics and background!

Background: The Hundred Years War Begins!

This week, we’re diving into the political maelstrom that sparked a hundred years of bloody war and tipped the balance of power in Western Europe forever!


In 1328, Edward III of England was the nearest living relative of the recently-deceased Charles IV of France. This claim passed to him through his mother, Isabella, who a council of French nobles declared could not pass on the divine right of kings because of her sex.

As Duke of Aquitaine, Edward III was forced to do homage to the new French King, and obliged by feudal custom to obey his liege lord in all things.

The French King, Philip VI, took issue with English ownership of the duchy, particularly the lucrative vineyards of Gascony. He began to meddle in Gascon affairs, fomenting unrest against his vassal.

Chev Example GuyThe army lists and narrative tools included with the Chevauchee core rules cover the opening stages of the Hundred Years War. Future expansions will explore the second (including John of Gaunt’s ill-fated Iberian expedition) and third phases of the war. 

While the game is set in the late 14th and early 15th centuries, players are encouraged to use the flexible system presented to recreate conflicts from any time period they wish!

Enter Count Robert III of Artois. Former close advisor to Philip, now branded exile following a botched attempt to recover Artois from his aunt by deception. Several times, he sought shelter with a relative, only to have them turf him out when Philip threatened them with invasion.

Robert arrived at the court of Edward III in 1332, where he immediately spilled all his secrets on the inner workings of the French court. Philip demanded that Robert be returned to France.

Reluctant to give up  Robert – now a member of his royal council, Edward refused. In response, Philip confiscated the duchy of Aquitaine.

Urged by Robert to press his claim to the French throne, Edward declared open war, and the Hundred Years War began!

TomThumbOut of my own selfishness, I have themed the game around the Hundred Years War between the intertwined Kingdoms of France and England – since watching Laurence Olivier in Henry V as a child, I have been obsessed with this conflict, and regard it as the absolute epitome of medieval-ness.

Despite this, I encourage you to use these rules to fight battles from any point in the medieval period – whether that’s Viking raiders pillaging Lindisfarne, or Venetian bravos duelling in the streets. The only limit is your imagination and the size of your figure collection.

Next Week…

We’re diving into the activation and morale system that underpin Chevauchee’s core mechanics!

The Turn Sequence

We’re diving into Chevauchee’s core rules with a quick look at the turn sequence and how models activate!


Chevauchee uses an alternating activation system, designed to make play reactive without bogging the action down with unnecessary dice rolls.

At the start of every turn, each player rolls 1d6 and adds the highest initiative value from their assembled warband. The player with the highest score chooses which fighter to activate first!

Chev Example GuyActivated Fighters get the choice of six different actions, allowing them to engage the enemy in a wide variety of different ways. Shocked Fighters must pass an order test to act – if they fail, they’re paralysed by fear and dive for cover!

We’ll have more on activating Fighters in a future article!

Once the first Fighter has activated, play passes to the next player who chooses one of their Fighters.

If a player’s total number of Fighters ever exceeds their opponent by 2:1 or more, they must activate 2 (or more) Fighters before their opponent activates.

Once all Fighters have been activated, the turn ends and all players roll initiative again.

TomThumbChevauchee has been designed to be frenetic and fast-paced, with battles that are constantly evolving as the combatants swirl around each other in the melee.

I’ve taken inspiration from games like Beyond the Gates of Antares and the latest edition of Necromunda, which incoporate similar systems – something that I think that has contributed to their success as fantastic quick-play games!

One problem with strict alternate activation systems is that if there is a numerical imbalance between the two forces – either because of choices made when building the force or through casualties – one player is left twiddling their thumbs while the other player moves the remainder of their models.

To try and mitigate this, if the imbalance ever exceeds 2:1, the advantaged player must make multiple activations rather than saving them all up till the end.

Next Week…

We’re taking a look at the history of the Hundred Years War!

State of Play

Hey folks,

Just a quick update on what’s happening at my end. I’ve just started a new job at Warlord Games and I’m in the process of relocating to Nottingham from Sheffield to make my life a little bit easier.

If you’re subscribed to Warlord’s bi-weekly newsletter you’ll be seeing a lot more of me, so keep an eye out.

As such, things are probably going to slow down on the game design front. If I’ve got the time I’ll keep plugging away at With a Turned Thumb and look at making Snakes and Slicks into something vaguely playable.

Thanks for all your support and kind words, and for the generosity of anyone who’s purchased a Wanderer Productions title in the past.

The Triumph of Germanicus

I would like to announce the first open play test of With a Turned Thumb!

With a Turned Thumb is a 28mm skirmish game with an innovative combat system and easy-to-learn rules, pitching players into the heart of the Ancient Roman arena.  I’ve put a good few months work into the rules and have run a few small tests with a local club, and now I’m opening up to you guys to put it through the wringer.

I’ve decided to theme the play test around a massive triumphal program to celebrate the birthday of the heroic Roman general Germanicus. As the man who tamed Germania and added Cappadocia to the Empire, Caesar has deemed him worthy of a mighty spectacle.

Each game you play will be commemorating the birth of this Roman hero. So grab some 28mm gladiators and something to use as an arena and dive right in.

Find a copy of the rules here.

When you’ve played your game, head to the link here and fill out the short survey to give your feedback.

If you’ve got any other questions or issues, don’t hesitate to contact me through the website or through any of the company’s social media.

A Quick Update

Hi all,

Things have been a little slow of late due to my workload and not being able to find the time to sit down and produce content for the website or to publish on WargameVault.

In the meantime, I’ve written a report of my time at ChillCon for Initiative Magazine and had an incredible time at Salute in London. I’m in the process of getting my thoughts on paper and working through the sizable haul accumulated across both conventions.

I’ve also found the time to head down to the Sheffield Wargames Society and play some games.  Expect to see a few battle reports and reviews from them in the coming weeks.

With a Turned Thumb is coming along nicely – the core game mechanics are pretty much locked down and some narrative campaign elements are in the works. I’ve also got plans to put a demonstration game together to take to some nearby shows.

I’ve also decided to focus entirely on With a Turned Thumb and an another upcoming skirmish title – putting a few other titles onto the back burner until I have a bit more time to work on them.

I will continue to play the Blitzfreeze campaign through to completion, as people seem to be enjoying it, so look out for the next installment in the week.

Apologies for the lack of content, I’m hoping to turn things around over the next couple of months.

Cheers for the support,


Blitzfreeze Campaign Walkthrough Pt.6

A fiery contrail slashes across the winter sky, marking the demise of a Luftwaffe Fw 189 reconnaissance plane, shredded by chattering machine-gun fire from swooping Soviet fighters.

With both engines aflame, the twin-tailed aircraft disappears over the horizon, its passing watched by the straggling body of the retreat column.

An emaciated hauptmann stretches a frayed map over the bonnet of his staff car, attended by Specht and Konigsmann. The senior officer gestures towards the forested horizon and our two heroes move off to mobilize their men with swift kicks and vicious curses.

  • All characters gain +2 ammunition.

Tasked with recovering the film canister and any surviving aircrew, our emaciated protagonists will face a cadre of hard-bitten Siberian veterans. Their squad is composed of:

  • 3x models with submachine guns
  • 1x model with a bolt-action rifle
  • 1x model with a light machine gun

Burning puddles of aviation fuel and soot-blackened panelling litter our battlefield, dominated by the smouldering corpse of the Fw 189. A long furrow of broken ground stretches behind the shattered fuselage, decorated with the crumpled remnants of the aircraft’s twin tails and angular wings.

Snowy pine trees and withered undergrowth press in on the smoking wreckage, unwilling spectators to the hideous carnage.

A blood-spattered arm is draped over the canopy lip, the only sign of the three Luftwaffe crewmen.

The Siberians are already in attendance when our protagonists arrive on the scene, picking through the wreckage in search of any valuable intelligence. Their light machine gunner is concealed behind a fallen log, screened by a tangle of undergrowth.

With Bretz out of commission, the Germans divide into two groups; Konigsmann and Pawlitzki on one flank, Specht and Kraus on the other.

While the others advance in a series of frantic rushes, Kraus settles in behind his MG42 and lays down a withering blanket of fire, stray rounds sparking off the 189’s fuselage as the Siberians scatter.

Falling into a rough line, anchored by the concealed machine gun, the Siberians begin to return fire, forcing Specht to halt his charge just short of the open ground.

With the Siberian’s flank turned, Konigsmann and Pawlitzki attack from the safety of the treeline, catching one unlucky veteran in a deadly crossfire.

With the precision of a well-oiled engine, the Siberians realign to meet the new threat, using a barrage of gunfire and grenades to cover their redeployment.

Taking sustained fire from both flanks drives the Soviets from the clearing, leaving another of their company twitching in a pool of his own blood.

Using a section of fractured tail boom for cover, Specht darts towards the wrecked fuselage, hauling himself up towards the splintered canopy.

Swathed in ammunition belts, shedding spent cartridge cases like a tree in autumn, Kraus makes a break for the wreck but is snatched off his feet by a burst of well-aimed machine gun fire.

With a man down, Konigsmann and Pawlitzki douse the treeline with lead, allowing Specht to snatch a canister of film and dash back towards the relative safety of the broken tail boom.

Supporting the blood-spattered Kraus between them, and the precious cargo safely stowed in an empty satchel, our intrepid crew make their way back towards the straggling bulk of the retreat column.

Resource gains/losses:

  • Specht, Kraus, Konigsmann and Pawlitzki gain +1 stress and exhaustion for participating in the battle.
  • Kraus gains +1 exhaustion for carrying his MG42 into battle.
  • Specht, Kraus, Konigsmann and Pawlitzki gain +1 stress for being under fire for at least two consecutive turns.
  • Specht, Kraus and Konigsmann lose -2 ammunition for firing their automatic weapons.
  • Pawlitzki loses -1 ammunition for firing his rifle.

Kraus was cut down by the enemy machine gunner and must roll 1d100 on the injury table:

  • He is critically injured for 2 hours and gains +1 exhaustion.

The group rolls 3 positive morale dice, scoring 2 successes and reducing everyone’s stress by -2.

Buoyed by their success, the party splits off from the main body of the column, guided by a crumpled map and the word of a local woodsman. This path takes them across a frozen lake. We roll 1d6 for each character:

  • Specht successfully negotiates the treacherous ice.
  • Hobbling on a makeshift crutch, Bretz’s clumsy gait cracks the thin ice and sends him plunging into the frozen water below. He rolls once on the General Winter table and loses his winter clothing. Due to the swift action of his comrades, he escapes any more serious consequences and gains +1 exhaustion.
  • Kraus successfully negotiates the treacherous ice.
  • Pawlitzki successfully negotiates the treacherous ice.
  • Konigsmann dives into the water to save Bretz from a watery grave. He rolls once on the General Winter table and loses his winter clothing. Limbs numbed by icy water, with frostbite setting in, he is critically injured for 3 hours.

Having rejoined the column, our heroes trade the majority of their ammunition supplies to an outbound patrol in exchange for some precious supplies. Shivering around a meagre fire, they share out the meagre rations in an attempt to keep the whole group fighting fit.

As the fire gutters, Specht, Kraus and Pawlitzki must roll on the General Winter table:

  • Specht’s hypothermia rears its ugly head once again. He is critically injured for 5 hours. Addled by the freezing temperatures, he staggers away from the fire and loses his prized submachine gun.
  • Kraus spends the night trying to track down the wandering Specht. The cold saps his strength. He gains +1 exhaustion and can only roll shock dice next battle.
  • Spending the night in a blizzard does Pawlitzki no favours. He gains +1 exhaustion.

For our player action, we’re going to give Bretz’s pistol to the now unarmed Specht. Without any loot or provisions to exchange, we cannot flatout purchase a new weapon for our disarmed officer.

The group advances 13km in an hour, riding on the empty engine deck of a PzIV tank.

Leningrad is now 77km behind our protagonists, and 24 hours have passed since the siege collapsed.