Enjoying the Chaos of a Gigantic Bolt Action Game: Operation Sea Lion

Last weekend I took part in one of the most ambitious and entertaining wargames I have ever experienced. This game of massive Bolt Action was based on Operation Sea Lion, Hitler’s planned invasion of Britain. This took place at Outpost 6030 and was organised by the cunning, deplorable and very organised Jackson and John. It brought together somewhere between 22 and 26 players (I lost count of how many due to in-game shenanigans) for a day of glorious confusion, desperate heroics and unexpected betrayals.

Part of the battlefield looking towards the beach in the far distance

A Massive Battlefield

Firstly, the battlefield itself was a spectacle. A sprawling 12ft x 12ft table, arranged in an H-shape to allow players access, was packed with beautifully painted terrain. The board depicted a slice of rural England, complete with coastline, villages, rivers, bridges, roads, fields and woodland. Telephone boxes, signposts and even a suspicious-looking TARDIS added to the atmosphere. Every piece had been provided by the players, creating a stunning setting for the battle to unfold. I even managed to get my houses, hedges and fences to depict a corner of sunny England (soon to be occupied by a battery of French howitzers.

My corner of England

Game Set Up

For the game, I dusted off my British Royal Marine Commandos to help defend our green and pleasant land. My force included a couple of mobile assault squads led by the legendary Gus March-Phillipps (depicted by Henry Caville in the recent film Ministry of Ungentlemanly Warfare), supported by additional commando sections and a command unit complete with a piper to keep morale high. If you’re going to defend Britain, you may as well do it in style.

The Allied team was ably commanded by our authentic cap-wearing Commander Jono and consisted of an eclectic mix of British Expeditionary Force troops, French forces, Home Guard and of course my commandos. We had plenty of artillery, lots of early-war infantry and precious little armour. We also had a cricket team, ready to knock Jerry for six, literally.

What made the scenario particularly interesting/confusing was that both the Allied and Axis teams were issued secret objectives. Nobody knew exactly what the other players were trying to achieve. Certain locations, landmarks and VIPs carried hidden importance, meaning that every move and every deployment could be part of a larger plan.

The Allies deployed first, spreading our forces across the battlefield. My Commandos took up position near a river and road network, ready to act as a rapid-response force. With rumours of German paratroopers and glider-borne troops potentially appearing anywhere, flexibility seemed the wisest course of action.

Then the first order dice was drawn and the madness began.

Save the King!

One Massive Bolt Action Battle

Objectives included bunkers, churches, schools, stately homes and a bewildering assortment of VIPs. Winston Churchill appeared in multiple locations, very much channeling the Eagle has Landed. The King was present. Thomas Shelby of Peaky Blinders fame was somehow involved. There was so much happening that I spent the first couple of activations feeling completely overwhelmed. My Commandos sat on ambush, waiting for the inevitable airborne assault while I tried to make sense of events unfolding around me.

Eventually I settled into the game, only to discover that understanding the situation was apparently against the scenario rules.

New factions kept appearing with their own agendas. American forces arrived and immediately started shooting at my troops. An Allied partisan force suddenly revealed itself as German paratroopers straight out of The Eagle Has Landed and made off with Churchill from under my nose. Hidden German troops concealed inside a stately home opened fire, devastating nearby Allied units and wiping out a section of my brave commandos.

Outrageously, the King himself was captured by the Italians. My Commandos rushed to the rescue, driving off his captors and preventing his abduction. It was a suitably heroic moment. Unfortunately, before we I could celebrate, IRA partisans emerged from nowhere and gunned him down. So much for that plan.

Elsewhere, Gus March-Phillipps and his assault team launched a daring attack against an American half-track, nearly destroying it before being cut down by supporting fire. It was a fittingly bold end for the Commandos, who spent much of the game charging towards trouble wherever it appeared.

Gus March -Phillips last stand

The Bigger Picture

The remarkable thing was that all of the above happened within my relatively small section of the battlefield.

To my right, German forces were attempting a major beach assault. To my left, gliders and paratroopers were descending into Allied lines. Across the table, allegiance flexible partisan forces and the Americans were pursuing their own mysterious objectives. During the game I had almost no idea what was happening beyond my immediate area of operations. It was only afterwards, when players compared stories, that the full scale of the chaos became apparent.

By the end of the day, the results were dramatic. The King was dead. His brother Edward had been captured by the Americans, only to be blown up by the French. The Germans had been held on the beaches but had achieved enough of their secret objectives elsewhere to secure a convincing Axis victory.

For my part, I was betrayed by supposed allies on three separate occasions. And I loved every minute of it.

Emergent Story

If you’ve been following this blog for a while you’ll know that I love the concept of emergent play. This game really embraced the concept and ratcheted it up to 11. As mentioned above, secret objectives, multiple factions and of course the huge number of players meant that lots of stories unfolded on the table. I don’t believe that the organisers Jackson and John, quite knew how things were going to land. The stories evolved on their own. The battle for the King, dogfights overhead, desperate clashes on the beach. It felt like a hundred cinematic stories played out over the course of the day.

Final Thoughts on Massive Bolt Action

The Commandos acquitted themselves well, even if they ultimately failed to save the King. More importantly, every player embraced the spirit of the event. Nobody took things too seriously, everyone leaned into the narrative, and the result was a game full of memorable stories that will be talked about long after the final dice were packed away.

I’ve played a lot of wargames over the years, but I’ve never experienced anything quite like this. Though it did remind me of some of my multiplayer Space Weirdos games, albeit at a much grander scale. It felt less like a traditional tabletop battle and more like being dropped into an alternate-history war movie where nobody had been given the full script.

A huge thanks to the two organisers, Jackson and John, an amazing effort that resulted in a very fun and chaotic day!

Apparently next year’s big game is set to be Operation Crusader.

I’d better start shopping for some desert tanks.

Second Bolt Action Tournament: Spartan 2026

Bolt Action Tournament Spartan 2026

After thoroughly enjoying my first Bolt Action tournament, Skulls 2026, I thought I’d enter a second. In stepped Spartan 2026! A full day of three games was an enticing prospect in itself, but I have found the Bolt Action scene here in Perth to be one of the most welcoming I’ve ever encountered. Win or lose it was set to be a fun event.

Tournament Preparation

I’d fallen in love with Bolt Action at the end of 2025, when Jackson gave me a trial game. Since that moment I’d furiously painted up a Royal Marine Commando army and fought a few games before taking it to a 6 player narrative game and then on to the Skulls tournament. If you want to know what I enjoy about the game please check out the link above.

This time round I wanted to play something different. I’d been collecting an opposing force of German Wermacht to go up against my commandos, and it was finally painted. I have a thing about only playing with painted miniatures. What better way to test the army than by entering it into Spartan. I found the commandos, being all veteran (meaning fewer units), were being outmaneuvered by my opponents. My German collection has much more variety: flamethrowers, half tracks, heavy weapons and plenty of infantry.

Having played three practice games I finalised my list. A very mobile force of heavily armed halftracks with engineer flamethrower squads, panzer grenadiers (2 LMGs), Heer grenadiers and a unit of SMG assault veterans. I even added a small unit of Feldgendarme (military police) to help get my reserves on the board. Added to this was an armoured platoon consisting of a Stummel (howitzer armed half track), 222 armoured car and a 250/9 halftrack.

I hoped that this set up would give me the flexibility to capture objectives while responding to the threats posed by the opposition.

My Heer Grenadiers moved onto an objective

Further Preparation

In addition to my fully painted army I also wanted to contribute a table of terrain for the day. There’s something wonderful about playing a game of Bolt Action on a thematic board with painted terrain, hedgerows etc. So I ordered a set of Normandy inspired mdf buildings from Dark Castle Terrain in Australia and spent all my hobby time prior to the event madly constructing and painting it up.

Despite covering my hands in glue and paint I did manage to get a decent looking table together.

My finished Normandy inspired village

Spartan 2026

First of all I need to mention that the T.O Matt did an amazing job of running this event. It all went very smoothly. Additionally, all the competitors were very friendly with some good banter rippling through the room. There was a big mix of experience levels from the relative novice to the very seasoned. One competitor had only played 2 games previously and still got stuck in.

There were 16 players and 9 incredible terrain tables. The latter of which really caught the eye other people at the venue. In fact, a couple of the onlookers were able to get a demo game in too. So some new converts to the Bolt Action community!

I played three games: Breakthrough (vs Japanese), Nuts (vs German) and Meeting Engagement (vs US). Each one was a nail biter for me, with lots of cinematic moments. However, all three I started strong before losing pretty dramatically at the end. I can honestly say that all the games were incredible fun, regardless of the outcome.

While I didn’t win the wooden spoon I did come second from the bottom. Even so, I walked away with some cool prizes including a Sherman (perfect to support my commando force), some amazing fence terrain printed and painted by a talented local (which will lift my Bolt Action table to new heights) and a very nice spy mini (that I think will form part of a future resistance contingent). Most importantly though I had a great time and feel part of this incredibly friendly community.

Mad skirmish in the ruins, the US took a beating, but not enough to lose the game

Lessons Learned

With three losses to my name, what would I do differently? Firstly, I would have more practice games with my list prior to attending the event. I don’t think I had a full grasp on the synergies of my units, I was getting closer, but still need more practice.

Next, I had written down plans for each scenario. But, every time I got over excited and deviated. While of course plans never hold up to first contact, looking back a bit more sticking tot he strategy could have stood me in good stead.

Lastly, firing units at point blank can be devastating (within 6″) and I want to experiment with that more.

My armoured vehicles attempt to knock out the enemy. Attempt being the key word here.

What a Tournament

What can I say, an on point TO, great venue, thematic tables and super friendly players all combined to make Spartan 2026 an amazing event. As the community here in Western Australia continues to grow I can only see events like this getting better and better. Next month is a huge narrative game based on Operation Sealion, Hitlers planned invasion of the UK. I believe there will be twenty players on one board. Cant wait!

Nine Player Chaos: Multiplayer Space Weirdos

MartyCon was just around the corner and I had promised to run a multiplayer Space Weirdos game. I wanted to double down on the 40K style Inquisitor games, where alliances were uncertain and every protagonist had their own agenda. I love the 40K universe and all the infighting portrayed in their fiction and I’ve played with this concept before. So I really went for it this time. Here is what I came up with.

The Premise: Everyone Has a Plan. None of Them Align.

The scenario uses the gloriously lean and kinetic ruleset of Space Weirdos. This meant that the game would be fast and brutal. Every player had their own secret primary and secondary objectives, all interlocking and clashing. I had planned for chaos.

The setting: The Virellion (Imperial Governors) estate

The cast: 9+ players.
Each player controls:

  • 1 Character
  • 1 Sidekick
  • 2 Secret Objectives

This means that everyone’s go will be quick, keeping downtime for non active players to a minimum.

Cult of the Star Filled Maw rams the gates

Some of the Factions & Objectives

  • The Governor
    Objective: Escape the palace alive with your priceless artefact.
  • Security Chief
    Objective: Keep the Governor and his daughter alive at all costs.
  • Cultist Leader
    Objective: Kill the Governor.
  • Governor’s Daughter
    Objective: Usurp (kill) the Governor.
  • Rogue Trader
    Objective: Steal the Necron artefact, protect the Governors daughter.
  • Rebel Lieutenant
    Objective: Free the imprisoned genestealer.
  • Inquisitor
    Objective: Defend the genestealer (for future experiments) and kill all cultists.
  • Mad Priest
    Objective: Kill the Inquisitor.

While there may be obvious teams to start with. These are just temporary and everyone know betrayal is just around the corner, only they don’t know which one.

The Mad Priest dashing from the cemetery. “Ill kill that Inquisitor if it’s the last thing I do”

Design for Collision, Not Balance

I’ve experienced multiplayer games where players spend too long maneuvering politely around each other. I wanted the action to begin right from the word go. So I needed to force proximity.

The objectives would create tension, but placing the teams fairly close would make sure that the action started quickly.

In hindsight this worked well, though the main road in the center of the board did create a bit of a firing lane. In addition I think removing 6″ from the width of the board would have help create even more carnage.

Virellion Estate: peaceful and quiet…. Not for long.

How Did it Play?

All in all we had a blast. I GM’d the game and kept everything moving. I introduced paper and pens so players could send each other secret notes. These added lots of fun for those players waiting for their turns, as well as adding another layer to the uncertainty and chaos.

Shots were fired and one Genestealer cultist got killed in turn one. The Genestealers took a beating and couldn’t get anywhere near their objectives. The Rogue Trader tried to defend the Governors only to get shot for his troubles. The Inquisitor and Mad Priest had a standoff while the Governor was assassinated by his own offspring. Joint winners were the Security Team and the Governors Daughter.

The game only ran for a couple of hours before the winners were declared and we moved on to the next game of the day.

Overall it did run well. However, I think I would tweak the objectives a little to make it a bit more of a maelstrom.

I’ve dropped my very unpolished notes here with the player handouts and a few notes on the board set up.

I’ll be running another multiplayer Space Weirdos in a few months, though next time it will be a more collaborative affair.