Tuesday, 3 February 2026

Twilight of the Reich - Chain of Command at Cancon 2026

A slightly belated post on my games at Cancon this year. Cancon is Australia's biggest gaming convention and takes place every year in Canberra over the holiday weekend that falls around Australia Day on January 26. This year, as I have done for the last four years, I ran participation games in the Lard Zone. 

Whereas most of Cancon is tournament focused, the Lard Zone aims to offer players an opportunity to pick and mix from a variety of Too Fat Lardies games, with the focus on participation, rather than competition. Cancon is a big event with multiple games and tournaments running over three days. The Lard Zone occupies one corner of this hall, one of four halls housing game events.

Last year, I ran four games of a scenario set on Saipan in 1944. As is usual for me, it was played in 20mm using the Chain of Command rules (more about that game in this post). Pleased to say, that scenario has since been published in issue #138 of Wargames, Soldiers & Strategy magazine.

This year, I stayed with Chain of Command and 20mm, but the scenario moved to the eastern front and the fight for Konigsberg in East Prussia in early 1945. Here is the table set up ready for the game on the first morning. The terrain sits on a 6'x4' homemade mat. I like to have this on a larger table, as that allows players to keep the other game related paraphernalia off the actual terrain itself.

The hall filled quickly. Between all the players in the various events and those just at Cancon to buy from traders and stroll around the tables, the volume rose significantly. By the end of the second day my voice had paid the price. The only solution would seem to be copious amounts of cold beer in the evening.

Entitled 'Twilight of the Reich' the scenario was an opportunity to use my ruined city terrain and incorporate many of the new rules in CoCv2. The terrain itself wasn't created specifically for this project. I've been building it up over time. Initially, some was created for games using Crossfire, when I returned to miniature gaming in 2015.

It was also a chance to use the Russian SMG platoon as it is listed in the CoCv2 rule book. The aim was to form a force with supports that aligned with the Soviet Assault Brigades that were in use with 11th Guards Army at the time of the attack into Konigsberg. It was a great opportunity to use my AB Figures' Russian collection.

The sorts of choices for support units included a Scout section, flamethrower team, SU-76, T34/76 and ISU-152.

The German defenders in this part of Konigsberg were Volksgrenadiers. At this late stage of the war their force morale is brittle, but they were well armed with StG44 assault rifles and plenty of panzerfausts. Once again, the miniatures are from AB Figures.

Their support choices included things like a Volkssturm section, StuGIII and a panzerschreck team. The Volkssturm miniatures below are from Wartime Miniatures.

This was designed as an Attack & Defend scenario, as per the v2 rulebook. For that I needed two suitable objective markers. To set the theme I chose a couple of models that would fit the period and place - a broken down Opel Blitz omnibus, a lovely kit from Roden, and, a burnt out PzIV, a conversion using a Dragon kit.

As luck would have it, Richard Clarke, from Too Fat Lardies, was going to be in Sydney visiting his daughter in mid January. He didn't plan on a trip to Cancon, but did have time for a game one evening in Sydney. That was perfect timing to have him playtest the scenario with Dave, my regular Chain of Command opponent. The table was not the final version, as I only needed to have the key buildings in place, but it gave me an important feel for how the scenario could be fine tuned. 


When it came to the table at Cancon I gave it the full treatment, dressing it with rubble and other scatter terrain. More about making that ruined city landscape in this post.



I ran four games using the same scenario, with two games each day on the Saturday and Sunday. To speed up the start of each game I set the force morale in advance and players were given a choice of three support options for their chosen side. I printed these out on to cards to make the whole process quick and easy to understand. Players were asked to select one of the options, keep it secret and hand me the card. That way their opponent would know what the options might be, but not which one was selected until the units appeared on the table.


It was interesting to see how each game unfolded and how that was influenced by the support options that were chosen. The combination of a T34/76 and a Scout section proved the most popular with the Soviet players, mainly because it allowed the use of the Scout special rule where they can use a team as a jump-off-point. They could also use the T34 for the Russian characteristic of Tankodesantniki, which similarly allows an AFV with no shock to act as a jump-off-point. Although, in the end, no one actually used that tactic in any of the games played.



The German players tended to favour taking the option for a StuGIII. This allowed use of Pakfront! one of the new German characteristics in the v2 rule book.


This often resulted in opposing tanks contesting the various objective markers and trying to stalk each other amidst the narrow confines of the ruined streets. Nail-biting for the players and very entertaining to watch as the game organiser.



The Volkssturm made an appearance in only one game. There they took up a secure position to guard one of the objectives and not much was asked of them. Probably just as well.



Objective points often changed hands several times in the course of a game amidst bitter hand-to-hand fighting. All of the elements you'd expect to witness in a city fight.




One Russian option included two SU-76 and an infantry flamethrower team. While the SU-76s provide useful HE support, their armour is paper thin. On the other hand, the flamethrower team could operate to deadly effect - if it can come close enough. 


In one game, a plucky SU-76 stood its ground to duel with a StuGIII. 


Hardly a fair fight, but it survived for longer than either player was expecting. Until it didn't. Exploding in flames and inflicting casualties on a nearby friendly SMG section.


It was good to see all of the scenarios hotly contested, but played in the right spirit. The game attracted a fair bit of attention from passersby, with plenty of compliments on the terrain.


20mm games rarely make an appearance at the convention, so it was great to fly the flag for that scale and for Chain of Command.


Too Fat Lardies very kindly gave all the tournament organisers two bespoke Lardy dice towers, featuring their Pie and Pint logo, made courtesy of Battlefield Accessories. Both saw a lot of use.


While my regular CoC opponent Dave helped with playtesting, he had his own games to run at Cancon. Here he is (in the centre) running participation games of Infamy, Infamy. He was intrigued that several different people asked if he was 'the Dave' from the Tactical Painter blog. So, here he is, the face behind the name.


Happy to say that was another very successful Cancon. I was pleased with the way the scenario played out. Several players travel quite some distance to attend and I feel game organisers carry a fair degree of responsibility to ensure they provide participants with a good experience. With three hours to play each scenario I'm always concerned the games may run over time, but all came to satisfactory conclusions within the allotted time. Naturally, it was really gratifying to receive so much positive feedback on all aspects, but particularly the terrain.

As always, it was good to see familiar faces at the event and big thanks to all those who participated in my games - Mark Chandler, MJ Carrick, Ben Fiene, Rowan Coker, Jeremy Cullis, Steve Preston (at very short notice, so thank you), Barnaby (you know who you are) and Damien Browne. Lastly, and most certainly not least, a huge thanks to Peter Rossetti, the organiser of the Lard Zone. As I said to him at CanCon, I don't think he quite receives the recognition he deserves for the excellent job he does. It must be like herding cats at times, a task at which it seems he has come to excel.  


13 comments:

  1. I was the chap who took the Volkssturm, feeling that the extra section might help to cover the objectives.
    As luck would have it, they were my MVP, shooting up one of the Russian squads and keeping them occupied.. It helped, but my opponent ruined my plans with clever choice of which objective to remove (leaving them and another squad too far away from the remaining Objective) and excellent use of his Scouts to bring his main force forward.
    A fun game on a lovely table. And those beautifully painted AB minis were a joy to see.

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    1. Really pleased you enjoyed the game, as I said in the post, I found it really interesting to watch different players chose their supports and how the game then played out. No two games were the same.

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  2. Enjoyed the Stug Duel with my SU76 . Again great table and thanks for facilitating the game.

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    1. Yeah, it was very entertaining to watch, glad you enjoyed the game.

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  3. Impressive as ever, did you get any converts to 20mm?

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    1. Sadly, I doubt it, so many people said if they were to start again, then they’d go with 20mm, but they were too invested in 28mm now to do that. That said, there are several players who do play in 20mm already. A few of them who were playing in the Lard Zone are from a club on the NSW Central Coast (about 1+ hours drive north of Sydney) and they have a very active 20mm scene. It just flies under the radar at shows, which is why I like using it at CanCon.

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    2. Your blog has almost convinced me that any future projects should be in 20mm, though I am also tempted by 15mm which would also have the benefit of being more cross compatible with other things (terrain would have wider compatibility I think, Flames of War/IABSM, etc), and even cheaper. If I was starting completely from scratch I too would definitely choose either 20mm or 15mm over 28mm, I think.

      Anyway, great stuff - this game look excellent!

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    3. Yes, there comes a point where starting afresh is simply too daunting a prospect. I think we all go through those stages. I've recently contemplated rebasing all my AWI and Sudan 28mm figures to 40x40 multi bases as it's the only way I can get that compact look for the units that I would really like to have. I do like the idea, but dread the prospect of basing several hundred figures all over again.....

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    4. I think I would almost just rather paint a whole new army than rebase one...though if putting onto multibases I would just use heavy duty side cutters to trim away most of the base, grind the base thinner on sandpaper then glue the now smaller based figure onto its new base then blend it in with new basing material.

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  4. T'was a pleasure to catch up in the LZ after many years chatting at post ASL dinners. Your game looked amazing. I reckon I'll try whatever you come up with for Cancon 27.

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    1. Yes, it was great to catch up, albeit too briefly. Not sure what I'll do next year, but I've been meaning to run a Sharp Practice game at some stage, set during the American War of Independence. You'll find a few common mechanics to Infamy, Infamy. In fact the origins of Infamy started with an independent group doing an ancients version of Sharp Practice and sending it to the Lardies. Rich liked the idea a little more than the execution, but it then sent him down a rabbit hole that resulted in something new in Infamy, Infamy. So the rule sets share a little bit of DNA, even though they are two different beasts tailored to their period.

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  5. Gorgeous looking table! Sounds like folks had fun...

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    1. Thank you. The feedback was very positive, so hopefully a sign all participants enjoyed themselves.

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