To start us off this week we have a wonderful piece of scenery from Stephen in the form of a landing pad for his toy converted spaceship. The landing pad was made from the floor and walkway pieces from the game sets called Robogear. It’s great stuff if you can get hold of it.
Next up Marcus has painted even more aircraft. This time a mixture of Beaufighters and Mosquitoes.
John admitted to the club that a recent online discussion (and a vigorous one at that), prompted him to start work on some Spanish civil war buildings.
If lockdown doesn’t end soon John is going to run out of room!
After all those Dark Age figures Andy has shifted somewhat to painting up a bunch of 15mm Sci-Fi characters. No doubt to go with his recent Space 1999 Eagle.
And finally for this week, yet more progress (though not as much as hoped for) from Mark on his 6mm Hammers Slammers forces.
And couldn’t resist a close up of the paint scheme.
I’ve been enjoying Mark painting up his forces so much I’ve dug my old 6mm tanks out and will be adding them to the painting queue.
John presents us with another Zona Alpha battle report.
A Zona Alfa Solo play battle report, a continuation from The Hostage in bunker c7.
It had all been too good to be true. With half a kilometre travelled the BPM 97 coughed and spluttered it’s last and came to a grinding halt.
‘Where are we?’ Kovacs asked. ‘Strelets’ replied Leila, ‘The fence is just beyond the village’. He picked up a cluster of hotspots in the village and with the zombies in pursuit He needed to think fast.
‘Ice Queen, booby trap the doors, they’ll smell our sweat first’. Cover us whilst we check out the village.’ ‘Leila, grab the wire cutters and stock up on grenades everyone’.
Kovacs headed out first followed by Leila. They’d reached the outskirts of the village as the zombies arrived. Sure enough they triggered the Booby trap and the doors were well and truly blown off.
Ice Queen takes aim at the zombies.
Whilst she could, Ice Queen ran around the building to Kovacs and Leila. ‘This will slow us down’ muttered Kovacs as Leila attempted to take out the zombies unsuccessfully. Kovacs lobbed a well aimed grenade in their direction and all three fell dead.
Picking their way through the village, it was clear that other hotspots would be triggered. ‘Better choose ourselves’ said Kovacs as he tossed a bolt at the building in front triggering the hot spot
‘Holy Cow! Four mechs’ groaned Kovacs.
‘Drat!’ shouted Kovacs as one of the mechs aimed at him. Luckily it missed, the second mech fired and wounded Ice Queen before it too was downed.
Having disposed of the Mechs and administering a med pack to Ice Queen, Kovacs weaved between the village buildings and clambered onto some farm machinery to get a clear throw for a bolt toss to trigger the hot spot near the fence. It was then that Kovacs noticed the sensors.
‘What the …’ ‘Ice Queen, here now!’ shouted Kovacs.
‘Leila, run to the fence and cut a hole in the wire – don’t worry about the alarm’ ordered Kovacs. Without a fumble, the bolt cutters easily made a hole in the fence as the alarm started, waking up some Ghouls – tortured irradiated souls who had escaped from the Sanatorium.
As Kovacs makes a run for the fence, the mayhem roused a group of zombies near the bath house.
Ice Queen was stranded, deserted by her comrades. With the alarms going, there was only one course of action to survive. Her Sniper rifle weighed too much, she had to ditch it to stand a chance and run for the wire before the zombies got to her. At the wire, Kovacs handed her a bottle of Electric Juice . ‘Here take this’. ‘Now run for that Sewage drain to the left’. They made it into the cold damp darkness of the sewage pipe before the first drone came over. ‘You owe me’ howled Ice Queen. Some people say you can never get rid of the smell.
It is a very terrain intensive game and, if you go with the game setting, very game-specific terrain at that.
So I decided that I wouldn’t use the Felstad setting, preferring to make use of miniatures and terrain I already have to get some extra mileage out of them.
That means I use models and buildings from my large dark age/early medieval collection. So let’s call it ‘Darkgrave’, shall we?
For lockdown Osprey offered the Dark Alchemy campaign as a free download. (Ed: available as a pdf or e-book for £1.49 from Osprey at date of posting).
So this weekend I finally got around to playing it.
Dark Alchemy is a 3-scenario campaign based around a raid on a large alchemical factory. Or, in my Darkgrave setting, a raid on the ruins of a large alchemical commune.
My warband is led by a druid (Witch, under Frostgrave options) called Rollo Magwitch and his apprentice, Eadberht Blackthorn.
I played the first two scenarios but forgot to take any pictures. Suffice to say that after a bit of plunder the group had grown familiar with each other, and identify any short comings. They’d made enough to pay the landlord of the Puking Pig Inn for permanent rooms as their home base.
So what follows is a report on the last of the campaign scenarios – The Spreading Flame, where they have to escape the ruins before they go up in flames!
The board was set up with ruins and undergrowth. Then the treasure tokens were placed. Then three fire tokens were placed, and then four fire-flingers – constructs that can move around shooting flames at interlopers. The warband has 10 rounds to collect as much treasure as possible and get off the board. After 10 rounds the place explodes in fire with anyone left onboard having to make a casualty roll.
For this scenario you are only allowed to take four warband members. I chose Rollo Magwitch, who teamed up Wilfred (a fyrd man), and then Edward (a slightly wealthier thane with great axe) teamed with Alfred (an archer) – meaning that each pair had a melee fighter and missile/spell user.
Edward and Alfred skirted around a ruined chapel where ahead they could see the glint of gold. However, they could also see the flickering of flames, so Alfred notched an arrow and let fly into a fire-flinger. Edward chose to duck into the ruins, hoping this would make it difficult for the fire-flinger – two targets instead of one – and maybe a chance to get around the side to either destroy the construct or make a nab for the treasure.
Rollo and Wilfred had made their way around the other side of the same ruined chapel. In front of them were the ruins of a large building, possibly a chapter house or something. Same thing – gold (a chalice) could be seen, but so could a fire-flinger. Trying the same tactics as Alfred and Edward, Rollo decided to see if he could hit the fire-flinger from distance by casting a Bone Dart spell. The spell didn’t go off, so Wilfred stepped forward to block the fire-flinger in case it moved up.
Alfred let off another arrow, scoring a hit, but doing little damage. Edward continued through the building, but had miscalculated how far away he was and found himself struck by a lick of flame from the fire-flinger. If he stayed where he was it would come to no good, so he pulled out his axe and charged into the construct.
The fire-flinger didn’t last long.
Rollo also had another go with his Bone Dart spell. This time he was more successful and a flurry of small shards of bone spewed from his hand and riddled the fire-flinger. A good hit, but not good enough. Wilfred then went forward, hoping that the damaged construct could easily be dispatched. Not so – the fire-flinger gave him a good burning!
Having destroyed the first fire-flinger, Edward then moved forward to grab the treasure, but lo and behold, another fire-flinger had come up. The blade of his axe had warmed up nicely now, and so emboldened he decided not to wait for Alfred’s bow fire and just waded in. This wouldn’t go so well – it didn’t take long for Edward to fall under the searing lashings of the fire-flinger and burnt and smouldering, down he went.
It is hard to say whether Rollo then showed wisdom or, perhaps, opportunism. With Wilfred engaged with the fire-flinger, this left the treasure – a large gold cross – free. Rollo cast his Leap spell, bounded the ruined walls, and grabbed the cross! As Wilfred continued his fight with the fire-flinger (a fight he would go on to win), Rollo (holding the treasure firmly) fled the ruins to safety.
Alfred, having seen Edward go down, drew his arrows and proceeded to pepper the second fire-flinger with arrows. When that did for the construct, he ran forward to see what state Edward was in. There was no movement. Time was of the essence. Maybe now Edward’s soul resided with God. The only honour he could was grab the treasure and make off with it, to make Edward’s sacrifice mean something (well, that’s what he would later claim).
Now it left Wilfred all on his own, with time ticking down. There were no fire-flingers around that he could see, so he was left with a dilemma – leave now and be safe, or go further into the ruins and see what he could find.
Curiosity got the better of him.
Forward he went, where he could see a gold chalice lying in the rubble of the ruins. Unfortunately, this also drew the attention of another fire flinger. If he was quick, though, he should be able to make it to the treasure and be off before the fire-flinger got near him. There would be no room for mistakes though.
And fortunately for Wilfred no mistakes were made. He got the treasure and then sped off after Rollo, with the fire-flinger’s flames shooting out after him.
Edward would count as still being in the ruins on turn 10, meaning that he would have to make a roll to see what happens – would he be killed or would he survive? I’m pleased to say he lived to tell the tale, but he had been badly wounded by the flames, and would have to miss a game, holed up in bed in the Puking Pig Inn until he had recovered (in game terms – he has to miss a game).
Rollo is now a level 7 witch (that may sound impressive, but levels are easy to gain in Frostgrave and you get small increases with each level. Level 7 is still very low in game terms). With the money he’s made he has managed to recruit a huscarl: Godwin. This should provide some good back bone to the warband.
Marcus takes us through a recent game of Galactic Heroes.
Fist-Full Of Lead: Galactic Heroes
The boys and I have played a few skirmish games of late, and Fist-Full of Lead (FFOL) is a great option for a quick set-up bit of fun. Galactic Heroes is a stand-alone product in the series for space opera style action. It is produced by Wiley Games in the US and available in the UK from Oshiro Models.
A week ago I threw together a scenario which my youngest, Sun Two, and I blundered through (because it wasn’t that well developed, as a spur of the moment thing), but I forgot to take any photos! This week I wrote up a more complete treatment and we decided to give it a go on Saturday.
With some obvious inspiration (hint for those who didn’t grow up with the obligatory Cold War fiction) I pulled out my home made skirmish board with a surface that works for anything from an arid planet to the ocean depths and broke out all the sci-fi scenery (cue aquarium plants and buildings (some home-made from coffee jar tops) and some geodesic shelters from the lovely range by Alternative Armies Ion Age).
FFOL games rely on a deck of playing cards for activation. A player can use their own ordinary deck or use the bespoke ones available. These not only have some appropriate art, but also include on the relevant prompts with benefits that accrue from activating on certain cards. (e.g. +1 to combat (Jacks), heal a wound (Queen of Hearts) or (Sixes) reload). A player is dealt cards for the number of models they control. Then one player calls out the cards in rank order. When that player calls “kings” a player with a king can activate one of their models. If two or more players have kings, activation is completed in suit order. Each activation gives two actions. The models mainly use 1d10 for shooting and close combat, but a wide choice of traits vary the characters. Crews all receive one common “crew” trait (e.g. advanced comms or camo), leaders get three traits plus leadership, a specialist two and a regular one. The traits provide a lot of character and variation to the crew.
Planetary Research Station Zulu The war for control of Galactic Space is the coldest war of all. The mighty, technically advanced fleets of both the Rim-Ward Confederation and the Core Union conduct an unceasing ballet of probe and counter probe, patrol and surveillance in the effort to accrue the slightest advantage should the fragile peace fail. Unfortunately, this peace is threatened as a Union stealth probe has crash landed on moon Zulu. Before it crashed it transmitted critical information to a receiver on the planet. But the only occupants of this arid dustbowl are a group of scientists. Communication has been lost and a violent sandstorm rages.
Each side has inserted a team of specialists with instructions to bring back the critical information. Each side needs to contact the remaining civilians and roll successfully to gather information (tokens). After turn five each side has an opportunity once each turn to roll under the number of tokens gathered, which will provide enough evidence to recover the crucial data cache. The side which gets off the board first secures the vital data. However, where there are secrets there are spies! It is unclear how either side came to infiltrate agents into the expedition, but needless to say they did. No-one knows the identity of the spies. When questioning civilians, on a 9+ the subject is a proves to be a spy and attacks the team. The spy is then controlled by the other side, which is dealt an extra card next turn for the additional character. If an opponent’s spy is killed, deduct 2 from their intel total.
There were also some random events in the scenario, including weather changes (the game started with a lull in the storm), buildings blowing up and the dreaded sandsharks…
Finally, I controlled the Core (entering from the left in the layout picture). Sun Two the RimFed.
Turn 1 The game started with a brief lull in the storm. Both teams approached the research station from opposite sides, failing to make any contacts during this turn.
Turn 2 The first random event produced…nothing! No-one was wounded, so despite a sandshark roll, none appeared on the board. The Core Sniper having advanced toward a civilian was, ironically, picked off from a hill to the south east by a RimFed sniper. Out of action immediately! Snarot (a snake-parrot hybrid) struck back with a shot similarly wounding RimFeds Catman.
Turn 3 The weather closed back in with visibility cut to 12” and short range up to 6”. A RimFed trooper interrogated a mechanic (Picture 3), gaining 2 info. with a roll of 7.
The Core leader, Sharon (looks a little bit like an ‘80’s Sharon stone-every collection should have one!), approached a venerable orange robot to interrogate it, but on a roll of 9 it turns out to be a deadly spy, rolling an 8 to wound. Sharon however is “Lucky”, so forces a re-roll…9! Sharon is not so lucky after all and out of action for the game. Core forces have already lost two figures and have no information. RimFed’s Silva Slither (metallic sheathed worm) encounters another civilian and rolls for information, only to uncover another spy. The spy shoots but misses. By co-incidence both spies roll the trait “sixth sense” from my short “spy” list. They can re-roll one shot each turn (but the Core spy overlooked this at the time)
As the turn closed, Snarot tried to finish off the orange spy with a couple of shots, but missed. The Core’s own red worm (red and silver worms have a deep-seated enmity!), Slippery, again tries to shoot the orange robot, causing severe damage (a wound) and shock. For the Core, Spartan closed with Silva and engaged in close combat alongside the Core spy in support, wounding the metallic nematode.
Turn 4 Surely things would improve now for the Core? The random event indicated two information points in a random building. It turns out they are almost immediately adjacent to RimFed’s Antman. He not only collects these but encountering a civilian in the building, also gets another token from him! Slippery tries to finish off the robot, but fails. The RimFed uses a Queen of Spades to activate the robot, shaking the shock off but failing to return to action from the wound (You can attempt to recover; stand up and function after a wound. However, you need a medic to attempt to heal/get rid of it). Snarot again fails to finish it off.
Elsewhere, the Core spy shoots RimFeds Kanga, putting him out of action. RimFeds Hawk tries to get more information out of a yellow robot to no effect. Silva overcomes his wound, and while he remains injured, manages to stand. Antman, sensing the tide of the game is flowing substantially in favour of the RimFed, moves toward their edge of the board.
Turn 5 Visibility clears again. With a staggering 9 intel., the RimFed roll a 6, meaning that they have enough information to recover the secret data package. While slippery finishes off the orange robot spy costing the RimFed two intel., it is too little too late from the Core forces. As the RimFeds forces pull back they callously leave two of their team and their brokenspy behind. Snarot and Spartan try some long range sniping at the retreating forces to no effect. Hawk, Antman and an injured Silva (who makes a sliding equivalent of a limp) make it off the board for a substantial, if brutally efficient win, even while the Core spy puts Catman out of action.
A very bad result for the Core. No intel gathered and their leader out of action. The fact they knocked out the enemy spy and two combatants is cold comfort in this cold war. And no sandsharks. Again. Very disappointing.
FFOL provides a very quick, interesting, narrative game with very little effort. It took no more than 90 minutes, if that. I am thinking seriously about a future campaign in a post-apocalyptic setting using FFOL – Wasteland Warriors and a road race element. This would allow a series of micro-games in a campaign where a number could be played in a day at the club.
One of the Dark Ages rulesets I use (Dux Bellorum) allows some armies to have a unit of Monks to provide spiritual support to the rank and file. They may also be used as the less combatant targets of Viking raids under other rules.
All paints are Vallejo unless stated otherwise. The monks’ habits are English Uniform, with an Army Painter Mid Brown Wash. The under tunics (where relevant) are Khaki Grey and the Scapular White. Black and various shades of brown were used for their hair (what’s left of it).
The rope on the cross and monks belts are German Camouflage Beige.
The Abbott gets a nice AP Crystal Blue waistband and has some silver metalwork on his crook (Vikings may like those). The preaching monk’s bible has a Chocolate Brown cover and Pale Sand pages.
Welcome to another Work in Progress Wednesday. We start with some English Civil War miniatures from club member Kimber. The image above is of the Royalist Commanders, below we have a Parliamentary unit.
Next up Stephen has been adding more characters for both Sci-fi and fantasy.
Because I ask about this last week Andy has provided evidence of the various baggage terrain pieces he did fitting into his Ox cart.
But that’s not all Andy has been working on. Here he has started painting a kit of an Eagle from Space 1999.
And finally (again) I’ve built even more 15mm medieval buildings for my Wars of the Roses battles.
I’m currently engaged in a discussion with club members over the colour of plaster for buildings in the medieval period.
Society member John describes how he made a Zona Alfa battle mat. This was written up after the mat had been made, so there aren’t many WIP shots.
I wanted a battle mat for Zona Alfa so decided to make my own following the Sea mat I made for Galleys and Galleons using the same techniques. Here’s what I used:-
As much weed control fabric for as many mats as I’m ever likely to use for £3.99 from Poundstretcher. 4 x decorators caulk from Wickes £4.00. The Wickes caulk appears to be the best. I’ve found lumps of dried caulk within the tube in other brands
The fabric appears to be polythene with paper fibre bonded to it in a small waffle pattern. If possible I wanted this to show through in on the finished mat so decided to start on the reverse of the mat with a thin layer over all of it, using a caulking gun without nozzle fitted to the caulk tube.
Firstly, I taped the material down to hardboard with masking tape, smoothing out any creases, before applying the first coat. I applied a thin layer of the caulk and smoothed with a trowel. Here I hit upon a snag. Some of the mastic seeped through the fabric and bonded to the hardboard I was using, I ended with a number of tears which were easily patched with packing tape – they would be covered with caulk later. I’ve tried using greaseproof paper under the fabric when applying the first layer and this seems to prevent the problem.
When the first layer was dried, I flipped the mat over and applied a thin coat on the second side. When this had dried, I decided which surface was going to be the playing area and applied a second coat to the reverse side. After this dried, I checked any areas with packing tape patching showing and gave these another coat of mastic, I dabbed the surface with a sponge to provide some texture.
When fully dry, I cut the mat to shape (3 foot square) with a Stanley knife and straight edge and painted the playing area with grey match pots, blending the colours in. Now it was time to get creative with washes to get some variation in the colours. I used burnt umber and black acrylic tube paint. I started by applying blobs of paint on the mat and taking a jar of water, diluted the paint outwards. You can see that here.
I always use fairy liquid in the water when using acrylic paints to break surface tension. This created bubbles on the mat. See detail near base of photo.
I then placed cans under the mat to let the washes flow across the mat. You can see this near the top corner of this photo. Accidently, I spilt drips of wash on the mat and decided to leave them, see below.
When the mat was fully dried, I then dry brushed any raised detail with pale grey and then white acrylic, before applying some light green wash to indicate moss or alga growth.
Storage and Transport.
For the two mats I’ve made, I store them in the garage on top of other items, I haven’t tried storing them rolled up and I wouldn’t stack mats on top of each other (I had a problem with two pieces of marsh terrain I made which permanently bonded together when stacked). Any creases disappear if the mat is rolled and unrolled. From the above photo you can see it unrolls flat.
I’m thinking of making some 2 x 2ft mats for Perilous tales – a desert area, a swamp, desolate moorland as the techniques are quite versatile.
John puts the 3D printed galleys supplied by fellow club member Colin into battle. This is a solo battle report using the Galleys and Galleons rules.
Rum Baba, an infamous Barbary pirate had been driven eastwards by the Christian warships but was still a thorn in the side of Venice. It was decided to despatch one of the newly built Galleass to their base at Chania in Crete to rid the Mediterranean of this menace for ever. En route, the Galleass and it’s escort were ambushed by Rum Baba and his pirate crews.
The Opposing Squadrons (details in Appendix)
The Venetian Squadron comprised the Lanterna Flagship commanded by Linguine, the new Galleass and a small Galliot to act as scout and draw the attention of the Ottomans. The Ottomans comprised Rum Baba in the Lanterna and three swift but lightly armed Galliots.
The Ottomans win the initiative roll and will move first each move. At the start of each move every vessel has to roll up to three D6 and roll equal or above its Q value to gain a successful action
The Galliots rush towards the Venetian Galliot intent on its destruction. Meanwhile, the Venetians move up cautiously and the Galleass takes in sail to maintain formation.
The Ottomans move up and use their final action to open fire at long range. One point of damage is inflicted on the Venetian Galliot from this fusillade.
The Venetians move into close range and fire back
Two Galliots and the Ottoman Lanterna close in on the outnumbered Venetian flagship and the two Galliots who have locked in combat fight to a standstill. The Galliots have the Derring Do special rule and attack with reckless ferocity. In the first round, all base combats are reduced to zero.
With the Venetian Flagship on 3 damage points, the Ottoman Lanterna moves in to deliver the Coup de Grace and Linguine Strikes his colours
With the Galleass now a dot on the horizon, Rum Baba takes Linguine’s surrender and collects his prizes. He hoped for a profitable ransom for Linguine and whilst He would sleep well tonight in the company of concubines, that Galleass worried him. His captains had been reckless, they would need to be more savvy next time.
Appendix – Data sheets for vessels involved in the conflict
This week we start off with some Sci-Fi rogues and scoundrels from Stephen. The miniatures are all converted using various bits from other sets and miniatures.
Next up Andy has made more progress on his Ox cart. I wonder if any of Andy’s terrain pieces will fit inside?
Now we have some RAF and Luftwaffe forces from Marcus.
And finally (why do I always leave my stuff to last?) I’ve made some progress on my Tudor buildings. I’m trying several different colour schemes and seeing how grey thatched roofs look, since that is normally the colour of thatch after a short time.