On Farthest Tides’ – Dire Straits

John’s latest report on Li Chee the Pirate Queen’s feud with Admiral Feng Shui using Ganesha Games Galleys and Galleons rules.

Months had passed since Li Chee’s raid on Qui Nhon harbour, the junk she had captured now had a new crew and was ready for action.

Meanwhile Admiral Feng Shui set sail with his treasure ships hoping to reach India safely but first he had to negotiate the Straits of Molucca. He had taken the precaution of hiring a trusty Proa to act as pilot, he would be glad of this before the day was out. It was here, close to the dreaded ‘Whirlpool of Indesit’, that Li Chee planned her ambush and with some of the treasure won at Qui Nhon she had enlisted the help of some head hunters, Sumatran cannibals of terrifying reputation.

Making good use of the wind, the Treasure fleet made stately progress through the straits, until…

The trap is sprung!

The new Pirate junk captured at Qui Nhon and refitted, moves in to attack a Treasure Ship, keen to show her mettle.

The new Pirate junk hits the Treasure Ship with a short-range broadside rake the Treasure Ship suffers 2 points of damage as it’s tripled (Treasure Ship has reinforced hull but combat factor reduced by firing full broadside and short-range rake). Junks combat factor increased by one as firing from short range. The vessel also takes a critical hit (4) – Rudder struck!

First blood to the pirates, it’s a devastating attack that the Treasure Ship will struggle to recover from. Li Chee attempts the same tactic on the small Merchant Junk with less success.

LI Chee curses her gunners as they only score one point of damage on the Merchant Junk

The badly damaged Treasure Ship attempts a risky manoeuvre to avoid the attentions of the Pirate Junks.

Things are looking bleak for the Treasure Ship but 3 successful activation rolls allow it to change course avoiding the Head hunters and the junk. Will it escape? – We shall see.

Meanwhile the smaller Merchant Junk is unable to avoid a collision with the Pirate Queen’s ship and comes off worse.

Both vessels roll for damage. The Merchant Junk has a reinforced hull so takes a second point of damage whilst Li Chee is unaffected

Things were looking bad for the Treasure Fleet, with two junks badly damaged. Where was Admiral Feng Shui? He’d decided to hang back to prevent being cut off by the wind but horrified by what he could see before him, Feng Shui swung into action, attacking the pirate junk that had devastated the Treasure Ship. A Devastating cannonade from Feng Shui’s flagship ripped through the Pirate Junk.

The Pirate Junk is doubled and the critical hit sets it aflame!

The Pirate Junk’s crew manage to extinguish the fire but are so preoccupied and cannot prevent the Junk heading directly for an island.

Here the Junk has to roll 3 successful activations to put the fire out, which it does. Had it rolled a 1 on either of the red dice, it would have to take an all at sea roll which is bad news!

The Merchant Junk which collided with the Pirate Queen veers away but strays too close to the ‘Whirlpool of Indesit’ and is sucked in, never to be seen again. To this day, on still nights it’s said you can hear the mournful cries of the crew.

For the Whirlpool I decided that any vessel within S of the edge of the whirlpool at any point of its move was sucked in.

Meanwhile Feng Shui’s Junk comes under attack from the Head Hunters. No vessel is off limits, they just want a nice collection of skulls. They have enough actions to move up to the Flagship and grapple but frustratingly not enough to board.

Here two activations are required to cut the grapples. As a flagship, Feng Shui has an extra free activation. The grapples are cut. But there are no activations leftConcentrating on cutting the grappling ropes Feng Shui’s flagship is unable to avoid a collision with a Treasure Ship.

The ships collide with a destructive crash. Both vessels are badly damaged.

The collision roll is bad. Despite the reinforced hull, both vessels take 2 points of damage. Ouch!

The Pirate Queen opens fire on the badly damaged Treasure Ship which takes more damaged and is now crippled.

Whilst upwind, the damaged Pirate Junk manages to turn away from the island and manages to avoid foundering on the shallows by the skin of its teeth.
The Junk has to pass it’s Quality roll (2), three times as it’s travelling at L

Feng Shui’s nightmare day goes from bad to worse as the Flagship cannot avoid a second collision with the Treasure Ship. A gaping hole develops in the bows and despite the reinforced hull, the pumps can’t prevent the Flagship sinking. Feng Shui escapes, clinging to driftwood.

The Treasure Ship fails all its activations. This is a turnover; all un- activated vessels must move in a straight line and both vessels collide again.

With Admiral Feng Shui clinging to floating wreckage, Li Chee seizes her chance to board the damaged Treasure Ship.

The Treasure Ship is on a – 2 modifier (-1 Merchantman, -1 crippled), but with the Pirate Queen has ‘Derring do’ which reduces combat factors to 0 and Intimidating which gives +1

The damaged Pirate Junk which had escaped grounding also managed to avoid the ‘Whirlpool of Indesit’ so now Li Chee had a huge prize and both pirate junks survived the encounter. Time to pay off the Head hunters cheaply, repair and refit the junks and spend days counting treasure. As Feng Shui drowned with his ship she looked forward to further profitable ventures, but first she needed a patron to establish bases for repair and re- victualling.

Feng Shui was grateful to be picked up by the Proa, though whilst he clung onto the outrigger, he pondered his next move. Returning to China was out of the question, an excruciating death at the hands of Emperor Ming the Merciless lay in wait. Yet if he tried to make a new life here, the long hands of Ming’s empire would grab him by the throat. What he needed was a Pirate Hunter and fast.

Appendix Vessel stats for the Engagement

SED NOMINI TUO DA GLORIAM

Stephen reports on a game of SAGA: Age of Crusades fought at a recent meeting, with occasional comments from his opponent, Andy, the editor. For those whose schoolboy Latin is a little rusty, the title translates as “But give glory to your name”…

Sir Fulkes LaMont was awakened early by the wailing of the muzzerain. He calmly threw aside the tent flap, the sun still low and it’s warm glow lighting up the sky like molten metal. There was no breeze. Nothing. Just the call to prayers carried across the still air. Sir Fulkes looked out to the silhouette of the distant city walls, the tall towers of the mosques rising above all, and the cries of the muzzerain carrying far…

It’s been the best part of 18 months since I have had a game of Saga. During The Great Plague I  painted a Saracen army and since we agreed we’d have a game of Saga at the club, it was time for them to whet their blades.

Saracen Ghazis Draw Bows

Andy took the Saracens and I had the Templars (Milites Christi in Saga: Age of Crusades terms). We went with 5 points each. The Saracen force was entirely mounted and had a warlord, three points of Ghulams (hearthguard) and two points of Ghazis with composite bows (warriors). The Templars had a mounted warlord with three points of mounted knights (hearthguard), one point of crossbows (warriors) and one point of foot sergeants (warriors).

The table was set up and then, using the Book of Battles, we made a roll for deployment (Confusion), Duration (Cautious), Special Rules (A Dash of Nostalgia), and Victory Conditions (Overrun).

Spear of Distance vs Axe of Measurement

So, Andy took first move. And forward the Saracens went. He took quite a wild move on my right flank, obviously trying to outflank the crossbows, and maybe come around the back. (Andy: I was trying to draw one or two of Stephen’s units off to counter the Ghazis leaving him weaker in the centre). On my turn I put the crossbows on top of the hill where they could have a good field of fire. The knights went forward, and I repositioned the warlord behind some rocks – a defensive position until I could see what Andy intended on doing (Andy: Leading from the back eh?).

Saracens Advance

What I noticed was that Andy had shifted his warlord forward, just ahead of the rest of his army. I’m sure Andy will claim that’s because he was bold and daring, but I reckon it was because he wasn’t concentrating. (Andy: I’d like to claim that too, but Stephen was right). This was too good a target to ignore, so Sir Fulkes ordered his knights to charge and in they went!

Fortunately for the Saracen emir he had a unit of Ghulams nearby, which is just as well because otherwise he would have ended up dead! Instead, those bold warriors laid down their lives for their leader. Badly shaken, badly beaten, and badly fatigued, the Saracen warlord boldly fled to the rear of the table, as far away as he could get from the knights.

Saracen Ghulams and Warlord

Now, one should keep in mind that we’d never played Age of Crusades before and not only that, but we seldom, if ever, use mounted troops in previous games of Saga. That, added to the fact that it had been a long time since playing, meant there was some learning to do. Andy’s Ghazis also had composite bows, which activate differently to regular bows. (Andy: These units have free Shooting activations, but cannot do two such actions consecutively). So there were some inevitable teething problems. From my perspective I felt that Andy, initially anyway, was using his Ghazis like regular fighting troops. Although as the game progressed he seemed to get the hang of using them to skirmish – dashing in, loosing their arrows, then off again. (Andy: I was trying to combine Shooting and Movement, took me a few turns to get it right).

Skirmishing Saracen Cavalry

The Ghazis on my right moved within crossbow range and took a salvo for their troubles. Not too damaging, but enough to make him start to think about the Saracen battleboard properly. Meanwhile, on my left where the other unit of Ghazis were, they started harrying my spearmen. Still can’t think what made me take dismounted warriors when I had the option to have them mounted. Oh well. They were always going to be out of their depth and prone to attacks from all the fast moving cavalry around them.

Crusader Spearmen

Realising the game was going to be won or lost in the centre, I pushed my two units of knights forward. This would mean I might get outflanked on both sides – my hope was the crossbows would tie Andy down on the right and the spearmen would hold him off on the left. I was partly right.

Templars Charge Forth

We had an almighty clash in the centre. My knights had gone forward. I’d combined my three points of hearthguard into two units of six, whilst Andy had kept his three points in three units of four. One of those had been decimated whilst saving the skin of the Saracen warlord. But now the other two units took it in turns to charge my knights. Andy came out slightly on top of that one (he lost four models, I lost five). And then I sent my spearmen in, trying to take the heat off the knights. But that didn’t go too well for them (Andy: I managed to follow up a Shooting attack by the Ghazis with a subsequent charge from the Ghulams).

Surrounded and Doomed

So we had a five turn game limit. Along came turn five and, to be honest, it was looking fairly even to me. You normally expect your opponent to throw everything at you on the last turn but Andy was surprisingly restrained. (Andy: I’ll blame my SAGA dice).

‘I’ll show him,’ I thought. I loaded up my battleboard so my few remaining knights could charge in to his unit of Ghazis. It went alright – the Orison ability of the Templars saved their skins, and sent some of the Saracens packing.

And that was it. Game over. We totted up points and the final result was…5 points to the Saracens, and 11 points to the Templars.

Club meeting 23rd October

A quick round up of the games at the recent club meeting, four scales, four periods.

First up, a 15mm War of the Roses game between Stephen & Tony (Lancastran) and Jeremey and Andy (Yorkist) using Sword and Spear second edition rules.

Jeremey added some flavour with some random event cards, one to be drawn by each player. The four used in this game were:

Jeremey’s random event cards

Jeremey will write up the game, so I won’t go into detail on how the cards were used here.

Andy’s Yorkist Archers and Crossbows occupy hill as the Lancastrians approach
Andy’s command.
Tony’s Border Horse take on Jeremey’s Men at Arms (with the banner)
The Yorkist line seen from the Lancastrian’s perspective

Next up Mark, David and Alan fought a battle in the War of the Spanish Succession using Mark’s 6mm collection and his own rules.

The battle lines are drawn
The Grand Alliance Lines
Alliance infantry and train.

Cavalry advance
Local firefight

Moving on several centuries, we come to 2004, Fallujah, using Force on Force rules. This 20mm collection was put together during the lockdown by Peter, this is its first outing at the club. Peter was joined by John, Brett, Colin and the other Mark.

Marines on the roof
Marines take casualties while advancing
Pilot’s eye view
Insurgents
The Ruins of Fallujah
Insurgents around a skip
Insurgents in the open

And finally we move into the near future, with an excursion into Zona Alfa. John (another one) took Eric through the rules with a series of short scenarios using his 28mm collection.

Stalkers encounter some mutant dogs
Hostiles approach
Zombies in the smoke
Close encounter of the gruesome mutant kind
Where did everybody go?
Start of the next mission, all seems quiet… too quiet!
Creeping through the undergrowth
Objective taken, but man down.
Anomalies abound

Falluja, Iraq, 2004

Peter reports on his major lockdown project, making its debut at the club today.

This is my lock down project that’s taken the best part of two years to complete. 

It is a modern warfare game using 20mm scale figures and the Force-on-Force rules from Ambush Alley Games. 

We’ve played the rules a few times during past meetings with Mike, who left the club a couple of years ago. They were memorable games and great fun. That’s why I decided to start assembling figures and models to put on a game based on the battle of Falluja, Iraq, 2004.

Here are the first figures ready for action – US Marines and a Humvee with Grenade launcher. 

After assembling and painting more US Marines and a couple more Humvees, I started on the Iraqi insurgents and foreign fighters.

And a couple of Technicals with machine guns. 

Next the terrain.  

The game board is about 4’x4’ and depicts a section of a modern middle eastern city with damaged buildings, debris strewn streets and abandoned vehicles all over the place. 

I chose 4mm foam board for the construction of the buildings as it’s readily available at shops like Hobby Craft and the Range. It’s also easy to cut and it’s light to transport around. The rest of the terrain and building details were sourced from places like S&S models and model railway shops.

Here are some completed buildings.

 Rubble mounds were made of scrunched up newspaper and coarse basing material from various wargames and modelling websites and all stuck down with good old PVA glue. 

I got hold of a plastic model Abrams M1A2 MBT and enhanced it with some baggage and lose rubble. 

More rubble and damaged buildings were made next …

The roads are black 3mm thick soft foam sprayed with grey paint and debris sand and rubble stuck down. The road markings were done with masking tape and paint – gently rubbed down with glass paper when dry. 

A couple of Helo’s adds to the US Marines arsenal… 

A couple of shots from a practice game, Delta team on building clearance mission.

 

Club Meeting 9th October 2021

A short pictorial round up of the games at the latest meeting.

First up a couple of FOG Ancients games.

6mm FOG Roman Civil War
6mm FOG Ancient British Chariots
6mm FOG Ancient British Warband

Next, on a planet far, far away, Alan ran a couple of games using Fistful of Lead Galactic Heroes rules.

Star Wars Imperials
Star Wars Battlefield
Star Wars Imperial All Terrain Scout Transport
Star Wars Rebels annoy the native fauna

Lastly Several SAGA Games. Stephen and Andy in the Age of Crusades, Templars vs Saracens.

SAGA Age of Crusades deployment
SAGA Age of Crusades. Salim al-Katid’s Warband on parade

There will be a full write up of this game in a couple of week’s time.

Jeremey and Tony were playing SAGA Age of Vikings, Norse-Gaels vs Anglo Saxons.

SAGA Age of Vikings, Jeremey’s Anglo Saxon Warband
SAGA Age of Vikings, Tony’s Norse-Gaels
SAGA Age of Vikings Warbands Clash

Later in the afternoon Tony (Norse-Gaels) and Jeremey and Andy (both Vikings) had a couple of three handed games fighting to control a Bard, after all, he who controls the bard writes the saga.

SAGA Age of Vikings, Three way fight for the Bard. Tony’s Norse Gaels top left, Jeremey’s Vikings top right and Andy’s Vikings at the bottom
SAGA Age of Vikings, second battle for the Bard. Andy’s warband eliminated, the Bard in Jeremey’s protective custody while Tony’s Norse-Gaels look on.

Stargrave – Return to Fenris – Part 2

Andy tells the story of the Fenris mission from a different perspective.

Following the limited success of the first mission to Denides, Captain Ash de Vere set about recruiting replacements for the losses incurred, Eric Olsen, the First Mate and Sam Fleet, a pathfinder had both died during the mission.

The first order of business was to recruit a new First Mate, by a stroke of fate the best candidate Ash could find was also called Eric, Eric Bamburgh. After some reflection Ash decided the crew really ought to have the services of a medic, and fortunately the new first mate knew of a good man called Dan McIntyre who was looking for a new berth.

As the two new crewmen were settling in Patina dZuk, one of the Runners Ash had engaged for the last mission, popped in and asked Ash if he could stump up 20 credits to get her the kit needed to become a Chisler. As there was just enough credit remaining after hiring Dan, Ash agreed.

So, with the crew back up to full strength Ash set about looking for a new mission to bolster the funds. An information broker Ash knew, Germy, had heard some rumours that Fenris, site of one of the major battles in the Robot Wars, was awash with loot and knew of potential buyers for any physical loot that Ash could find. What Germy didn’t say was how many robots remained active on the surface of Fenris…

Ash and Eric tried to lay some groundwork for the mission, Ash tried his usual sources for some high impact ammunition, but none was to be found. Eric tried greasing some palms to get possible rival crews to look the other way at an opportune moment, but there were no takers.

As Ash set the shuttle down on Fenris he briefed his crew. He would lead one team with Charlie, Jen and Patina. Eric would lead a second team with Skel, Honu and Offler. Bren, who hadn’t fully recovered from the injuries sustained on Denides, and the new medic Dan would be the reserve.

As the teams approached the ruins of a town movement could be seen, several of the Fenris incident robots were moving around the town.

Robots patrolling

In addition, more than one other crew were in the town, no doubt searching for the same loot Ash was after.

Tony’s crew

Ash led his team towards Tony’s crew, an ex-military group judging by their uniforms, activating his Energy Shield as he moved through the ruins.

Ash’s team took up positions behind some rocks while Patina got out her lock picks and set to opening a promising looking crate. Success, unlocked!

As Patina checked the contents of the crate she came under fire from Tony’s crew, presumably trying to take her out so they could steal the loot.

Ash and the rest of the team returned fire at Tony’s crew, giving the wounded Patina the chance to fall back with the loot behind some rocks to take her out of the line of fire. Ash told Patina to get back to the Troubadour with the loot as fast as she could; he and the rest of the team would cover her retreat.

A wounded Patina and her loot.

In the ensuing firefight Jen was knocked down, and as Ash and Charlie were both hit before they pulled back. As did Tony’s crew, perhaps they realised they weren’t going to be able to catch Patina.

Meanwhile, Eric’s team had moved into a different part of the ruins searching for more loot.

Eric’s team

As they advanced a clanking sound was heard behind them, one of the Fenris Robots had appeared from the ruins and opened fire, wounding Skel.

Bren and Dan came to Skel’s aid, Bren taking out the robot, and Dan treating Skel’s injuries.

Dan treats Skel with Bren on guard

Honu took up a position to guard the right flank, hunkering down amid the ruins. Good job too as another Robot moved up, firing on and wounding Honu. In returning fire Honu managed to put the Robot down.

Honu takes cover

While Honu dealt with the robot, Eric and Offler advanced through the ruins, finding another crate.

Offler and Eric find some loot

As they examined the crate they came under fire from Stephen’s crew, who seemed to be concentrating their fire on Offler. She was knocked down, and after returning fire Eric pulled back to some cover, with Bren coming up to support.

For some unknown reason the crew that had shot Offler then fell back, giving Eric the chance to go back and unlock the loot.

With Bren and Honu covering, Eric grabbed the loot and headed back toward the ship, only for yet another robot to appear! Luckily for the crew the combined fire of Bren, Honu and Eric managed to take down the robot, although Bren’s carbine jammed part way through the firefight.

With the robot down Eric’s team made good their escape, with Eric wondering why they had been robot magnets.

Eric’s team fall back with the loot (White skull denotes Bren’s jammed Carbine)

Once the Troubadour had left orbit, Dan took Jen and Offler into the sick bay to treat their wounds. Jen was remarkably uninjured after all, it must have been just a glancing blow, but Offler was in worse condition. Dan managed to patch her up, but she would not be back to full strength for a while.

Back at the Grand Market, Ash decided not to fence the loot through Germy, he hadn’t forgiven Germy for the bad intel on the robots. After some haggling, he found buyers for the Trade Goods and Alien Artefact they had recovered, netting 250 and 400 credits respectively. Ash would have to think on how to spend the hard-earned credits.

The crew gained 135 experience from the mission, enabling Eric to advance a level.

The End ???

 

MWS Meeting 25th September

A pictorial round up of our latest meeting. Five games systems in progress:

6mm FoG Ancient / Medieval: Late Hungarian vs Condotta Italian

Light Cavalry
The lines approach.
Contact!
Artillery getting nervous.

15mm War of Spanish Succession: France vs Allies. Field of Battle, 3rd Edition (Piquet)

Alliance infantry advance

6mm Peninsular War Napoleonic Peninsular, French vs Spanish & British/Portuguese

John La – Gaslands

Start Line for the Death Race
Andy’s first dice roll, not a good start!
John rams Chris’s Taxi
First two through gate 2, weapons hot!
Eric shows Andy how the dice should be rolled
Andy still hasn’t learned how to roll.
Chris’s Mini gets revenge on John (7 hits!)
Second Game (Arena of Death). Chris’ Land Rover demonstrates its superior off road performance.

28mm Dragon Rampant: Dwarves vs The Undead

Dwarf Crossbows, and baggage.
Dwarf Axes
Dwarf Main force
The Dwarves’ Bear allies are pushed back by the undead (where’s Goldilocks when you need her?)
Dwarves test the waters at the ford as the Ghouls approach
The remainder of the Skeletons take on some Dwarf Crossbows

And sometimes we don’t play games

Having lost his Dragon Rampant game, Tony paints some Dwarf reinforcements.

The Painting Of Doctor Moreau

Stephen gives us step by step guide to painting a Sci Fi villain.

For an upcoming game of Stargrave I wanted a baddie. The Big Boss. I looked at the models I had and none of them were really suitable.

So I decided I would buy something. I knew how I wanted the model to be armed, and knew my chances of finding something exactly like that was virtually zero, so it had to be something that could be modified.

Since I intended to order some bits from Ral Partha I thought I’d have a look there.

And lo and behold, I found just the thing – a Neo Soviet Handler from their Vor range (specifically, code 40-412):

The original figure

I trimmed off the knuckle-duster thing in his left hand and in its place went a blaster pistol from the spares bag. His main armament was going to be a void blade. And when I saw this model, and what he had in his right hand, I couldn’t believe my luck. This would make the perfect handle for a lightsaber (sorry, void blade). I trimmed it down a bit, but I liked the flared ending so kept that. A hole was drilled and a piece of 1.5mm styrene rod was glued in. The model was then stuck to a 25mm plastic base and the base built up with filler. And then it was given a brown undercoat:

Modified and undercoated figure

Now, in this write-up I am just going to give generic colours rather than specific names and codes for a brand. I use from more than one range of paints and I am sure everyone else does as well.

I decided his robes, gloves, and gimp mask were going to be black. So I slapped it on, letting it get into any awkward gaps in case I couldn’t get a brush in there later so it would act as a deep shade.

Basic black basecoat

Right, this is just my own personal philosophy on black. But I never highlight black with just grey. No. Black is seldom that helpful. Look at any black clothes you may have. I bet they’re all slightly different shades – it depends on age, what the material is, what dye was used. Lots of variables. So try to keep that in mind when highlighting your blacks. The black for the robes had a bit of blue added, then white added to that for successive highlights. The gloves and mask had a blob of red added, then white added to that for successive highlights. You can see the slight difference in ‘black’ here:

Shades of black highlights

Next up, I decided to do the bits that would get a dark brown (OK, OK, GW’s Agrax Earthshade) wash – the boots, pouches, bracers, and metallic bits. These received the same base brown colour. The metals had a steel base colour. Once dried, on goes the wash.

Brown and steel parts base coated and washed.

And when that’s dried the pieces are painted up. Like black (and most colours, to be honest) it helps if you vary what you use to highlight your base colours. It’s tempting to add white to lighten it. But maybe yellow might give a different shade to the base colour, or a pale grey. This is a good thing to keep in mind, especially if you have two uses of the same colour next to each other. That said, I did use white to highlight the brown. The metal bits were touched up with the base steel colour, and then highlighted with silver. I ummed and ahhed about what colour to do the lenses on the eyepieces. Blue or green were the first choices that came to mind. But then I thought, orange. So orange it was, highlighted with a dot of yellow.

More highlights and those glowing orange lenses

Next up I decided to do his weapons. There’s a good reason for this – I just couldn’t make up my mind what colour to do his armour. Normally I would have left the weapons to last because they stick out and there’s every chance they could get knocked or rubbed as I did other bits. But I just couldn’t make up my mind. I had thought about green, but I had also decided that his blade was going to be green, and if there was too much green then I may have to re-paint the armour. With that, I decided to do the weapons first, and once that was done maybe the armour colour would be obvious. The handgun had a base colour that was a mix of steel and black to make a gun metal colour, then highlighted with the steel. A red laser sight was also dotted in. I knew from the outset I was going to do a green blade. I have a nice rich green colour, so I went with that. It’s hard to paint a 3D object like it is lit from inside, so I chose to just highlight the base and tip of the blade. I used white to highlight this time.

Pistol and lightsabre, sorry void blade, painted and highlighted

I looked at it. You know what, I thought, I reckon green would look OK. So I went with green for the armour, but a different shade of green. I gave all the armour panels a thin coating (not really a wash, but not really thick paint either) of the base green mixed with a blob of dark brown (again, you don’t have to darken colours with just black). Once dry I then painted in the panels with the base colour, which was highlighted by adding yellow to the green to create a more vibrant green, but also so it didn’t have the same tonal value as the green on the blade. The edges of the armour were based in dark yellow, and then picked out with a flat yellow.

Armour panels painted green and yellow.

And that’s the end of the painting for Doctor Moreau. Once finished, I thought the 25mm base looked a little small on what was a chunky model. So I pried the model off the base (and, inevitably, had to touch up a few knocks and chips) and glued him to a 30mm wooden base. Flocking was my standard recipe – a mix of railway ballasts first, and then some spots of static grass:

The rebased and finished figure

And that’s Doctor Moreau done, ready to be pestered and set upon by a group of ne’er do wells and freeloaders.

Club meeting 11th September

A brief picture album of the third meeting back, still operating under members only rules.

Four games in play today, in chronological order:

First up a FOG Ancients game by Colin & Paul, we only have one picture of this unfortunately.

FOG Ancients game in progress

Moving on to the 17th Century we had a FOG Renaissance game with Brett, Pete, John and Mark, the Scots involvement in the English Civil War.

FOG Renaissance Scottish (mostly) await the attack.
FOG Renaissance Cavalry on the move
FOG Renaissance ECW Scottish in action

Moving on a couple of Centuries we move to Mexico in the 1860’s, with the French Intervention played by Alan and Mike using Zouave II rules.

Republican Mexican defences
French and Imperial Mexicans advance

Finally we have a couple of games of Stargrave.

The first game was run by Stephen, with Eric, Marcus, Jeremey and Andy sending their crews to investigate Dr Moreau’s House of Pain.

First Stargrave game, run by Stephen
Dr Moreau’s bunker from Andy’s point of view
Andy’s crew fight off Audrey II
Marcus’ alien crew
Eric’s and Marcus’ crews approach each other
Marcus’ and Eric’s crews engage
Dr Moreau’s creatures take the high ground as Jeremey’s crew approach the compound
Andy’s crew try hacking the force field

We had to cut the first game short as Stephen had to leave, so we then played a second game which Jeremey had devised. As Andy’s crew had to disband after his Captain was killed in the first game he ran the second game enabling Jeremey to play.

A ship had crashed, leaving a trail of cargo and potential loot in its wake. Jeremey, Eric and Marcus’s crews came looking for loot, with indigenous interference run by Andy.

Eric’s crew, lead by Captain Greyfax
The crashed freighter, with cargo strewn in its trail. Jeremey’s crew approaching from the top of the picture, Eric’s from the bottom.
Eric’s crew approach the wreck
Eric and Jeremey’s crews fight over the loot (the corrugated fence representing a Holographic Wall)
The indigenes

WIP Wednesday 01/09/2021

A tad late today, apologies all. This week the vast majority of work was done by Eric, with one small addition from Tony. Where’s everyone else gone?

Eric says his painting mojo has really sunk it’s teeth into him at the moment, and he’s been prolific in his output. First up is Inquisitor Greyfax from Warhammer 40k, Eric says she’s a work in progress, and will make a great “psyker” captain for Stargrave in addition to appearing in his 40K army.

Inquisitor Greyfax

Next, an old piece of scenery he finally got round to paying attention to.

Ruined Cathedral?
Some random robot that was found in the desert just before the locals decided to handball him on to their transport. Will likely serve as a data loot cache marker for Stargrave.
Stargrave R2D2 data marker
And for a complete change of direction, some Roman Legionaries.
Early Imperial Romans

Back to the Sci Fi theme, a small Adeptus Astartes Reiver squad for either 40k or Kill Team (maybe Stargrave, who knows?)

Adeptus Astartes Reiver squad
And 3 x runners/recruits for Stargrave and a robot. The runners were kitbashed from 40k spares, the robot is based on Claptrap from Borderlands. Model by Crooked Dice Games.
Stargrave Runners and Robot

And, finally from Eric, some Stargrave Loot markers.

Stargrave Loot markers

It’s not quite an Eric monopoly this week, Tony has finished a few figures. He’s decided to start on Thorin’s Company, so here are Thorin, James Nesbitt Bofur and Gandalf.

Thorin, Bofur and Gandalf.

That’s it for this week, hopefully we’ll be back on schedule next Wednesday.