Work in Progress Wednesday

Just a couple of offerings for this Wednesday. Above we have Andy’s 15mm crew figures to go with his Eagle ship model. The club is currently having a joint project of creating a 15mm space ship in preparation of the release of the Stargrave rules.

We will no doubt do a blog post showing of the entries in our small club competition.

Next up Stephen has finally decided to make a start on some Crusade era miniatures with some Templars.

Templar cavalry forming up

Any finally, I did say fellow club member efforts had convinced me to dig out my old 6mm Sci-Fi miniatures for a new paint job. I had a PacFed force from Brigade Models that have made it to the painting table once again.

Settled on a blue paint scheme so they can be used as Terran Authority Starmarines in Hammers Slammers games

That’s it for another week, see you next Wednesday.

Having a Blast!

Jeremey takes us through some home made blast markers.

Having recently started repainting my old 6mm Sci-Fi forces my thoughts turned to the different types of blast markers used in various wargames, you know the ones, they are often made of hard translucent plastic in the shape of a flame. Wargamers use them for marking the spot they are calling artillery down on or even to show destroyed and burnt out vehicles.

The first thing I thought of was could I make my own? Having made many things out of EVA foam for my gaming I turned to that first as a very simple material to work with. I knew you could get the foam in thin sheets and in bright colours. As luck would have it I popped into a local Poundland store to pick up some things for a bit of DIY I had to do, and discovered in the crafts section a packet of foam rocket shapes.

The packet had 5 foam rockets shapes for each colour

So I bought a packet at the predictable price, thinking I could make blast markers out of the red and yellow rockets.

Blast marker templates cut from a piece of cardboard

I made myself two flame shaped templates out of cardboard. One smaller than the other and made sure the smaller one fitted inside the silhouette of the larger one.
It was then just a matter of drawing round the templates, trying to fit in as many of the markers as I could. To make 3 blaster markers I would need 3 of the bigger flames in red and 6 of the smaller yellow flames to go on either side.

The first cut out flames, bit short on the yellow bits though

of course at first I completely forgot I’d need twice as many of the smaller yellow flames as the red, which is why there are only 3 of each in the picture!

A smaller blast created during assembly

Rather than waste the foam I experimented with a smaller blast marker cutting out from the red foam using the smaller of the two templates I’d made. I used standard PVA glue to stick the yellow smaller flame to the red foam and then repeated the process for the other side of the marker.

Incoming!

The final (sort of) stage involved me supergluing the marker to a thin wooden base that I had, which I then just painted to blend in a bit better. There we have it, very cheap, simple and quick blast markers for games.

However as you can see from the picture I took it a stage further. I added or rather smudged on some black miniature paint in that way explosions are often depicted. Nice simple effect that stops the blast marker looking too cartoonish. I also turned to the blue foam from the packet and wondered if I could make a splash marker. I don’t often play naval wargames but fellow club members do. I cut out a more splash like shape and as with the black on the blast marker I dabbed white paint on the edges of both the main shape and the smaller splash shapes, and of course I painted the base blue.

Now all I need to do is think up a way of using the green foam from the packet. Hmmm alien weapon blast effect …

Work in Progress Wednesday

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.

He just can’t stop building!

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.

Motley Crew …

And finally for this week, yet more progress (though not as much as hoped for) from Mark on his 6mm Hammers Slammers forces.

Building up quite the force

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.

See you next week.

Down to the Wire – Zona Alpha Battle Report

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.

Four of the zombies are caught in the blast zone. With an ‘armour’ of 6 minus 2 for the grenade blast, they need 4 or less to survive. Two down!

Ice Queen takes aim at the zombies.

Ice Queen aims 3 shots at the zombies but only hits one (needing 7 or less).The Zombie is downed. She has no further actions fortunately, the zombies have activated twice this turn.

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.

All three zombies are caught in the blast zone and all fail their armour save rolls, needing 4 or less

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.

Between Kovacs and Ice Queen, two mechs are destroyed.

‘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.

A good throw triggered the hot spot, revealing a huge Man eating plant

‘What the …’ ‘Ice Queen, here now!’ shouted Kovacs.

A skilful shot from the sniper rifle takes out the mutant who rolled a 10 needing a 3 or less to survive

‘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.

Kovacs opens up first and between him and Ice Queen, the ghouls are eliminated

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.

 

Work in Progress Wednesday

First up for this week we have a wonderful Quar Tank from Phil. I always liked the look of the Quar. Too late now of course I have far too many projects on the go.

Stephen has been busy finishing up the Sci-Fi figures he’s been working on.

Here we have We have Acton Ianov (a young tech scavenger) and Tiran Jones (a smuggler and pirate)
Also a couple of sci fi objective markers…
And lastly is Bryn ap Iowerth, the court bard of Owain of Bangor…

And finally for this week, I’ve finished my Medieval houses. I made 13 in total, more than enough to represent a small hamlet.

Forces move through the local town on a recruitment drive.

Keep on modelling the end of lockdown is in sight …

Fist-Full Of Lead: Galactic Heroes

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.

Snarot and Slippery finally finish off downed robot

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.

RimFed robot spy and Union leads down. Slippery and Snarot survey the scene.

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 day…

Work in Progress Wednesday

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.

Parliamentary unit with artillery

Next up Stephen has been adding more characters for both Sci-fi and fantasy.

Sirrek Kim (a scavenger from Magura IV) and Devo Whipitt (a corporate hit man). And another member of the College of Mages for a Dragon Rampant army, Maxander Lindstern.

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.

1970’s Aifix model kit finally gets built

And finally (again) I’ve built even more 15mm medieval buildings for my Wars of the Roses battles.

Foam medieval houses

I’m currently engaged in a discussion with club members over the colour of plaster for buildings in the medieval period.

I should have the results by next week.

The Capture of Marco Linguine – Battle Report

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.

Introduction.
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 Ambushing Ottomans lie in wait

Move 1
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

This Galliot has a Q value of 2 so gets 3 actions, two of which it can use for movement. The double 3 denotes a change in wind direction one point anticlockwise. This does not affect the Galliots but may affect the Galleass which is propelled by sail.

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.

Position after move 1 from the Venetian side. They approach cautiously hoping to get a close range shot in before boarding actions begin.

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.

These two Galliots have a base combat factor of 2. The range is Medium so no firing factors are added. If the target is doubled by the modified dice roll a point of damage is inflicted and the target then has to roll on the Critical Damage table. If the attackers roll is even, it causes one point of damage with no roll on the Critical Damage table.

The Venetians move into close range and fire back

In addition to it’s broadside the Galleass is equipped with Chaser Guns which have a combat value of 1. All firing vessels get a plus 1 for close range. BOOM!
The Galleass rolls a 6. This is a critical hit and the Galliot has to roll on the Critical Hit table and sustains another point of damage. It’s hit again later in the move and now has 3 damage points, one more and it will strike. Ouch!
The Ottomans strike back. The Lanterna causes a point of damage to the Venetian Galliot which closes with the Ottoman Galliot and takes another point of damage so 3 points of damage each!
As the melee rages, the Galleass makes good it’s escape

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.

Here with base combat values at zero, the Lanterna is up against. Here it loses the combat but has the Veteran NCO special rule which gives a +1 bonus when losing by one or the adjusted roll is tied. Both vessels take a point of damage as the adjusted rolls are now tied.
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 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

 

Work in Progress Wednesday

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.

Ricard Snyder – a soldier of fortune from the colonies
Jesrick Yoon – a bounty hunter with a fearsome reputation
Babu Dor – a Jovian pirate from the Don-Andros system
Acton Ianov – a ex-naval pilot who now makes his way as a smuggler

Next up Andy has made more progress on his Ox cart. I wonder if any of Andy’s terrain pieces will fit inside?

Travel in the olden days

Now we have some RAF and Luftwaffe forces from Marcus.

Aces High!

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.

The many shades of Tudor

See you next week.

 

A Quick Camping Trip

Jeremey puts the Romans to shame by building a marching camp in just a few hours!

This all started because I wanted to expand my Wars of the Roses army to the point where I could field both sides. In many rulesets dealing with Medieval warfare a camp is required for each army. I only had one camp as I previously only had one army.

I therefore set about making a camp from scratch. Yes I could have ordered some tents and camp equipment miniatures but I was in one of my “Just make something” moods.

The Start of a basic palisade

I thought the easiest option would be a stockade/Palisade style camp. I already had a base and dug out the air drying clay to make the bank and interior terrain of the camp.

It was at this point things just didn’t work, the clay just would not stick to the wooden base as I was sculpting it into shape. So I took it off the base and continued on the work mat. But then I realised I needed to make an indentation for the cocktail sticks, sorry wooden palisade fence before the clay dried.

At this point I threw my toys out of the pram as I couldn’t see it working and I’d have to wait for the clay to dry. Then I had a eureka moment and turned to my old modelling friend EVA foam. I make everything out of the stuff so why not the camp.

The air drying clay is ditched in favour of foam

I cut off of a EVA foam floor mat a couple of strips to act as the defensive bank and also (just because I could) another couple of pieces to turn into a hut/shed.

Life would not be worth living without a hot glue gun

I then fired up the hot glue gun and stuck the foam to the base. Instant results and no waiting for clay to dry.

20 minutes later and the palisade is complete!

Ah I hear you cry but how did you create a gap for the palisade. All that was needed was to cut down through the top of the foam bank and then push the cocktail stick down through the cut. I simply used a little bit of superglue to stick them together. I then went across the top with my wire cutters to trim all the sticks to the same height.

Back to the hot glue gun

At this point I could have gone back to some for of putty/clay to model the inside terrain of the camp. But I was on a roll and wanted the camp finished in a day!
So I went back to the hot glue gun and used it to build up the ground against the foam banking, and I also used it to create the muddy path between the two entrances. This is easy to do, you just use the nozzle of the glue gun to melt the glue as you run back through it. I also made a little pile of logs for scenery.

A splash of brown and a bit of flock

I then turned to painting the camp. A simply covering of brown followed by a bit of dry brushing with lighter shades took care of the camp and surrounding palisade. Once the paint had dried a bit I spread PVA glue and sprinkled some flock.

The hut/shed takes form

Having to pause to let the PVA glue dry I turned to the other piece of scenery the hut/shed. To build this I stuck two pieces of foam together wit the glue gun and then cut out the entrance, I then cut the top of the block into a slanted roof shape. The roof was made by cutting a very thin layer off the foam floor tile and sticking it down on top. This formed a nice curving roof.
To create the look that it was thatched was done by drawing the craft knife gently across the top. Just enough to score it not cut it.

The finished camp

A quick paint job on the hut including painting on the wooden beams in the wall for that medieval look took moments and then I stuck it in place.
At this point for finishing flourish I added some different flock to break up the grass areas. I do have a couple of figures I might add to this, but for a model that took me about 3 hours I’m really pleased with the results.