Work in Progress Wednesday

Another Wednesday and quite a little selection this week. Above and below we have Mos Arun from Tony who has declared this impressive build done.

Mos Arun ready for the battlefield

Next up Eric has continued work on converting miniatures to make more crew for Stargrave.

Early WIP shots of recruits for my crew made up of old Space Marine scouts with Imperial Guard head swaps and extra bits from the bits box

But in Eric’s own words “I suddenly had the urge to paint another Space Marine”.

Primaris Reiver, just the basing, chapter livery and squad markings to apply

Andy is making progress on the Sergeants.

And last but not least this week Marcus has painted up yet more tanks! This time conversions using different turrets from Brigade Models.

Warlock turrets on GZG Paladins on the left, Ral Partha Chevalier light tanks with Brigade laser turrets on the right

See you next week for more progress from the club.

Stargrave – Raid on Denides

A few club members managed to get together for our first game of Stargrave. It’s an interesting set of rules (I had played Frostgrave once) but a big advantage of the rules is you can have multiplayer games easily and players can pick up the basic rules fairly quickly.

Read on to find out what happened, including interjections from the players (Andy, Jeremey, Phil and Tony. Stephen was umpire for the game) …

During the wars there were many isolated and secret installations throughout the galaxy.
One of those could be found on Denides, an otherwise unremarkable desert planet in the Tuetera system. It was used as a recycling plant, where everything from military hardware, chemicals, and electronic equipment was sent to be reprocessed.
The plant was semi-automated and controlled by droids. Its secrets couldn’t remain secret for long. There’d been a buzz on the underground info net about Denides for a long time. Then some data jockey hacked into a government mainframe, found out exactly where it was, and all of a sudden there was a bidding war for the coordinates. Pirates, scavengers, and rogues from all across the galaxy knew this was a chance to acquire some sensitive information or useful tech they could sell.
Then one day it happened that several deep space vessels came out of hyperdrive in the Tuetera system, all with sub-light drives powering them to the planet of Denides…

Player Brief:
You have managed to uncover an interesting piece of information. When the wars came to an end many items were still conveyed to a recycling plant on the planet of Denides, many things that probably shouldn’t have been because the plant was decommissioned when the war ended and so they remain there, untouched.
These include useful data and information on activities conducted by governments during the war and could prove a valuable source of income for selling off. It transpires that advanced equipment was also shipped off to be recycled and this could also be lucrative.
Be warned, Denides is isolated and remote – could easily be pirates and smugglers hiding out. There’s also the droids who run the place. And who knows what wild creatures could have since moved in.

Phil’s Hallucinations: Old Ned wasn’t happy. At all. The small, green first mate of the starship Delivon put his feet up and reflected on the events of the previous few hours. “Don’t worry,” said the captain. “Easy pickings,” said the captain. “It’s a deserted facility,” she said.
Well the target of their foraging mission didn’t turn out to be easy pickings. It also wasn’t deserted – as Captain Rita discovered herself when she took a hit from a security droid early on.

Captain Rita And Her Crew

Still after being pinned down by several droids for what seemed like an age they finally managed to locate some abandoned data canisters. All good.

And then one of the hired help fired un-necessarily at a group of scavengers.
The return of fire killed one of the crew and wounded two more (including the captain for the second time). Worst still as far as Ned was concerned the ship’s robot took a bad hit. Robot was Ned’s favourite of all the crew.

Spot The Single Droid Holding Them All Up

With the captain down Ned had assumed command and got everyone back to the ship. Well nearly everyone.

Ned lay back in his bunk. ‘Captain Ned’ – I like the sound of that he thought.

Two Men and A Droid Take On ONE Dog

Tony’s Rantings: Captain Jenin Hosvarn had heard about the decommissioned recycling plant on Denides over a Sabacc game in the Blazing Shuttle cantina, and immediately realised the possibilities that it held. Of course, everyone else in the game heard about it too, so he had to move fast. He made sure that he folded early in the next hand – not too obviously, mind – and, pleading poverty, cashed up his few remaining chips and slipped out the side door into the drizzle.

Returning to docking bay 32, he was greeted enthusiastically by Lucifer, his Toskinian wolf-hound and, rather less effusively, by C6R5 the utility/pilot droid. Kicking Budfodo, the hulking Altavian first mate of the Empyrean Drifter, out of his bunk, he jumped straight on to the comms station. One call later he had secured 36 standard hours of the services of half-a-dozen former Federal troopers-turned-mercenaries for a moderately eye-watering fee, a modest share of any potential loot and a promise to defray the cost of any expended ammo. Hopefully that should be plenty of time for the short return hop to Denides, as the overtime penalties would rapidly wipe out his profits.

As soon as the hired guns were strapped into the Drifter’s jump seats, C6R5 engaged the sublight drives and lifted the shuttle through the clouds. Next stop, Denides…

One Careful Owner and It Comes With An MOT

Before we set up the game and created our crews I had already decided on the basic premise of mine. I wanted a very small core crew, just the captain and his sidekick essentially, who would add a number of hired hands as required. During the set up phase I added the idea of the Captain’s faithful hound and the ship’s utility droid, mainly because I needed a couple of cheap characters to fill out the roster. This left me with room for six Mercs, a mix of troopers and specialists.

If It Ain’t Bolted Down Nick It

Despite some disparaging comments from the rest of the Captains about leading from the rear, I figured that Jenin had paid the mercenaries enough for them to go first. It was all part of the plan! The rest of the plan involved keeping out of trouble (Jenin was paying for the Mercs’ ammo after all), and hopefully getting away with a couple of loot counters.

Mostly things went as intended; I rapidly disposed of two armed sentinel droids, and saw off some annoying wandering creatures – a sandwyrm and some bat-like beasties. I’d hired a gunner with a heavy rapid fire weapon, Budfodo had one too and after a couple of early duff rolls I was generally effective with their shooting.

I Can See You!

I had Jeremey on my right flank – we were separated by two rows of billboards and couldn’t really see each other for most of the game. Phil was on my left flank and he was having a lot more trouble getting past the droids than I did (his party trick for the day involved rolling mostly single figure numbers on his D20), which meant I was pretty much left to my own devices.

Having knocked out the sentinels, Jenin unlocked the first data-loot token and passed it onto C6R5 to take back to the Drifter. Scogill, the Merc hacker, made his way up the gantry to a second token and unlocked that as well. At this point my crew were ready to make a graceful withdrawal, I’d have been quite happy to get away with two loot counters and no casualties.

Scavengers Scavenging

But for some reason, Captain Rita (Phil) decided to take a pot shot at Jenin and caused him 9 points of damage – not enough to wound, but certainly sufficient to irritate. Budfodo and Whibert, the specialist Merc gunner, took exception to this unprovoked assault on their leader and immediately took out Rita in return. The following turn I beat Phil on the initiative roll which meant, since he no longer had his Captain in play, that I was able to activate and fire almost all of my crew using group moves before he could react, leaving two of Rita’s goons and her combat droid lying next to her in the oily sand of the recycling plant.

Jenin was most unhappy about the additional expense of the extra ammunition they’d had to use, so he sent in one of the Mercs to grab the loot token that Phil had originally been unlocking. He managed to do this first go, so in the end the Drifter hit orbit with three data-loot tokens aboard rather than two. Which made it a profitable afternoon, that alien plasma pistol could come in handy one day…

Andy’s Ravings: Captain Ash de Vere sat back in the pilot’s seat of his ship, The Troubadour, as it lifted off from the arid planet Denides. “Well”, he thought, “that was one hell of a clusterfuck!”…

A couple of weeks ago he’d heard rumours that there might be some useful tech scattered around an old recycling plant on the planet Denides, and put together a crew to search the site for anything useful. His first mate, Eric Olsen, was sceptical not trusting the source of the rumours, but went along with the plan.

In addition to the 4 regular crew of Charlie Crow (Gunner), Sam Fleet (Pathfinder) and the two Fox sisters, Bren & Jen (Troopers), Ash had recruited two more Troopers, Skel Black and Honu Mihru and a couple of Runners: the cousins Offler and Patina dZuk from the Manticore system, the only non-humans on the crew.

The crew of the Troubadour

Approaching the scrapyard Ash split the crew into three teams. He led the first team comprising Charlie (Rapid Fire MG), Skel (Carbine) and Jen (Shotgun) and took the left flank. Eric (Shotgun) took the right flank with the second team of Bren and Honu (both with Carbines). The final group was led by Sam (Carbine) with Offler and Patina (both armed with pistols).

The Troubadour crew deployed

As the crew advanced Sam’s group heard a steady flapping sound and turned to find a Ryankan approaching from behind. Patina fired at it and missed, but was able to fight it off when it attacked her. As the Ryankan prepared to attack again Bren let rip with her carbine and tore it to shreds.

Offler fights off the Ryakan

Ash’s team headed towards a landing pad with a derelict shuttle, only to encounter a security droid which opened fire on Skel. He and Jen took cover behind some quad bikes and trailers and returned fire.

Skel and Jen take positions to shoot at a droid

Ash and Charlie joined in the firefight, and the droid fell to a burst from Ash’s carbine.

Eric’s group had split up following the encounter with the Ryankan, they made their way towards a data cache while Sam’s team made use of their faster speed and approached some water extraction towers.

Eric flanks Sam, Offler and Patina as they investigate some hardware

Eric called Patina over to help with a data cache; using his deck Eric cracked the lock on the data cache and downloaded the data on to a data chip.

Eric and Patina try to unlock a data cache

As they completed the download, they spotted another crew approaching, with hostile intent. Eric and Patina fell back to some cover; Eric gave Patina the data chip and told her to get back to the Troubadour as fast as she could.

Offler had advanced to some fencing, ahead of her she saw another crew in a firefight with more security droids with more local wildlife, in the form of some Ferrox and more Ryankan attacking this new group. Discretion being the better part of valour, she hunkered down, only to be attacked by Bileworm which surfaced near her. Whether the Bileworm’s toxin is more effective against Manticorean physiology we don’t know, but she soon lost consciousness.

Ash and Jen moved to Offler’s aid, firing on the Bileworm to no effect. The Bileworm however had much better aim and spat its toxin them, injuring both of them.

Meanwhile Eric and Sam had advanced to a physical loot cache, but were unable to unlock it before they were shot down by the first hostile crew. Skel, Honu and Bren exchanged fire with other members of the first hostile crew, taking one of them out of the game at the cost of Bren who was felled by a volley.

With four of the crew down, two more injured and one now heading back to the ship with loot Ash decided to call it a day and told the crew to break off.

Beneath The Landing Pad And Loading Area

Skel and Honu made it out of the scrapyard without any further contact, but Ash and Jen had to get past the Bileworm to make their escape. Luckily for them Charlie kept up suppressive fire on the Bileworm, eventually reducing it to mincemeat.

Once back at the Troubadour Ash took stock of the mission. On the plus side, the crew retrieved a data loot cache, killed three of the local predators and took one member of another crew out of the game. The data loot turned out to be an advanced Shotgun (?) worth 120 credits. The crew gained 105 experience points.

On the debit side, both Eric and Sam succumbed to their wounds and would need to be replaced. Ash and Jen eventually recovered from the Bileworm toxin, but Bren Fox was badly wounded and would either need medical treatment before taking part in another mission of have to fight with reduced health. Offler fully recovered from her injuries, Skel and Honu were bloodied and bruised but sustained no long-term damage. Only Charlie and Patina quit the field unscathed.

Work in Progress Wednesday

Another week and more progress from the club. As expected the drop in temperature has seen a rise in club member productivity.

First up Stephen has created more loot tokens above for Stargrave. Stephen has also added to the space fighters from last week with these four.

More Star fighters take to the um… stars!

Marcus is next up with more progress on the Ground Zero Games Moongrunt unit.

Love that Moon cratered terrain

Eric has made more progress on the conversions for a Stargrave crew. I love these custom jobs and I’m in the progress of converting some Dreadball miniatures for my own crew.

Fresh meat for the crew

Tony has managed to paint up another miniature from the LOTR collection. Not a mighty warrior or wizard this time but the little known character Goldberry.

Goldberry, not sure what her abilities are in the game?

Last up is my effort, I picked up some wood/bark pieces from a walk in the woods and decided to make a fantasy Viking/Druid/Witches house in the woods.

Impressive dwelling for many settings

Join us again next week for more little snippets of inspiration from the club.

Work in Progress Wednesday

Just a few offerings for this week. I’m blaming the heat. It certainly saps creativity and painting.

Above we have some space fighters from Stephen (really need to find out who makes these). And below Stephen has been creating more Loot tokens for Stargrave.

Physical and Data Loot ready to be salvaged

I’ve also been creating Loot tokens for Stargrave only I went with some blank indented dice and some free sci-fi textures to turn them into Loots tokens.

The dice were undercoated first before the textures added, then some dry brushing to get them blended in.

After about 10 years of sitting in a box I also managed to stick some previously purchased plastic aquarium plants into the start of a jungle.

Multiple plastic plants stuck together with the hot glue gun

And finally this week Andy has made a bit more progress on his medieval Sergeants.

The heat is definitely slowing down painting

See you next week for the next glimpse of our club activity.

 

Work in Progress Wednesday

We start this week with Tony having made painting progress on Mos Arun in 6mm. Looking forward to having this in a game.

Nice little settlement, unless it’s full of vile scum!

Next up Marcus has been working on a 15mm GZG Moongrunt unit and Ral Parthia Battletech Rommel tanks. Marcus said “Nominally around 10mm I think, but perfect as heavy AFV’s in 6mm”.

15mm Moongrunt and 10mm tanks

Eric is up next with some conversion work he is doing on a potential Stargrave crew.

Conversion work in progress

Eric explains the work being done “Old 40k Space Marine scouts with some head swaps. The guy with the yellow armour also has a right and left arm from a Mantic Forefather mini and his head is an old 40k daemon head with some reshaping”.

Stephen has created another unit for his Moslem army. This time some Hashishin.

Nice looking Hashishin unit

And last for this week Andy continues work for the forestry commission with some rebasing.

Rebasing the curse of wargaming, but sometimes useful

See you next week …

Work in Progress Wednesday

A steady stream of activity from club members at the moment. I did wonder if it would slow down as people run out of projects, but no sign of that for now.

Above we have Stephen’s superb addition to a new Saga force in the shape of some Saracen cavalry.

Next up Tony has made progress on Mos Arun as it is now known.

6mm Mos Arun with the start of the paint job

Andy continues with his Medieval soldiers with the start of some mounted sergeants.

The remaining Fireforge Foot and Mounted Sergeants, this will make a Lion Rampant unit of each, a unit of bidowers and a couple of spares.

Andy has also decided to rebase some trees onto bigger bases.

MDF discs at the Works, £2 for an assortment of 20mm, 30mm and 40mm diameter discs each about 1mm thick. There were just under 40 of each size.

Not last this time I’ve been putting hair nets on balls to make some progress on my Napoleonic Balloon Project.

If you buy a pack of three onions in the supermarket, the net packaging is enough to make two balloons

And last but not least for this week, Marcus has asked if his discovery of some old Ground Zero Games 6mm tanks is worthy of a mention. it is but mainly because these are likely to end up adding to Marcus’ sci-fi version of What a Tanker!

Always good to rediscover some miniatures you thought were lost

See you all next week for more work in progress.

 

Work in Progress Wednesday

Marcus starts us off this week with progress on some 15mm Sci-fi miniatures. Above we have some alien critters (definitely look the part) from Bombshell minis .

Next up some 15mm New Israelis from Ground Zero Games

New Israeli troops

And finally some robots, robo scouts from Critical Mass (now Ral Partha) and Alternative Armies (monkey).

Scout and Monkey (sounds like a 1980’s band)

Tony has made more progress on his 6mm sci-fi town, now with ground texture added.

Inner city development

John has finished his new crew for Kontraband (the doggy makes an appearance).

Good Doggy

Andy has made more progress on his medieval sergeants, well he has actually finished these now as they were getting stuck in at the Medway Rapture Gaming & Creative Festival last weekend. I haven’t asked how they got on.

Sergeants and Crossbows

And finally for this week let’s end on a load of rubbish. I created a landfill rubbish tip from real rubbish around the house that I was not able to recycle.

Copped up rubbish and a hot glue gun later

So on that rubbish note, that’s another Work in Progress Wednesday in the can, we will see you next week for more tips (ok I’ll stop now).

Work in Progress Wednesday

On time this week so let’s have a look at this Wednesday’s offerings.

Above we have some Ghulams from Stephen for use with Saga/Lion Rampant and below the Emir and his Imam.

Next up Eric has been painting more Space Marines to add to his WH40K army and for Kill Team

Primaris Space Marine

With still a few more to go …

John has added to his Kontraband forces for Zona Alpha.

Second from left is the Leader, and is an Empress Chechen with head swap. Rest are Eureka minis with Anvil Industries backpacks

Tony has laid the foundations of a new 6mm sci-fi town. The town is currently the size of an A4 sheet of paper but Tony says he has big plans for this.

6mm town in the making

And last but not least this week, Andy has made some progress on his medieval units.

Slow but steady progress

Catch you all next week.

 

Work in Progress Wednesday (bit late)

Well this week got away from me. It galloped off in the distance before I had a chance to jump on.

Late it maybe, but here’s this weeks efforts from the club. Above is the star of the show, Tony’s contribution to our Stargrave scratchbuilt spaceship competition. This one is going to be tough to beat.

Next up Stephen has finally attained some scrub terrain features, often over looked is a bit of scrub, so well done Stephen.

Nice looking bit of scrubland with many game uses

Next up Andy has moved on from the Dark Ages (when did that actually end?) and is in the medieval period with some medieval sergeants.

Most figures are Fireforge plastics, but the standard bearers (who don’t have their standards yet) are 1st Corps

Marcus has continued painting up 6mm tanks to go with the modification of the Two Fat Lardies rules ‘What a Tanker’ he has been working on.

Some Brigade Models tanks, but also some Brigade Model turrets on unknown old tank hulls

And lastly (becoming a tradition now) my further efforts for a Napoleonic era balloon, I changed the net to something more in scale with the balloon.

Complete with Pendraken Miniatures 10mm British Infantry

Next week should be back on schedule with Work in Progress Wednesday actually being on Wednesday.

Cheers

 

The Second Battle of St Albans – 17 February 1461

Stephen takes us through the return match of the Wars of the Roses that was the second battle of St Albans.

The Second St Albans has always struck me as one of those battles that no one’s heart was really in.
It’s more of a surprise battle that happened by accident.
Coming quickly on the heels of the battle of Mortimer’s Cross it had the Yorkists, led by Warwick, looking north expecting an attack.
Meanwhile, the Lancastrians, led by Somerset, were actually approaching from the south. The Yorkists had deployed in depth – most of the army looking north around the area of Normansland Common, with Warwick encamped at the village of Sandridge, and the artillery park (with King Henry) a mile or so south, just north of St Albans.
Scouts had reported to Warwick that Lancastrians had been seen approaching from the south at St Albans. Warwick had none of it. The Lancastrian vanguard marched into St Albans, sweeping aside the York pickets. Warwick still wouldn’t accept it.
On they marched, north, out of St Albans on the road heading for Sandridge. The Yorkist artillery had been dug in, but facing north! Urgent reports went back to Warwick – the Lancastrians are advancing from the south.
This time Warwick listened and sent out his own scouts to see how true it was. Meanwhile, the artillery was over-run and King Henry was given the chance to join the Lancastrian cause – unsurprisingly, he agreed.
It was only now that Warwick started funnelling troops south to face the approaching enemy army. The outcome was inevitable – the Yorkist army was routed.

The order of battle

Like all the other battles in this series it was gamed using Basic Impetus on a 3×2 foot board. The important aspect of this battle is that both sides had to continually feed troops in to the battlefield. The Lancastrians start with most present. The Yorkists have just their artillery, some handgunners, and Henry VI’s camp.
To represent troops entering the battlefield I decided that from Turn 3 onwards whichever side won the initiative could roll a second die – on a 4, 5, or 6 no more troops entered. On a 1, 2, or 3 that many units of their own troops could enter the table from their edge within 1 base-width of the road.
Here’s the initial deployment. North is to the right, south/St Albans is to the left.

Deployment

Initiative went to the Lancastrians for the first couple of turns, which allowed them to move up with speed and also meant that on Turn 3 they brought more troops on. This was as it should be, since the rest of the army was just 500m to the south coming through St Albans town, whereas the York army was a good couple of kilometres further north.
The artillery stayed still, waiting for the Lancastrian archers to come into range. The handgunners moved forward so they could start scoring hits sooner than later. However, neither side was rolling that well and what exchanges there were proved desultory. Nevertheless, the inevitable happened – the handgunners fell under the weight of the archers.

Handgunners light their fuses

More Lancastrian troops arrived and I was starting to wonder if the Yorkists would ever arrive and maybe they’d just march right across the battlefield unopposed.
The artillery opened up but it was more noise than effect. The archers concentrated their fire and that was that.

The artillery lets rip!

At this stage there were no Yorkist forces in the table!
Without much resistance the Lancastrians rolled into King Henry’s camp and they captured the King.

King Henry about to be captured

At this point it had all gone pretty much according to history.
Then the Yorkists stole initiative and they could bring on some troops – just the one unit this time, so I opted for the fully armoured men at arms. There they stood, that one unit looking toward St Albans, all alone, facing the entire Lancastrian army.
The men at arms moved forward, optimistically expecting more troops to arrive and wanting to make room for them.

York Men at Arms come to see what all the fuss is

This wasn’t misplaced optimism, and close on their heels came a couple of units of Yorkist longbowmen.
The Lancastrian army started to get a lick on and advanced quickly to hedge in the newly arrived York troops and make it difficult for them to manoeuvre into position.
The Yorkists knew there was nothing to be gained by staying still and so they pushed the men at arms forward – they had to get stuck in as quickly as possible to halt the Lancastrian advance and to strike a blow. The archers protected the flanks of the advancing men at arms and an arrow exchange between the two sides ensued.
Fortunately, more Yorkist troops now started to arrive – Warwick had clearly come to his senses!

Warwick’s Troops Finally Get On Table (on the right)

Up until now the Lancastrian army had been unscathed, but now they started taking casualties and wouldn’t be having it all their own way. Nevertheless they were also dishing it out. Those Yorkist men at arms became an arrow magnet and arrows fell heavily on them, but eventually they made their way forward and charged the Lancastrian bow line.
For what good it did them, though. Drained by the shower of arrows they were soon finished off by the archers but gave a good account of themselves in return.
Meanwhile, the Yorkist troops had moved forward to get the Lancastrian army in close range – there was nothing to lose and they had to hope that God (the dice) would be on their side and they could blast the Lancastrians.

York Men At Arms Finally Get Stuck In

This tactic wasn’t lost on the Lancastrians though. Recognising that each side had a 50/50 chance of success in a bow exchange they decided to swing the odds in their favour and advanced their men at arms and billmen through their lines and charge into the York archers.

Lancastrian Infantry Charge Through The Archers

And it was a tactic that paid off.
The weight of the fresh Lancastrian melee troops fell upon the Yorkist archers and the combat was brief but decisive – the day would go to Lancaster!

Previous entries in Stephen’s War of the Roses battles: