It’s Wednesday again and this week it looks like Andy and I have monopolised any progress being made.
I’ve managed to get my polystyrene ruins painted up. I’m sort of happy with the colour but will probably add a bit of moss to the ruined walls.
Ruined walls, just need a bit of moss
I purposely didn’t stick the wall pieces to a base so that I could position them in different ways on the tabletop.
I also had enough of the polystyrene to make some wall sections.
Wall sections, because every soldier loves having to climb over walls!
Andy has been busy finishing off his Space 1999 eagle.
Spiffing colour scheme and some nice transfer decal work
And as if we haven’t seen enough Dark Ages stuff from Andy he has started on some Gripping Beast Saxon Thegns.
Bodies stuck to bases and awaiting heads and arms. Shields will be painted separately and added when the figures are finished.
That’s it for this week, we’ll have more from the club next Wednesday.
This week we have some great work in progress stuff from Dave. He and club member Chris have been building scenery for the Infinity 28mm Sci-Fi game for a number of years, but it now looks like this has stepped up a gear.
A multitude of bits and bobs for a proper scratchbuild project
And of course sustenance is required when embarking on such building projects, especially when you can then turn your treats into yet more scenery.
We’re not suggesting for a moment Dave ate all of these Fondant Cremes
Next up I’ve started work on a set of ruins, I found some polystyrene that had a different structure to the standard packing stuff you get. This had much more defined pieces that to me looked like the sort of stone work you see in ruins of big walled buildings.
Just need to work out a good colour scheme for the stones, definitely not doing these grey
And finally out the other side of a work in progress project, Stephen has finished painting his Templars.
Not sure why they are in the clouds, but a good looking unit or two.
See you next week for some more spaceship action among other things.
Colin gives us an update on his 3D Printing efforts.
I decided needed a coastal fort to accompany the Lepanto 3D printed galleys. Inspiration was this Turkish fort in Paphos, Cyprus which we visited a few years back.
Paphos Castle in Cyprus
So I put a design together in Tinkercad. This took about half an hour.
3D rendition of the castle
Here’s the painted first model I produced.
First version of the fort
I then updated the design with the extension of a rooftop building and added inserts for doorways and windows which will make the painting easier.
Updated design for the fort
Took just over 4 hours to print and used 30g of PLA which means it costs about 60p to produce.
I plan to make it my first upload to thingiverse.com and see if it attracts any interest.
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.
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 …
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.
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.
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 …
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.
You must be logged in to post a comment.