The Fellowship

Andy completes his Journey through Middle Earth…

I think everyone who plays Lord of the Rings games probably has the fellowship, and I am no exception.

I’ve had these for quite a while, and having finally finished my LotR Dwarves, including Gimli, I thought it was time to paint the rest of them up.

The figures represent the Fellowship after leaving Rivendell; Gandalf has Glamdring, Aragorn has Andúril and Frodo has Sting and the Mithril coat, the latter presumably under his outer clothes.

All paints are Vallejo acrylics unless stated otherwise, and most colours were washed with the appropriate Army Painter tone.

All of the Fellowship were started in the same way. Gaps in the slotabases were filled with 4Ground base render; then a layer of sand & grit glued to the bases with PVA glue. Once dry they were undercoated with Halfords Grey Primer. The bases were painted a dark brown (USA Olive Drab) and dry-brushed London Grey. Faces and hands, and feet for the hobbits, were base coated Brown Sand, then top coated with Medium Flesh and washed with AP flesh tone.

Aragorn

Aragorn’s tunic is Light Brown, his Coat is Flat Green, trousers are Black and boots German Camouflage Black Brown. Belts are Chocolate Brown. The blanket roll over his shoulder is Dark Grey, and on his back are his bow, German Camouflage Medium Brown, quiver, Saddle Brown and another blanket roll, Khaki Grey. His hair is Flat Brown.

Boromir’s overcoat is Black, with Black Grey highlights on raised edges, his robe is Red. The small amount of mail visible is black with a Gunmetal Grey drybrush. His boots and vambraces are German Camouflage Medium Brown, belts German Camouflage Black Brown and hair Light Brown. The Horn of Gondor is Buff with the end Tan Yellow, with silver scroll work. His shield (slung on his back) is Black Red with Gunmetal boss and rim.

Gandalf the Grey has Light Grey tunic and London Grey robes, highlighted Light Grey. Belts are Dark Grey. His hat is Grey Blue. (Definitely a grey theme here). His staff is Beige Brown with an AP Crystal Blue tip. Glamdring is Silver. Hair and beard are Dark Sand.

Legolas

Legolas has a Golden Olive tunic, Light Grey trousers and Pale Greyblue sleeves. Quiver harness and vambraces are German Camouflage Medium Brown, quiver is Flat brown, the latter two lined Saddle Brown. Belts are also Saddle Brown. Boots are German Camouflage Black Brown and bow is Beige Brown. Hair is Dark Sand.

Merry

Merry has Black trousers, a Golden Yellow waistcoat with Bronze buttons and a Deep Green coat. His cloak is London Grey and his hair is Tan Yellow.

Frodo

Frodo has Black trousers, Light Brown waistcoat and Flat Brown coat and hair. His cloak is Luftwaffe Camouflage Green, and belts Chocolate Brown. His pack is Saddle Brown. Sting is painted Silver, with an AP Blue wash, my attempt to represent Sting’s blue glow in the presence of Orcs.

Sam

Samwise has London Grey trousers, with a Deck Tan shirt and a Flat Green coat. His cloak is Black Grey and belts and scabbard Saddle Brown. His hair is German Camouflage Orange Ochre, and on his back he has a pack painted Beige.

Pippin

Pippin also has Back trousers, Beige Brown waistcoat with an AP Crystal Blue jacket and Light Brown Scarf. His haversack is German Camouflage Beige and cloak Flat Red (and I’ve just noticed a little blue on the cloak so that will need touching up). He has Dark Sand Hair.

When I bought the figures off e-bay one of the lots contained a model of Gollum on his rock. So here he is:

Gollum (and his rock)

I started off painting the rock London Grey, with an AP Dark Tone Wash and Light Grey dry-brush. There were a few patches of what looks like moss on the rock, so these were painted with dots of Golden Yellow and Olive Green. Next came his skin; as I wanted him to look paler than the other Hobbits, I used a mixture of Pale Sand and Medium Flesh. Hair was black, eyes white and his loincloth German Camouflage Beige. As he is modelled with a snarling mouth, I painted his tongue Flat Red and teeth Deck Tan. His skin then got a wash of AP Skin tone.

All the figures bases were then flocked, for Gollum I added some flock to some of the flatter sections of the rock, and then tidied up the base edges with more Olive Drab.

Finally, the figures were all varnished with a matt spray.

So that’s the LOTR collection, Fellowship, Dwarves and Goblins completed.

Delving Deepest

Andy’s beard can now be tucked into his belt…

The last of the Dwarf collection are now complete including some odds and ends that won’t make up full Dragon Rampant units.

Originally there were 9 more Archers, but I picked up 3 more from e-bay to round out the Dragon Rampant unit to 12. There were also 6 Warriors with double handed axes, and 17 Rangers; 4 with longbow, 5 with throwing axes and 8 with double handed axes.

The figures were based up in the same way as previous batches. The archers were painted in various shades of red, with boots, leather armour and belts various shades of brown. The axemen were the same, except the tunics were various shades of blue. Armour was painted Gunmetal Grey and washed with AP Dark tone wash.

And the final 3 “E-bay” archers.

Ranger’s tunics were various shades of grey, green and brown; armour in brown and cloaks were painted in greens or greys.

Both Warriors and Rangers skin had a base coat of Brown Sand followed by Medium Flesh Tone and a coat of Flesh Wash. Hair had Soft or Dark tone washes. Bases were then flocked, and the figures varnished with a matt spray varnish.

So, that’s the Dwarves finished. 148 figures, making a 90 point Dragon Rampant army, or around 1800 points in LOTR Strategy Battle Game.

The Attack Drone at Zamatkya

John Lambert enters the Forbidden zone in this solo Zona Alfa battle report

It was getting tough in Sector 27. The Federation had replaced unreliable Mercenary patrol Vigilantes with mechanised robots who didn’t need paying and in a sinister development areas of the zone were now patrolled by Kamov attack drones – pickings were slim, it kept Big Ilya awake at night. Rumours spread through his base that one of the drones had crash landed close to Zamatkya village. Ilya called up Cziscova ‘Czisco’. She had worked on development at Kamov and He thought if He could get hold of the flight control software, the drones could be jammed. Maybe the happy times would return.

Kovacs sat in the bar opposite Big Ilya and ‘Czisco’, He’d been bought a shot of Bison Grass vodka, things looked bad.

‘I need you to get a Software copy’ whispered Big Ilya, take ‘Czisco’. Nobody had said ‘No’ to an ex Cage Fighter.

Kovacs was a seasoned Zone veteran – act first, question later. His tactics were simple, eliminate the hostiles first, then scavenge and he had an ace scavenger, Ali – the thief of Baghdad. Little more than a kid, He’d survived by scavenging through the rubble before the shutters came down for good. Then there was Anasova ‘ice Queen’ the silent one, a deadly sniper from Riga, ever reliable. At the bar, He’d been taken by Czisco’s long legs and spray on denim but she never stopped prattling on, it was like a never ending hangover from cheap vodka.

They had arrived at the village in good time 35 minutes to act before a patrol drone returned, a weak sun failed to penetrate the greyness. Quickly, they identified their objective – the damaged drone in the centre but what was this? Howling mutant hounds from Hell with their sadistic Hound master Pavlov could be heard coming from a building to the west of the drone. They were guarding a hotspot. The crew would have to creep around an intervening hotspot to eliminate them. ‘Damn’ muttered Kovacs ‘This will slow us down’

Zamatkya village, with attack drone in centre and zone hostile hounds to the west
Ali moved into position and eliminated two hounds in good time

Then disaster! Both Czisco’s and Ice Queens guns jammed. There was only one thing for it. Kovacs lobbed a smoke grenade at hounds. He just didn’t want one of the crew mauled so early into the mission. He checked his watch 5 minutes gone, things weren’t going to plan and would get worse

That should stop an attack but attempts to destroy the remaining hounds were ineffective so the crew got into position for the smoke to clear. Ten minutes gone. As the smoke cleared Kovacs killed one hound before his gun jammed. Ice Queen’s gun jammed for a second time before Czisco despatched the other dogs – perhaps He’d been wrong about her all along mused Kovacs. This allowed Ali to search the building – 1250 salvage value and two red dot sights.

Fifteen minutes gone, time to head for the objective Ali tosses a bolt revealing two dangerous luminous venomous insect swarms.

Again Ice Queen’s gun jams. Ali destroys one of the swarms and then his gun jams also!

‘What the …’ snarled Kovacs, this was more than coincidence, running across open ground he blasted the remaining swarm as He and Czisco made it to the drone.

Twenty minutes gone, it was cutting it fine as it would take more than five minutes to remove the access panel, download the software then replace the panel. As the panel is removed, Kovacs orders Ali and Ice Queen to search the closest hotspot. Not ideal as Czisco’s Laptop crashes and they’ll have to spend longer at the drone!

Meanwhile Ali throws a bolt at the hotspot which reveals a mutant – looks like He’d taken a heavy dose of radiation when searching an anomaly.

Ice Queen took aim and this time the mutant was despatched instantly – phew! Ali searched the area diligently but only came away with 350 worth of salvage.

With thirty minutes approaching there was no time to search any other hotspots and it was time to get out before the patrol drone turned up. Whilst the objective had been achieved, Kovacs was no nearer to retiring to that Black Sea Dacha. He thought the ammo He’d recently bought had caused the jams. Time to visit the Dealer and ask Him if He feels lucky.

The Battle Of Nether Dunny

Stephen reports on a rare lockdown game, suitably socially distanced and held in Phil’s back garden in the September sunshine.

The year is 1263AD and the barons, led by Simon de Montfort, are in revolt against Henry III.

During the chaos, the lord of Nether Dunny has been killed, leaving the manor up for grabs. Taking advantage of the confusion, four chancers have made their way to the village to take ownership for themselves.

They are:

Sir Jeremey – the scourge of London city. Noted for his drinking, wenching, and gambling. He’s left the city to let the heat cool off.

Sir Andrew le Roi – the youngest son of a French knight out for loot and plunder and to take advantage of the civil war.

Sir Phillip fitz – from a respectable shire family, this wayward son was thrown out for getting up to no good and squandering the family inheritance.

Sir Antoine le Franc – of mysterious, and doubtless dubious, background this French knight goes everywhere with his loyal squire, Luc Brecon, and everywhere they go they leave their bills unpaid.

The first game was a simple all-vs-all so everyone could get familiar with the rules (we were playing Osprey’s ‘Outremer’).

The objective was simple – the one with the most left standing after 8 turns would be winner.

Sir Jeremey at the bottom, Sir Andrew at the top, Sir Antoine to the left, and Sir Phillip on the right

Sir Jeremey boldly stepped forth calling his men forward and getting them to advance down the road. Rowan Windrush sneakily made off through the woods.

Sir Jeremey leads his men (from the rear) on a gentle stroll along the lanes

Sir Phillip and his men stomped through the vegetable patch of the local farmer, unconcerned for the poor family’s livelihood. Others skulked around the back of the farmhouse.

Meanwhile Sir Andrew made his way through the woods and sent his crossbowmen forward to use the cover of the stone wall surrounding the farm and take up position where they could take pot shots at Sir Phillip’s men.

Sir Antoine led his men down another road with the woods hiding him and his men from Sir Andrew and Sir Jeremey.

Poor Sir Antoine was to have a tough game – his men didn’t seem to know how to use their crossbows properly and Sir Antoine himself had clearly forgotten to sharpen his sword.

Sir Andrew gave the order to let fly their quarrels, and Pasquier and Remon took aim at Sir Phillip’s men. They caused no damage. Sir Jeremey and his men still carried on sauntering down the road, seemingly in no rush to get to where the action was. Peter Ashdown, a young serf from Sir Phillip’s household, climbed up the walls of the farmhouse to take position on an upstairs balcony where he would have a good view across the field with his bow.

Sir Phillip’s archers take up position

Finally, Sir Antoine and Sir Andrew’s forces came to blows.

The fight starts – Sir Andrew and Sir Antoine’s men clash

The road junction outside the farm would be the focus for the combat. Both Sir Antoine and Sir Andrew steadily fed troops in with crossbowmen trying to pick off stragglers. Sir Phillip continued to lead his men around the back of the farm and they would soon be in the fight as well. Meanwhile, Sir Jeremey and his men continued their casual stroll along the lanes, happy to let the others fight it out. Although Sir Jeremey claimed it was Peter Ashdown’s advantageous position overlooking the lane with his bow that was the source of his caution. Peter was finally taken down by Jean Paul using the cover of the stone wall to pick him off.

The two squires, Henry and Luc, come to blows

In the end the only knight left standing was Sir Phillip. All the others had taken wounds. For this reason Sir Phillip was declared winner and took control as lord of Nether Dunny manor.

The carnage is coming to an end

Sir Antoine had a difficult game. At some point all the others had taken a pop at him and this coupled with some lacklustre dice rolling meant all his men were taken down and took wounds.

Game 2 was a team game. Sir Jeremey had thrown in his lot with Sir Phillip in return for free board and lodging for himself and his retinue. This left the two Frenchmen, Sir Andrew and Sir Antoine, to join forces. The erstwhile opponents had formed an uneasy alliance, evident by the fact they deployed away from each other – allies only in name.

Now that Sir Phillip had taken control of the manor he had to keep hold of the manor’s wealth and assets. The previous lord had left his goods under the safeguarding of the parish priest. Six objectives were placed in and around the church. The defenders (Sir Phillip and Sir Jeremey) had to protect them and the attackers (Sir Antoine and Sir Andrew) had to loot them!

Sir Phillip commands from the church hill

Full credit to Sir Antoine. Though bedevilled by bad luck he led from the front and never shirked his knightly obligations. He led his men on an assault of the church yard walls and soon made a breach and got into the church compound. Sir Andrew was more cautious – moving up through the woods and using the cover of the trees to snipe with his crossbowmen.

Sir Andrew’s men take cover in the woods whilst Sir Jeremey’s men keep behind the church wall

Sir Jeremey was down in the lower yard, by the church barn, organising his troops for the attack of the Frenchmen.

Sir Antoine and Sir Jeremey face each other off

Sir Phillip took a more lordly position, up on the church hill, with his squire, Henry Wilton, and his archers. Once the French crossbow bolts started whizzing around (one of which felled Henry and another couple embedded themselves in Sir Phillip’s shield) Sir Phillip tactfully came off the hill and down into the lower yard where the French had got over the wall and were engaged in melee with the English defenders.

Once more, Sir Antoine would have a difficult time, on this occasion falling under the blows of Simon Miller’s weighty plancon. Even Sir Phillip dirtied his hands and got involved in the fighting this time! Truly the lord of the manor.

Sir Andrew and Sir Jeremey also exchanged blows – with Sir Jeremey finally going down (not without help from Rogier).

In the distance Sir Jeremey and Sir Andrew fight whilst Sir Phillip takes his position amongst the sheep

By the end of the game, the Frenchmen had managed to loot two of the six objectives. This meant that Sir Phillip kept hold of the manor and most of its wealth, though those wily Frenchmen would not go home empty handed.

In Outremer when someone is Taken Down they are not necessarily dead. Taken Down means they have taken enough wounds that they are out of the game. Once the game is over a roll is made to see what wound they have suffered. After the first game most wounds were little more than flesh wounds (though several of Sir Andrew’s retinue went into the second game with a limp, and Sir Antoine and some of his men had taken serious wounds). Evrart Courtier was the only one actually killed.

Proof! Sir Phillip (with the eagle on his shield) did get involved in the melee

During game 2 young Henry Wilton, Sir Phillip’s loyal squire, had taken a bad wound from a crossbow bolt. He would need constant, and expensive, medical attention – money that would be difficult to find in Sir Phillip’s depleted coffers. But Sir Phillip was a good man and kept his squire on. Although it did happen that two days later Henry was found face down in the village pond. Drowned. It was assumed a terrible accident had taken place, although the priest who prepared his body did notice a wound to the back of Henry’s head. But as Sir Phillip explained, this probably happened when he slipped and fell, banging his head, before rolling into the pond…

Andy also took some photos, which we’ve added as a gallery below.

Delving Deeper

Andy continues his metamorphosis into a dwarf. He already has the beard, but I swear he’s getting shorter…

The third batch of Dwarves are now completed. Only 18 in this batch. All unit references are for Dragon Rampant.
• A unit of Light Archers (12 figures) in various shades of green tunics (above).

• Half a dozen Dwarf Rangers, 3 with longbow and three with throwing axes. These are enough for a unit of Scouts.

The figures were glued to their slottabases and any gaps in the base filled. A layer of sand & grit was stuck to the bases with PVA glue. The figures were undercoated with matt black and the bases painted a dark brown (USA Olive Drab) and drybrushed London Grey.

The archers were painted in various shades of green, with boots, leather armour and belts various shades of brown. Armour was painted Gunmetal Grey and washed with AP Dark tone wash. Ranger’s tunics were various shades of green; cloaks were painted in greens or greys. Skin had a coat of Flesh Wash and hair Soft or Dark tone washes.

Bases were then flocked, and the figures varnished with a matt spray varnish.

She’s Got It Where It Counts

Stephen realises his childhood dream…

There comes a point in every sci-fi gamer’s career that his mind turns to only one thought: I want a spaceship.

I too, wanted a spaceship.

A spaceship on the table could be used for many things – perhaps an objective, perhaps just a bit of scenery.

I thought about scratch building. But it just seemed too ambitious. And I also thought the model may be too fragile as well. I rather like the ‘boiler plate’ aesthetic of Star Wars and to achieve that requires a lot of bits and pieces. I have some, but not enough for a whole spaceship. Then my mind turned to what injection plastic kits may already be available, but there’s not many in the appropriate scale and what there is can be quite expensive.

So I turned to Amazon.

I thought there would be more options than there were. Plenty of Star Wars stuff, with franchise prices. Then I found what I was looking for – a generic kid’s toy spaceship. Dimensions seemed about right, and at about a tenner, the price was worth taking a punt on.

When it arrived I was initially disappointed. Not because of the colour (it was always going to get a new paint job), nor the size (which was spot on). It was the material it was made from. I had hoped it would be made from hard plastic but it wasn’t. It was made from that same soft plastic that Airfix soldiers are made from.

Bummer.

My problem with this material is one of adhesion. I did intend on adding a few detailing bits but finding a glue that grips that plastic is hard. Ditto when it comes to paint. The walls of the model were quite thin and flexible and would easily bend and fling paint.

I was just going to forget about it and chalk it down to experience and be thankful I hadn’t wasted more than a tenner. So it languished in a cupboard for a few weeks.

Then I had an idea – expanding foam! I thought that if I fill the underside with expanding foam that may offer a bit of resistance to the flexibility and prevent any paint loss. So that’s what I did – fill the underside and cavities with expanding foam.

Once that had cured I cut it all flush and glued down the compartments. As I looked at it I thought it probably didn’t need any more details added or else it would look fussy, but I did want to add some better looking engine boosters. A couple of suitable looking bottle caps were found and they were superglued in place. The whole thing was then given a complete covering of khaki spray.

And so on to the painting. I decided to do it white. The khaki would provide a good base colour for depth and shade. Then came the dry-brushing. Lots of dry-brushing.

I went with a pale beige all over. Two coats of this. Then the white. The first going over with the white was all over, and the second layer was just on raised areas. This is so some of the beige and off-white showed through, making it look used and grubby.

An accent colour was then needed to give some contrast. It was between blue or red. I went with the Star Wars red.

Screens were painted black and then made to shine with a royal blue which was then picked out with a couple of lighter shades.

Finishing touches were to add a couple of spare decals.

I wanted the finished model to look generic. I didn’t want it looking overtly military (hence why no external guns and weapons were added – I can always argue they are on retractable mounts), but neither did I want it to look too civilian. As it is it can be used as a shuttle or as a freighter. Whatever is needed for the game at hand.

I’m glad I decided to slap some paint on it in the end, rather than give up on it. Looking at the finished piece I think I was right – it didn’t need any more detailing. The foam has certainly made the sides more rigid so time will tell if the paint comes off too easily or not.

I now have my spaceship.

 

Allies of Gondor

Tony F paints some alternative Lord of the Rings figures.

When I first read The Lord of the Rings, many, many years ago, one of my favourite parts was the defence of Minas Tirith and the Battle of Pelennor Fields. The cavalry actions particularly grabbed my attention, including the charge of the Rohirrim, and the sortie led by Prince Imrahil of Dol Amroth (who sadly didn’t make it past Peter Jackson’s editing pencil in the films) to rescue Faramir and the defenders of Osgiliath. I painted up a box of Swan Knights of Dol Amroth for an Open Day game a couple of years ago, and I’ve always wanted to expand them into a full army.

Apart from Prince Imrahil and the Swan Knights, there are few other official figures available from Games Workshop for the fiefdom of Dol Amroth. There is a set of four Men at Arms with pikes, and some older metal foot knights, which don’t really match the new plastic mounted cavalry (which are much better than the old metal ones). Forgeworld also has a new set of very nice resin foot knights which are moderately pricey but are a better match for the new plastic knights.

A while back I came across pictures of another Dol Amroth army with lots of conventional looking warriors on foot. These turned out to be conversions from Gondor figures with new heads – after a brief bit of digging I found that the heads came from eBob Miniatures. So I bought 20 heads (at a very reasonable £1 for 4) and then set about getting some plastic men of Gondor from eBay. I won an auction for 17 already assembled figures – which then of course languished in a box in the hobby shed for over a year (I believe wargamers are like wine collectors – our purchases need to be laid down in a cool, dark place before they can be fully enjoyed).

Then lockdown happened. Unlike some people I was neither laid off nor furloughed (in fact I was one of those for whom lockdown was a very busy period), but there are still weekends, and since we couldn’t go out, the Dol Amroth idea was dusted off again. I started with the head swaps on the plastic figures. The existing heads were removed with a pair of side cutters and cleaned up with scalpel and files, before drilling a small hole with a pin vice for the peg at the bottom of each replacement head. The heads were superglued on, and then came some tedious filling with green stuff. I also had to resculpt hair on the back of some of the figures which had been damaged by the removal of the original heads. I also cut, scraped, filed and sanded off the sculpted-on White Tree motif on all of the shields, as I wanted to replace that with Dol Amroth symbols. I also created a standard bearer using a spare lance from the Knights box – I swapped the hand with a swordsman.

With the conversion work done, painting could begin. I mostly use Citadel paints of all types including shades, dry and the new contrast paints. I started with an undercoat of Halfords grey car primer, followed by spraying them with silver paint bought from the poundshop. I then gave them a black Nuln Oil wash followed by a drybrush of Necron Compound. This is a really quick and easy way to paint silver armoured figures en masse. I painted their tunics blue using a contrast paint (not sure which one, sorry) with a single highlight layer and their trousers with Black Templar (also a contrast colour). After this it was just details – faces, armour straps and belts, and some gold detailing on the helmets.

The shields were painted blue and them I applied some home-made decals; I’d found some suitable designs online which I resized and recoloured in Photoshop, and printed on white decal paper on a laser printer. I touched up the edges of the decals with paint to blend them in as much as possible.

Everything was then given a coat of Army Painter spray varnish, and the bases were finished off with a combination of flock and grass Tufts.

So my Dol Amroth force now had six mounted Knights and 17 warriors on foot. To this I added three Knights on foot and four pike-armed men at arms, all led by Prince Imrahil himself. the other figures were all painted in the same way as the other warriors, starting with their sprayed silver armour. As befits his status, I did spend a bit more time on their leader.

Overall it makes a solid 600-point force, and all from figures that had been in the unpainted pile for a while.

Delving Deep

Andy ploughs on with his Moria Dwarf army.

The second batch of Dwarves are now done. As mentioned in the last post I’m painting these up primarily for use with Dragon Rampant. Most foot units in Dragon Rampant have 12 figures per unit, so taking into account the odds and ends I’ve already painted I’m mainly painting up figures to fill out units to fit these rules.

This batch comprises the following (photos are work in progress):

Five warriors with two handed axes and three with axes and shields with green tunics; to make up two units of Heavy Foot, one of which will be upgraded to Offensive (those with the two handed axes).
• 8 archers in various shades of blue tunics; to make up a unit of Light Archers.
• 8 warriors with axes and shields also in blue; to make up a unit of Heavy Foot.
Two standard bearers, one in blue and one in green. These will replace a figure in a unit if I want to give them the banner upgrade.

After gluing the figures to their slottabases I filled in any gaps in the base with, well, filler; and then glued a layer of sand & grit to the bases with PVA glue. Once dry they were undercoated with matt black spray. The bases were painted a dark brown (USA Olive Drab) and drybrushed London Grey.

The figures were painted in my usual style, block painting followed by colour appropriate washes. Mail and plate armour were washed with AP Dark Tone, skin with Flesh Wash and hair with Soft or Dark tone washes. Bases were then flocked, and the figures varnished with a matt spray varnish.

The two standard bearers were simple conversions of a couple of warriors in fairly static poses with axe and shield. For one of them I cut the axe from his right hand, drilled the hand to take a wire pole, and glued the axe blade and shaft to his belt. For the other figure I cut back the shield boss on his left hand and filed this down to an empty hand and also drilled it to take a wire pole. After they were painted, I added paper banners.

Only 50 more figures to go!

Virtual Pulp Alley

Marcus reports (virtually) over a recent (virtual) game.

I have probably played Pulp Alley more than any other game in the last couple of years. Narrative, fun, good for solo games or multiple players, it is a skirmish game with a figure count per player typically ranging between around 4 and 12. A scenario can be completed in around two to three hours depending significantly on the number of players involved.

Did I say skirmish? Well, more or less. There is plenty of scope for pulp action fisticuffs and spraying bullets around. What is less typical of skirmish type games is the influence of fortune cards, which players can use to challenge their opponents with perils, or indeed, perils will also occur as players try to resolve a series of plot points on the table. A game can sometimes focus a little less on combat and more on the plot. Scenarios are can veer very much toward mystery or crime investigation and even social situations. Imagine James Bond trying to provoke a villain, gather clues and be generally charming in a Casino and you will have the idea, only you have a group of characters working together to accomplish this. The characters have various skills set at a combination of levels. The required characteristics and skills are: Health, Brawl, Shoot, Dodge, Might, Finesse and Cunning. Depending on the quality of the character these skills will have dice numbering from one to four and dice types ranging between D4 and D12. A roll of 4 or more is a success, but sometimes multiple successes are required, including difficult tasks.

The initiative changes over the course of the game. The last person to win a plot point or a combat steals the initiative from the previous holder. This keeps the game constantly interactive.

What can you play with Pulp Alley and what miniatures do you use? Well, almost anything you can imagine! The rules are remarkably adaptable. If it forms part of the pulp genre; 30’s archaeologists versus Nazi’s, fantasy, science fiction, westerns or lost worlds, anything in between and more. The list just goes on…Figures are widely available and in particular I like Copplestone Castings and Pulp Miniatures, Hydra Miniatures and Sally 4th, the UK home of Pulp Alley.

Fellow club member Alan set up this game over Zoom. While a degree of social interaction is lost over Zoom, it certainly played smoothly. I would have no hesitation in recommending Zoom as a tool for playing games like this. Perhaps the more limited social interaction actually sped up the game.
Alan set up two scenarios set in the late 30’s in the arctic. He deployed a team of Nazi’s (“I hate these guy’s…”) under Dr. Stalhelm, a dastardly figure in uniform and a fully enclosed face mask. I fielded a team of “stiff upper lip” Brits from the Long Range Arctic Survey Group (LRASG). This group had the perk of specialists 3 of the leaders skills were reduced by a die level to improve the other members of the party in one skill by one dice type. I had a couple of unusually tough academics, the Leader, Professor MacInnes accompanied by Dr. Kennedy with two military types and a couple of Inuit guides.

The Crash Site
Some unusual rumours of strange lights in the sky have been emanating from sources in the arctic circle. The LRASG have been dispatched to investigate. Aided by two local guides, Kallik and Allatok, the team approach a site of possible significance…

The table is difficult going, meaning that characters cannot move more than six inches without taking a challenge. There are four separate groups of wreckage distributed around the centre of the table. Due to some seismic activity, the wreckage is perilous and requires an automatic challenge. During the first couple of turns, the figures approach the wreckage from opposite directions in the swirling snow which limits visibility. MacInnes reaches one wreckage site but Alan plays a challenge card and MacInnes cannot manage the 3 Cunning or Finesse required and tumbles into a crevasse. However, he passed the resulting health check, so no damage done. Meanwhile the first Nazi minions reach some wreckage, but can’t seem to explore without experiencing serious hazards which prevent the search.

On turn three, MacInnes successfully negotiates the wreckage and locates a plot point a short distance away. The Inuit’s move toward the Nazi’s while the rest of the LRASG spread out between the two closest wreckage sites. The Nazi’s continue a very unsuccessful search and Stalhelm has to jump away from a peril. The Inuit’s move in on them. One of the Nazi’s, Weber exchanges fire with Allatok.

MacInnes keeps working on the plot point on turn four. He successfully negotiates the treacherous ground and shifting visibility. With one success in recovering some clue from the snows. He is loosening it from the ice… At another site, Dr. Kennedy gets a bit disorientated in the swirling snow. Nearby while the Nazi’s continue with a frustrating search, Allatok and Webber exchange fire again and both are hit. They fail health checks and are out of the scenario injured. Another Nazi, Schneider, opens fire on one of the LRASG’s military types, Lt. Baylis.

Turn 5 and MacInnes keeps working to free the clue from the ice. Suddenly, he takes a hit from Nazi gunfire and is stunned. Baylis fires back to no effect. Meanwhile Dr. Kennedy finds his way back to the wreckage, makes a search and finds a perilous area: the ice shifts under the wreckage which is in danger of falling through into a lake below. However, Lt. Booth, (the Brits other military type) successfully locates a plot point himself. Muller shoots Kallik who fires back, but he goes down too. Baylis shoots Schneider, but he dodges.

On turn 6 MacInnes gets the final successes and frees the clue from the ice. A cache of “Top Secret” documents! Schmidt now attempts a plot point and successfully discovers an injured crewman. With that first success, Alan becomes Director (initiative), deciding the turn order. Booth and Fischer exchange fire. Baylis brings down Schneider who is out of the game, after failing a recovery roll, while MacInnes and Stahlhelm exchange fire. Elsewhere, Kennedy successfully deals with the plot point and discovers: an experimental bomb sight. Booth closes with Muller and gets into a punch up, but Booth gets knocked out cold (quite literally).

At this point the two sides disengage as the wreckage shifts and slips below the icy surface of a frozen lake. A success for the Brits who recover two plot points to the Nazi’s one. They collect two Gear points as a result: Some smoke grenades which Dr. Kennedy carries and Gadget X, carried by Mac Innes, which automatically allows passing one plot point instead of rolling.

A Secret Nazi Base…Where Else?

Scenario 2 saw the LRASG tasked with recovering the aircraft’s inventor and destroying the Nazi base. Approaching from some woods the Brits use the trees to mask their approach and their smoke grenades in turn two to reach the gate, despatching the sentry. The base remains oblivious. However, it all kicks off in turn three when MacInnes is forced to shoot a guard dog which attacks them and Baylis shoots his sentry/handler. They move toward a group of huts while Booth and Dr. Kennedy move along the fence to discover a plot point. The alerted Nazi’s get out of a truck and move toward the huts in turn 4.

Kennedy and Booth successfully locate a plot point and pass it: a wire cut hole in the perimeter fence. Someone else has already broken in! both teams converge on a stack of supply crates. Fischer and Muller push toward a plane on the airfield while Schmidt and Booth exchange fire in the location of the huts and crates. Both shrug off hits.

MacInnes discovers explosives already on the crates and lighting the fuse, sprints away. A new plot point appears in a hut near the gate. Stalhelm. Fischer attempts to deal with a bomb on the fuel drums near the plane, but fails.

Fischer suffers a peril on turn 7, possibly electrocuted as he tries, inexpertly, to deal with the booby-trapped explosives on the plane. Fischer goes down! Meanwhile MacInnes and the Nazi scum exchange furious fire, but the Nazi’s pass 3 hits! Muller is trying to disarm another bomb in the corner of the far corner of the airfield, at a fuel dump. About to attempt it he suffers misfortune as Marcus plays a fortune card and Muller falls, failing his health check.

Fischer recovers in turn 8 to disarm the bomb on the plane, but unfortunately for the Nazi’s Muller again fails a peril and a health check. Fischer however gets up and removes the explosives from the plane. MacInnes blazes away at Schmidt, who goes down and joins Bush and Kennedy in cover close to the gate. Kennedy moves to the plot point near the gate and passes it; the inventor! Dr. Stalhelm lurks in the proximity…but Booth engages him in fisticuffs.

In the final turn, Booth manages to land a blow on Dr. Stalhelm and rushes to the gate. Both MacInnes and Dr. Kennedy both open-up on Dr. Stalhelm and also escape. While the Nazi’s try to deal with the explosives, they detonate, destroying most of the Nazi’s secret lair.

So, as the credits roll the Brits return from a successful mission, with the Nazi’s vanquished again; which is how it should be. Inevitably since Alan rolled some appalling dice and Lt. Booth passed more recovery checks than he had any right to. An enjoyable mini campaign all organized by Alan with some great scenery and miniatures, all played very entertainingly via this new-fangled thingy; Zoom…Bang! Bang!

Air War Germany 1944 – Session 4

Me 110G-4s scramble

Our Treasurer has just realised that he had omitted to write up the fourth session of our campaign from the end of last year – still better late than never!

This session began with an attack by the Me110s of 3.NJG5, which had just infiltrated the tail of the bomber stream as it left Berlin.  The Me110s weaved backwards and forwards across the bomber stream using their on-board radar to detect and attack targets.  John La was first onto the score sheet, detecting ‘Q for Queenie’.  He missed the target on the first pass, but sent the bomber down on his second.

As the bombers headed off to the northwest, 3.NJG5 stuck with them and continued their attack. Three bombers went down in quick succession, the first, ‘O for Oboe’ to John, then ‘P for Peter’ to Andy and finally ‘N for Nab’ by Marcus in his first combat.  However, the bombers then struck back, as first Steve took damage and was forced to break off in an attack on ‘M for Mother’, then worse still Marcus was shot down by ‘L for Love’.

Lancaster MkI/IIIs of B Flight, 460 Squadron RAAF. Letters ‘J Jig’ to ‘Q Queen’

Now another Me-110 unit, 4.NJG3 of Steve’s 2.Jagddivision was able to infiltrate the bomber stream.  However, their attack got off to a poor start as the alert gunners of ‘K for King’ shot down John’s attacking fighter.

The bombers were now re-crossing the German defensive radar line and the Me-110s of 3.NJG3 were successfully vectored in to attack from their overwatch positions.

At this point we ran out of time for the day, leaving the raid to be concluded in a fifth and final session, which will be a catch up to bring all players up to 2 sessions played.

At the end of session 4 the points scored were as follows:

Andy (4JD)                        +1             +1 for Lancaster shot down

Steve (2JD)                        +1            +1 for GCI Intercept, +1 for tame boar                                                                                  infitration, -1 for fighter damaged

John La (7JD)                       0             +2 for Lancasters shot down, -2 for fighter                                                                     shot down

Marcus (3JD)                     -1             +1 for Lancaster shot down. -2 for fighter                                                                        shot down

Tony (1JD)                             –           Unable to fly

That leaves the individual League table so far as follows, with Steve just passing Dave at the top of league table, as he has shot down more bombers (4 to Dave’s 3).  1 JD keep their lead in the team competition with 11 points:

Steve (2JD)                      +6         2 sessions played (4 bombers downed)

Dave (1JD)                        +6         2 sessions played (3 bombers downed)

Tony (1JD)                       +5        1 session played

Mike (2JD)                       +3           2 sessions played

Chairman John (3JD)  +2.5        2 sessions played

John L (7JD)                      +1           2 sessions played

Marcus (3JD)                     -1           1 session played

Andy (4JD)                        -1.5       2 sessions played

Bob (4JD)                          -2             1 session played

Chris (7JD)                       -3.5           2 sessions played