Tombstone 2018

Tombstone at the end of the shoot-out

The end of year Society wild west shoot out for 2018 has gone down in the Annals of the West.  The town photographer captured the action!

This saw Sheriff “Frontier Steve” Walters defending the good citizens of Tombstone against raiding gangs led by Black “Texas Bob” Jang and Frank “Bexley Dutch Mike” Schmidt.  The Sheriff was later reinforced by a mercenary crew led by No-Eyes “Chairman John” Luke.  A motley range of citizens were controlled by the host and umpire, “Treasurer Mark” showing varying levels of commitment to help defend their town.

Bashful Baz heroically (and ineptly) confronts Frank “Bexley Dutch Mike” Schmidt

The gang led by Dutch Mike made a beeline for the bank, whilst the gang led by Texas Bob made a bee-line for the Drink n Drop Saloon.  Patrolling deputy Ted ‘The Lawman’ spotted Dutch, raised the alarm and opened fire with his trusty Colt,  while Sheriff Steve Walters moved round the general store to outflank Dutch’s gang, only to die in a hail of bullets from Quick-Draw Mc-Graw.  Several citizens waded in to help – the general store owner shot down Dutch from the window of his store before rashly coming out and in turn being gunned down by Quick-Draw.  Ted the Lawman fell to the shotgun of outlaw Heath Robinson.  The hapless citizen Bashful Baz placed himself squarely in the line of fire and then spent the rest of the game rooted to the spot and twice trying to unjam his Colt in a hail of bullets, emerging unscathed with only a few bullet grazes.  The only Deputy left standing, Camp Freddie, despatched outlaw Doc Savage through a window, having fled for cover in the bank.

Black “Texas Bob” Jang goes head to head with No-Eyes “Chairman John” Luke

At the other end of town Texas Bob went head to head with the newly arrived John ‘No-eyes’ and gunned him down in a hail of lead, then laying out his gang-side kick Jimmy Six-Shot with a ‘real-bad’ hit in the legs.  His rampage was finally stopped with a hail of bullets from ‘No-Eyes’ number 2, Yankee Seb.  Texas Bob’s side-kick, Stick-up Joe moved in to rob and recruit in the Drink n Drop.  Joe won over his secret admirer, saloon girl Rosie Williams and saloon ‘resident’ Whiskey Will.  All hell broke lose as the jilted and alcohol-fuelled Hallelujah Jones attacked Rosie.  Stick-up laid him out cold and Rosie completed her journey to the dark side by finishing him with her trusty Deringer.  However, as Stick-up Joe emerged from the Drink n Drop, he was gunned down by hired guns Yankee Seb and Ugly Trev.

Stick-up Joe and Rosie Williams emerge from the Drink n’ Drop to their doom

Meanwhile outlaw Sam Sharpshot went after town resident ‘The Butcher’ who had been gunned down after emerging from his livery stable and wildly shooting his shotgun at Texas Bob’s gang.  ‘The Butcher’ was heroically rescued by the town Doc, Sweeney Todd, but both were then pursued and ‘The Butcher’ was killed by the hard-bitten Sam assisted by Whiskey Will – Sweeney Todd was badly injured trying to save him.  Meanwhile last member of Bob’s gang, the outlaw Maximillian met a sticky end at the hands of Yankee Seb, Deputy Camp Freddie and hotel owner ‘Hurricane’ Higgins, who suddenly found the ‘courage’ to shoot him in the back as he faced Yankee Seb.

Crazed with grief Rosie dashed across the street aiming to gun down lawman Camp Freddie, who calmly turned and shot her down.

With this, the surviving outlaws headed for the hills.

Black “Texas Bob” Jang – during his gun toting rampage

The winner on the day was the gang of Black “Texas Bob” Jang, who scored 7 points after robbing the Drink n Drop and the Livery Stable (1 point each), recruiting two citizens to the gang (2 points), killing Legend ‘No-Eyes’ (2 points) and two citizens (half a point each).  The only survivors were Shootist Sam Sharpshot and the now infamous ex-citizen Whiskey Will.

No-Eyes “Chairman John” Luke moves up at the head of his hired hands

In second place was “Chairman John”, who scored 4.5 points after killing Legend Black Jang, Doc Savage, Maximillian and half a point for citizen turned outlaw, Rosie.  All of the hired gang except leader ‘No-Eyes’ survived, but Jimmy Six-Shot was ‘hurt real bad’.

Frank “Bexley Dutch Mike” Schmidt – killed by the unseen owner of the general store

A close third was “Bexley Dutch Mike”, who scored 4 points, his gang gunning down Legend Sheriff Walters, Deputy Ted the Lawman and citizens ‘Doc’ Walters and Ol’ George.  Only two gang members survived, Quick-Draw Mc-Graw and gang side-kick, Heath Robinson, who was ‘hurt real bad’, but caused mayhem with his shotgun.  McGraw becomes a legend after taking out the Sheriff and his marksman deputy without so much as a scratch before avenging his fallen leader.

Sheriff “Frontier Steve” Walters – a dedicated lawman to the end

“Frontier Steve” had an unlucky day with 3 of the 4 lawmen shot down stopping Dutch’s gang with the Sheriff and Chief Deputy killed and Deputy Billy the Bloke badly shot up as he emerged from the jail to help.  Their sacrifice will always be remembered.

Sheriff Walters gunned down in the performance of his duty. Bashful Baz is under fire from Heath Robinson and Quick-Draw McGraw on the other side of the store.  Dutch Mike has fallen near the bank.
Doc Walters proudly poses in front of his store on the day it opened. He is now remembered as a fallen hero of Tombstone

The citizens held a fine funeral for Doc Walters who fell defending his store and the town, killing outlaw legend ‘Dutch’ Schmidt.  Bashful Baz can spin a fine tale showing his bullet grazes having survived a hail of bullets and shotgun shells (probably leaving out that his gun jammed twice and he never hit anything other than the side of the bank).  The severely injured doctor, Sweeney Todd becomes a town hero after his selfless rescue of ‘The Butcher’ and attempt to save him from the brutal assault of Sam Sharpshot and the treacherous Whiskey Will.

Whiskey Will and Sam Sharpshot emerge from the Livery Stable after their savage pursuit and killing of the ‘The Butcher’

The tragic tale of the doomed love of Stick-up Joe and Rosie Williams enters western folk-lore.

Camp Freddie plans to stand for Sheriff.

The game used “The Rules With No Name” and 20mm figures and buildings from the collection of our late Chairman, Trevor.

The rules use a card driven activation sequence and make for an excellent, fast, fun game.

A random roll was used to drive the action of citizens, with the potential to defect to an outlaw gang under pressure, avoid action, or alternatively suddenly gain the courage to defend the town, with limited, or excessive enthusiasm, as events unfolded in their direction.

Grendel Stalks the Night

To kick off 2019 at the first meeting in January there will be a game of Dragon Rampant based on the story of Beowulf and Grendel. Stephen sets the scene…

“In off the moors, down through the mist beams, god-cursed Grendel came greedily loping…”

The game will involve two sides – Grendel and his marsh demon minions against Beowulf and the assorted heroes of Heorot.

All models and materials will be provided. Just bring yourself and a desire to roll dice in good company. There’s no need to know the rules either. Dragon Rampant is an easy game to pick up and, though it’s open to anyone, I’d be particularly keen to have players who’ve never played the ‘Rampant’ family of games before or new players to the club.

So if you fancy a go then join us on the 12th Jan for a bit of mythological dark ages fun.

“For a brief while your strength is in bloom but it fades quickly; and soon there will follow illness or the sword to lay you low, or a sudden fire or a surge of water or jabbing blade or javelin from the air or repellent age.”

Let’s Get Medieval

Stephen gives us an end-of-year Medieval treat…

I’ve a couple of bits on the go at the moment, one more or less complete and the other just starting.

First up is a 15mm Wars Of The Roses army to give that young upstart, Earl Jeremey ‘Hotspur’ a run for his money. These will be for Sword & Spear. I bought a few test packs of Essex archers (since I knew I’d need lots of archers) to get my juices flowing. I have it on good authority that I’ve been a good boy this year (well, good enough) and that Santa is going to be bringing me the rest of the army. We’re really enjoying Sword & Spear and I’m looking forward to re-fighting some battles from the WotR.

Archers

The other thing I’ve been popping away at over the last year is a medieval Irish army for Lion Rampant. These are suitable for the 13th and 14th century. I’ve now got 24 points worth with two units of Gallowglaichs (dismounted men at arms), two units of Bonnachts (light foot with javelins) and two units of Kerns (scouts with bows). I plan to add another unit of bonnachts and kerns during the year to give more flexibility and for some bigger games. These are destined for a game at 2019’s Open Day with an Irish round tower build in the offing as well.

Irish Army

Whither Shall I Wander

We had a game of Lord of The Rings Battle Game on Saturday and Tony had made some terrain pieces that just add that little bit extra to a games table.

So with that in mind, and a wet and miserable Sunday to fill, I decided to make one as well. Only I was a little bit more ambitious. Rather than just a sign post on its own I decided to make it a bit more comprehensive and to theme it to a medieval setting since road junctions in medieval times were important boundaries and points for outsiders.

I’m afraid I didn’t take any work-in-progress shots, but it was surprisingly quick to make. I thought it would draw out over several days. But no. Got it all done in a day!

The gibbet cage was made from styrene strip. It was a straightforward build, but fiddly whilst waiting for the glue to dry. The posts were made from balsa and the stones around the base made from milliput. Most of the time was spent waiting for the milliput to set – put it in the boiler cupboard where it’s warm and then off to Sainsburys to do the shopping whilst it cures. The water trough and parish boundary stone were also made from milliput.

Painting was simple as well. Both wood and stone were from the same colours – a mix of khaki and medium grey. But more medium grey in the stone and more khaki in the wood. I decided to keep the destinations on the signpost generic. Then add some ballast on the base, then add some static grass. And finish off with some clump foliage. The water in the trough is from epoxy resin (the Wickes’ home brand one is nice and cheap). The skull was from GW’s excellent (and splendidly OTT) ‘Box Of Skulls’.

And there we have it – a signpost with gibbet cage, boundary marker, and water trough for tired animals.

Pax Germanica

At the last meeting we had a game of Sword & Spear – Romans against Germans.

Jeremey took control of the Romans and Stephen had the Germans (we were joined half way through by Andy (Romans) and Tony (Germans) once they finished their Saga game). We did the River Crossing scenario from the rulebook, with the Romans on the attack. Victory conditions meant that if the Romans had half or more of their units on the opposite side of the river during any End Phase of the game they were automatically declared winner.

The Germans deployed first with their warbands stretched out facing the river to oppose any Roman crossing. On the left flank they had the cavalry and skirmishers.

The Romans had their legions facing the river with auxiliaries on the Roman left and the Roman cavalry on the right, having to make their way through rocky ground before getting to the river.

Both armies moved up quickly (we realised after a few turns that we read the group move rules incorrectly, but at least it got us stuck in quicker!). The German (lack of) discipline made moving up in any kind of order difficult and it turned out enough tribal leaders hadn’t arrived, so they also had a few command and control issues since the warbands on the further edges were out of command range (you can see I’m getting in the excuses early).

It reached that point – the Romans lined up on one side of the river and the Germans on the other. There’d been some desultory bow fire but it was quite clear how this was going to be decided. The Romans were on the attack and the onus was on them to win. So Rome’s finest did what they had to do and started wading across the river…

The main fighting was in the middle between the legions and the warbands. It started going the Roman way. They created a bridge head and units were crossing the river. It looked like this was going to be over quicker than we thought. The Germans brought up their cavalry to plug some holes. Out on the right flank things were going a bit slower – the Germans struggling to bring enough troops up and the Romans refusing the flank with their archers pouring fire into the tribesmen. Meanwhile, on the left, the Roman cavalry also took time coming up through the rocky ground allowing the German archers to advance to the river with bows at the ready once the cavalry came into range and sight.

The centre wore away. In one clash the Germans managed to destroy one of the Roman units taking the Roman general with it! The tide of battle was starting to turn and it looked as though the Germans may have a chance of victory. This had come at a cost though – the German units were starting to get weak and fragile from the battle. Realising they would have to be bold and daring to secure victory the German right flank finally managed to get to the river and decided to charge across it at the Roman archers and auxiliaries in the woods on the opposite bank. A bold attack, indeed, and one that was repulsed.

And there things came to an end. In that brief glimmer of hope the Germans had taken enough of a pounding to force them to quit the field. It had been no easy victory for the Romans – they had taken the river crossing but they had also taken a serious drubbing to achieve their goal. A pyrrhic victory at best. But a victory nonetheless.

Defenders of the Shire

Tony F updates us on his latest painting efforts

I had a bit of a Middle-Earth break after the efforts of the Open Day game, but I slowly eased myself back into things in September. On the shelf next to my desk is a small row of based and undercoated figures, and I find that if they stare at me long enough I end up getting having to paint them – at the front of the queue were two trios of rangers.

The first threesome are a set of Dúnedain, descendants of the men of Númenor. Known as the Rangers of the North, they patrol the borders of the Shire and keep that peaceful land (mostly) free of the perils of the rest of Middle Earth.

The other set are members of the Grey Company, a group of Dúnedain led by Halbarad who accompanied Aragorn through the Paths of the Dead and went on to capture the ships of the corsairs – their arrival at Pelargir turned the tide of the Battle of Pelennor Fields. They’re distinguished by their grey cloaks fixed by star-shaped brooches.

The official Games Workshop model of Halbarad is currently out of production, so my rangers are lacking a leader. Over the years I seem to have accumulated quite a few different Aragorn figures, so I picked a spare one of those and painted him up as his father, Arathorn (there is GW figure of Arathorn but, like Halbarad, he’s been out of production for some time and goes for silly money on eBay). The ‘conversion’ consisted of painting Aragorn’s dark locks grey, but he’ll do for me unless or until GW bring their official Arathorn figure back.

Action off Horns Reef – 17th August 1915

The British force breaks off at the end of the action

The society is refighting all of the naval actions of WW1 as a long running campaign, initially focussing on British Home Waters in 1914-1915.

Scenario 10 covered a night action off the Danish Coast on 17th August 1915.

Ships used are 1/3000 Navwar, with the Princess Margaret and the Light Vessel scratch built, all from Mark’s collection.  Rules are Mark’s computer moderated rules written in Visual Basic 6.

British forces were heading in to the Heligoland Bight to lay a large minefield aimed at catching German vessels coming in and out of their ports.  The large Minelayer, Princess Margaret, was escorted by seven modern ‘M’ class destroyers of the 10th Flotilla.  The sun had recently set and the British force was using the light from the Danish Horns Reef Light Vessel to get a position fix before heading in to lay the mines.  These were commanded by Mark as umpire.

Co-incidentally five large German destroyers of the 2nd Torpedoboots-Flottille had been on a search mission to the north that day and were heading back to port, also using the light vessel to get a fix before their final run in.  This force was commanded by Jon.

Horns Reef Light Vessel

The British force was silhouetted against the afterglow of the sun and so at 8.13pm the German force was able to sight and close on the British unseen.  At 8.22 the British spotted the shapes of ships in the murk and after some hesitation about their identity, the closest Division of British destroyers opened fire.  A short fight at about 5000 yards ensued with the British getting off a couple of torpedoes.  Apart from a near miss on the British destroyer Miranda, no hits were made and whilst the British torpedoes crossed the German line they both missed.

The British had turned away and with the remaining light having gone, the two sides lost sight of each other.  The players now plotted their next actions on a map.

The British decided to attempt to resume their course for minelaying and at 20.40 the two sides blundered back into contact.  As there was no moon and the Princess Margaret reacted slowly to the new contact, the two sides found themselves very quickly at close range.  The British 1st Division raced forward to shield the Princess Margaret, with both sides opening fire as they closed to just 600 yards and the German commander ordered a flotilla torpedo attack.

The close range clash – torpedo markers show the salvos fired and Minos has a marker showing she cannot turn to starboard due to a heavy port list

In a few minutes of mayhem the British destroyer Minos and then the German B 109 sank as a result of shell hits.  The British were extremely lucky to avoid 16 well-directed German torpedoes which crossed the tracks of 6 ships including the Princess Margaret.

Moorsom and Miranda shield the Princess Margaret

The Mentor and Moorsom were also badly damaged and reduced in speed and the German G 103 stopped by a shell in her engine rooms.  She was able to repair her damaged steam line and get back underway at reduced speed after the action to limp home.

B 98 leads the German Flotilla

The British again broke off and this time headed west for their covering force.  The German boats gobbled up the lagging Mentor and sank her with gunfire, then also stumbled across the crippled Moorsom as they steered south for home, again finishing her with a couple of salvos.

The British destroyers had succeeded in saving the heavily loaded minelayer they were there to screen, but had paid a high price, with 3 of their destroyers sunk, for only 1 German boat lost.

In the real action the Germans used the light advantage to close, then fired 3 torpedoes, before the British saw them.  One of these hit and blew the bow off the destroyer Mentor.  The Germans and British then immediately broke off, leaving the Mentor alone.  Once shored up, she managed an epic journey to limp all the way home.

In all campaign games German losses count double, to reflect the fact that they were less able to absorb losses and to reflect their more cautious use of their ships.

Nevertheless this game was a German tactical victory as the tonnage of British ships lost was more than double that of German ships lost – 2805 tons to 1352 tons, a net score of 101 points for Jon as German commander and a loss of the same for Mark as British/Umpire.  This leaves the league table as follows:

Mark H +87196
Andy K +13060
Mike P +11339
Alan O +350
Mark W +307
Alex M +121
Colin C 0
Brian S 0
Dean L 0
David S 0
Ian F 0
Brandt 0
Andrew (visitor) 0
John Le -428
Jon R -1155
Barry -3995
Trevor P -9538
Craig D -14481
Steve T -30235
Bob C -52540

 

Chain of Command – and no Chain of Command

 

We had two games running at our last meeting.
The first was 15mm refight of the opening clash of the American Civil War, the First Battle of Bull Run. The second was a 25mm action using Chain of Command.
In the first game Andy and Jon led the Federal Army against Steve and Mark with the combined Confederate Armies of Beauregard and Johnston.
This used Steve’s 15mm figures and was a third playtest for his home grown, Brigade level rules.  One of the features of this action was the fairly chaotic command arrangements of the newly raised, largely volunteer armies, which arrived over the course of the action.  This means that units from the same command were set up to appear at different points on the battlefield, meaning that many brigades were hard to co-ordinate as they were out of their command radius.

We managed to reverse history with this one with the Federals seizing the high ground and seeing off all of the Confederate attempts to get it back.  Steve’s rules make for an enjoyable and fast paced game and after a few tweaks to fine tune things are ready for another outing!

In our second game fast forward to 1944 and Dave and Pete led their American paratroopers (with some help from an attached Sherman tank)against a position defended by German paratroopers under Alan and John.  Figures and terrain from Alan’s 25mm collection.  Alas the Sherman support was to no avail – picked off in an ambush by a Panzer killer team armed with Panzerschreck and Panzerfaust anti-tank weapons.  These rules can be the source of some nasty surprise if your opponents save up command points to deploy ambushes!

 

Extended Slamming

Tony F reports on one of the two mega-games that the club put on at the August bank holiday weekend meeting.

Last weekend the club ran an extended meeting – nine hours of gaming, from 10am to 7pm. To take advantage of this there were two extra large games – a Napoleonic 15mm game set in the days just before Waterloo, and a nine-player Hammer’s Slammers clash. A report on the former will be with us soon, and here’s a brief-ish rundown of events in the latter game.

This game took place on a 15 foot long table covering a border zone between the territories of the Stewarts and the Hirosekis on the planet of Kalan (mentioned briefly in the essay Backdrop to Chaos in volume one of The Complete Hammer’s Slammers). Each of the nine players commanded a combat detachment, and each side also had an air defence detachment as a shared asset.

View along the table from the Stewart end.

The Hirosekis fielded three detachments (one each of Heavy Mechanised, Planetary Warfare and Mechanised Infantry) stiffened by two Lightning Division detachments (Armoured and Infantry), with air defence provided by a Foster’s Mercenaries calliope detachment. The Stewarts’ first line of defence was provided by a detachment of Stewart Borderers – this is a unit I made up specifically for the game, comprising mostly infantry with some anti-tank guns and fixed defences. They’re very much unofficial, the detachment sheet has no points values, but feel free to use them in your own games if you wish. The defenders also had two Stewart Highland detachments and a supporting Harris Commando Armoured detachment, all in off-table barracks – these came on 1dAv turns after the first shot was fired. Air defence came from a troop of United Defence Calliopes (and boy, did they earn their fee…).

The clash would provide an interesting comparison between the Hirosekis, a Commissar force with average quality troops but commanded by officers with high leadership ratings, and the fanatic Stewart Highlanders who were rated as elite, but whose officers left much to be desired. In game terms this meant that the Hirosekis had lots of leadership points with which to order their troops around, but the troops in action couldn’t hit a barn door (from inside the barn…). On the other hand, the Stewarts were excellent quality troops but the poor leadership values of their officers meant surrendering the initiative and having very few leadership points – it took a long time to get the Highland Detachments into position once they entered the table.

Lightning Division APCs on the road

The objective was a TV transitter aerial, which the Hirosekis needed in order to broadcast propaganda to the Scots. The Stewarts had been told that they needed to hold on as long as possible so that reinforcements who were currently on the way could reach the battlefield.

The battle raged for almost seven hours – the Hirosekis opened proceedings by advancing their heavy armour down their right flank with the Lightning Division’s heavy blowers charging down the main arterial road, accompanied by mortars and MLRS. The Borderers, a territorial unit, clung on desperately as the Japanese advanced with their anti-tank guns having little impact. Their morale rose when the first of the Highland detachments came on table, as the Hirosekis finally had someone else to shoot at !

As mentioned, it took a long time for the Highlanders to get into position because of a dire shortage of leadership points. Once their tanks and anti-tank guns managed to deploy they started to chip away at the Hiroseki and Lightning Division heavies which had begun to advance at speed (the Lightning Division blowers performing a rarely-seen Thunder Run manouevre down the main road). But the Stewarts only had four tanks between them, and once they started to be knocked out they were reliant on the towed anti-tank guns, which had to be deployed in the open to counter the Soheis. The two APC mounted heavy mortars were very handy, one of them knocking out three enemy tanks on its own.

The much-awaited reinforcements that the Scots were clinging on for finally appeared – but in the rear of the Hirosekis ! Colonel Clark, commander of Clark’s Commandos, had on his own initiative diverted his landing shuttle to an open plain behind the Hiroseki forces and sent a high-speed detachment straight into the Japanese soft underbelly. The force of light armoured cars tore into the mix of artillery, command and air defence vehicles, routing Foster’s unit almost immediately and destroying virtually all of the Hiroseki artillery. The Japanese recovered their poise quickly however, and Clark’s Commandos pretty much disappeared in hail of powerguns and lasers.

Refusing to be distracted by the clamour behind them, the remaining Hiroseki tanks made a desperate dash for the transmitter mast; one Sohei and a Shaman got there, only to be mauled by a fusilade from the remaining Stewart anti-tank guns. The Lightning Division blowers charged down the road and attempted to reach the mast that way. The leading tank was knocked out, but the following vehicle pushed it aside and the defenders had simply run out of ways to stop it.

After seven hours hard fighting, we gave the Hirosekis a minor victory for reaching the mast; more than half of their heavy tanks had gone, including that of their CO, Major Tredaiwa. The Lightning Division tanks had also taken a battering, while Foster’s Mercenaries had disappeared altogether. On the other side of the table, only one of the Stewart detachments was in any sort of shape; the other Highland detachment and the Borderers were one TU away from breaking, and the Harris Commando unit had lost most of their infantry.

We’d like to thank John Treadaway, Kevin Dallimore and Peter Merritt of the South London Warlords for coming down and helping us put the game on – John provided the Hirosekis, one of the Stewart detachments and Clark’s Commandos plus a fair chunk of the scenery. The rest of the forces and scenery were painted by me. All of the figures and vehicles are from Brigade Models apart from Clark’s Commandos, which are from Darkest Star.

Photos by Andy King, John Treadaway and me.

Slammer Update #1

Tony F shows off some of the new models he’s putting together for next weekend’s extended meeting

If you’ve missed the previous updates, we’ve extended the hours for our August bank holiday weekend meeting, with the club open until 7pm. To take advantage of this, two members are putting on extra-large games catering for lots of players.

My offering is a 15mm science-fiction game set in the Hammer’s Slammers universe of US author David Drake. With around 10-12 players expected to take part we’ll need lots of forces to go round, so I’ve been working away on some new mercenary detachments. The first to be finished is this unit of Foster’s Mercenaries, a specialist air-defence and artillery outfit. They are equipped with huge multi-wheeled Centurion transport vehicles – some are command or transport vehicles, the others armed with howitzers or rapid-firing calliopes. The detachment also has an organic infantry element for local defence.

The vehicles and infantry are all from Brigade Models and you can read a bit more about them on the BM blog, including details on construction and painting. Even better, this is another task knocked off my To-do list for the year 🙂