Work in Progress Wednesday

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

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

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

Templar cavalry forming up

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

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

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

Having a Blast!

Jeremey takes us through some home made blast markers.

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

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

The packet had 5 foam rockets shapes for each colour

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

Blast marker templates cut from a piece of cardboard

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

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

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

A smaller blast created during assembly

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

Incoming!

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

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

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

Carters and Herders

Andy reports on the next instalment of the Dark Ages figures recently completed…

First up (above) is a 4Ground Oxcart, with Oxen and the carter’s family from Colonel Bill’s Depot Battalion.

The figures were cleaned of any mould lines and washed in soapy water to remove any residual mould release agent and dried. The oxen, cart driver and boy were fixed to temporary bases for painting, the others were fixed to 2p pieces and the bases built up with 4Ground base render. All were then primed with grey car primer.

The oxen were given a couple of coats of Vallejo Pale Sand, then the upper parts of the body were painted Dark Sand and heavily washed with Army Painter Light Tone Wash. Eyes were painted German Camouflage Black Brown, and the horns Deck Tan.

The figures skin was painted with a base coat of Vallejo Brown Sand and then Medium Flesh with a selection of browns, greys and beiges for the clothes, one of the women has a Golden Yellow dress, the other English Uniform Brown. Both have Silver and/or Bronze necklaces. Finally the figure’s bases were given a coat of green Basetex.

Once assembled the cart was painted Green Brown and washed with AP Dark Tone.

The cart, oxen and the boy were fixed to a 60mm wide by 120mm deep carboard base and the area around the oxen’s bases built up with 4Ground base render followed by a coat of green Basetex over the entire base. I then used some brown cotton to add harness ropes to the cart.

The second part of this instalment is a pack of 4 Gripping Beast Shepherds & Stockmen painted in the same way as the cart crew.

Work in Progress Wednesday

To start us off this week we have a wonderful piece of scenery from Stephen in the form of a landing pad for his toy converted spaceship. The landing pad was made from the floor and walkway pieces from the game sets called Robogear. It’s great stuff if you can get hold of it.

Next up Marcus has painted even more aircraft. This time a mixture of Beaufighters and Mosquitoes.

John admitted to the club that a recent online discussion (and a vigorous one at that), prompted him to start work on some Spanish civil war buildings.

He just can’t stop building!

If lockdown doesn’t end soon John is going to run out of room!

After all those Dark Age figures Andy has shifted somewhat to painting up a bunch of 15mm Sci-Fi characters. No doubt to go with his recent Space 1999 Eagle.

Motley Crew …

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

Building up quite the force

And couldn’t resist a close up of the paint scheme.

I’ve been enjoying Mark painting up his forces so much I’ve dug my old 6mm tanks out and will be adding them to the painting queue.

See you next week.

Down to the Wire – Zona Alpha Battle Report

John presents us with another Zona Alpha battle report.

A Zona Alfa Solo play battle report, a continuation from The Hostage in bunker c7.
It had all been too good to be true. With half a kilometre travelled the BPM 97 coughed and spluttered it’s last and came to a grinding halt.
‘Where are we?’ Kovacs asked. ‘Strelets’ replied Leila, ‘The fence is just beyond the village’. He picked up a cluster of hotspots in the village and with the zombies in pursuit He needed to think fast.
‘Ice Queen, booby trap the doors, they’ll smell our sweat first’. Cover us whilst we check out the village.’ ‘Leila, grab the wire cutters and stock up on grenades everyone’.
Kovacs headed out first followed by Leila. They’d reached the outskirts of the village as the zombies arrived. Sure enough they triggered the Booby trap and the doors were well and truly blown off.

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

Ice Queen takes aim at the zombies.

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

Whilst she could, Ice Queen ran around the building to Kovacs and Leila. ‘This will slow us down’ muttered Kovacs as Leila attempted to take out the zombies unsuccessfully. Kovacs lobbed a well aimed grenade in their direction and all three fell dead.

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

Picking their way through the village, it was clear that other hotspots would be triggered. ‘Better choose ourselves’ said Kovacs as he tossed a bolt at the building in front triggering the hot spot
‘Holy Cow! Four mechs’ groaned Kovacs.

Between Kovacs and Ice Queen, two mechs are destroyed.

‘Drat!’ shouted Kovacs as one of the mechs aimed at him. Luckily it missed, the second mech fired and wounded Ice Queen before it too was downed.
Having disposed of the Mechs and administering a med pack to Ice Queen, Kovacs weaved between the village buildings and clambered onto some farm machinery to get a clear throw for a bolt toss to trigger the hot spot near the fence. It was then that Kovacs noticed the sensors.

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

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

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

‘Leila, run to the fence and cut a hole in the wire – don’t worry about the alarm’ ordered Kovacs. Without a fumble, the bolt cutters easily made a hole in the fence as the alarm started, waking up some Ghouls – tortured irradiated souls who had escaped from the Sanatorium.

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

As Kovacs makes a run for the fence, the mayhem roused a group of zombies near the bath house.

Ice Queen was stranded, deserted by her comrades. With the alarms going, there was only one course of action to survive. Her Sniper rifle weighed too much, she had to ditch it to stand a chance and run for the wire before the zombies got to her. At the wire, Kovacs handed her a bottle of Electric Juice . ‘Here take this’. ‘Now run for that Sewage drain to the left’. They made it into the cold damp darkness of the sewage pipe before the first drone came over. ‘You owe me’ howled Ice Queen.
Some people say you can never get rid of the smell.

 

Frostgrave: Dark Alchemy campaign

Stephen recounts a solo adventure, using some of his recent terrain builds.

I’ve always liked Frostgrave.

It is a very terrain intensive game and, if you go with the game setting, very game-specific terrain at that.

So I decided that I wouldn’t use the Felstad setting, preferring to make use of miniatures and terrain I already have to get some extra mileage out of them.

That means I use models and buildings from my large dark age/early medieval collection. So let’s call it ‘Darkgrave’, shall we?

For lockdown Osprey offered the Dark Alchemy campaign as a free download. (Ed: available as a pdf or e-book for £1.49 from Osprey at date of posting).

So this weekend I finally got around to playing it.

Dark Alchemy is a 3-scenario campaign based around a raid on a large alchemical factory. Or, in my Darkgrave setting, a raid on the ruins of a large alchemical commune.

The burning ruins

My warband is led by a druid (Witch, under Frostgrave options) called Rollo Magwitch and his apprentice, Eadberht Blackthorn.

I played the first two scenarios but forgot to take any pictures. Suffice to say that after a bit of plunder the group had grown familiar with each other, and identify any short comings. They’d made enough to pay the landlord of the Puking Pig Inn for permanent rooms as their home base.

So what follows is a report on the last of the campaign scenarios – The Spreading Flame, where they have to escape the ruins before they go up in flames!

A golden chalice up for grabs

The board was set up with ruins and undergrowth. Then the treasure tokens were placed. Then three fire tokens were placed, and then four fire-flingers – constructs that can move around shooting flames at interlopers. The warband has 10 rounds to collect as much treasure as possible and get off the board. After 10 rounds the place explodes in fire with anyone left onboard having to make a casualty roll.

For this scenario you are only allowed to take four warband members. I chose Rollo Magwitch, who teamed up Wilfred (a fyrd man), and then Edward (a slightly wealthier thane with great axe) teamed with Alfred (an archer) – meaning that each pair had a melee fighter and missile/spell user.

Edward and Alfred skirted around a ruined chapel where ahead they could see the glint of gold. However, they could also see the flickering of flames, so Alfred notched an arrow and let fly into a fire-flinger. Edward chose to duck into the ruins, hoping this would make it difficult for the fire-flinger – two targets instead of one – and maybe a chance to get around the side to either destroy the construct or make a nab for the treasure.

Rollo and Wilfred sneak up

Rollo and Wilfred had made their way around the other side of the same ruined chapel. In front of them were the ruins of a large building, possibly a chapter house or something. Same thing – gold (a chalice) could be seen, but so could a fire-flinger. Trying the same tactics as Alfred and Edward, Rollo decided to see if he could hit the fire-flinger from distance by casting a Bone Dart spell. The spell didn’t go off, so Wilfred stepped forward to block the fire-flinger in case it moved up.

Edward gets ready for a fight

Alfred let off another arrow, scoring a hit, but doing little damage. Edward continued through the building, but had miscalculated how far away he was and found himself struck by a lick of flame from the fire-flinger. If he stayed where he was it would come to no good, so he pulled out his axe and charged into the construct.

The fire-flinger didn’t last long.

Rollo also had another go with his Bone Dart spell. This time he was more successful and a flurry of small shards of bone spewed from his hand and riddled the fire-flinger. A good hit, but not good enough. Wilfred then went forward, hoping that the damaged construct could easily be dispatched. Not so – the fire-flinger gave him a good burning!

Wilfred engages a fire flinger with Rollo giving support

Having destroyed the first fire-flinger, Edward then moved forward to grab the treasure, but lo and behold, another fire-flinger had come up. The blade of his axe had warmed up nicely now, and so emboldened he decided not to wait for Alfred’s bow fire and just waded in. This wouldn’t go so well – it didn’t take long for Edward to fall under the searing lashings of the fire-flinger and burnt and smouldering, down he went.

Down goes Edward

It is hard to say whether Rollo then showed wisdom or, perhaps, opportunism. With Wilfred engaged with the fire-flinger, this left the treasure – a large gold cross – free. Rollo cast his Leap spell, bounded the ruined walls, and grabbed the cross! As Wilfred continued his fight with the fire-flinger (a fight he would go on to win), Rollo (holding the treasure firmly) fled the ruins to safety.

Rollo loots the altar cross

Alfred, having seen Edward go down, drew his arrows and proceeded to pepper the second fire-flinger with arrows. When that did for the construct, he ran forward to see what state Edward was in. There was no movement. Time was of the essence. Maybe now Edward’s soul resided with God. The only honour he could was grab the treasure and make off with it, to make Edward’s sacrifice mean something (well, that’s what he would later claim).

Alfred runs to Edward’s rescue

Now it left Wilfred all on his own, with time ticking down. There were no fire-flingers around that he could see, so he was left with a dilemma – leave now and be safe, or go further into the ruins and see what he could find.

Curiosity got the better of him.

Forward he went, where he could see a gold chalice lying in the rubble of the ruins. Unfortunately, this also drew the attention of another fire flinger. If he was quick, though, he should be able to make it to the treasure and be off before the fire-flinger got near him. There would be no room for mistakes though.

And fortunately for Wilfred no mistakes were made. He got the treasure and then sped off after Rollo, with the fire-flinger’s flames shooting out after him.

Wilfred makes off with the chalice pursued by flames

Game over.

Edward would count as still being in the ruins on turn 10, meaning that he would have to make a roll to see what happens – would he be killed or would he survive? I’m pleased to say he lived to tell the tale, but he had been badly wounded by the flames, and would have to miss a game, holed up in bed in the Puking Pig Inn until he had recovered (in game terms – he has to miss a game).

Rollo is now a level 7 witch (that may sound impressive, but levels are easy to gain in Frostgrave and you get small increases with each level. Level 7 is still very low in game terms). With the money he’s made he has managed to recruit a huscarl: Godwin. This should provide some good back bone to the warband.

Work in Progress Wednesday

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

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

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

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

Forces move through the local town on a recruitment drive.

Keep on modelling the end of lockdown is in sight …

Fist-Full Of Lead: Galactic Heroes

Marcus takes us through a recent game of Galactic Heroes.

Fist-Full Of Lead: Galactic Heroes
The boys and I have played a few skirmish games of late, and Fist-Full of Lead (FFOL) is a great option for a quick set-up bit of fun. Galactic Heroes is a stand-alone product in the series for space opera style action. It is produced by Wiley Games in the US and available in the UK from Oshiro Models.

A week ago I threw together a scenario which my youngest, Sun Two, and I blundered through (because it wasn’t that well developed, as a spur of the moment thing), but I forgot to take any photos! This week I wrote up a more complete treatment and we decided to give it a go on Saturday.

With some obvious inspiration (hint for those who didn’t grow up with the obligatory Cold War fiction) I pulled out my home made skirmish board with a surface that works for anything from an arid planet to the ocean depths and broke out all the sci-fi scenery (cue aquarium plants and buildings (some home-made from coffee jar tops) and some geodesic shelters from the lovely range by Alternative Armies Ion Age).

FFOL games rely on a deck of playing cards for activation. A player can use their own ordinary deck or use the bespoke ones available. These not only have some appropriate art, but also include on the relevant prompts with benefits that accrue from activating on certain cards. (e.g. +1 to combat (Jacks), heal a wound (Queen of Hearts) or (Sixes) reload). A player is dealt cards for the number of models they control. Then one player calls out the cards in rank order. When that player calls “kings” a player with a king can activate one of their models. If two or more players have kings, activation is completed in suit order. Each activation gives two actions. The models mainly use 1d10 for shooting and close combat, but a wide choice of traits vary the characters. Crews all receive one common “crew” trait (e.g. advanced comms or camo), leaders get three traits plus leadership, a specialist two and a regular one.  The traits provide a lot of character and variation to the crew.

Planetary Research Station Zulu
The war for control of Galactic Space is the coldest war of all. The mighty, technically advanced fleets of both the Rim-Ward Confederation and the Core Union conduct an unceasing ballet of probe and counter probe, patrol and surveillance in the effort to accrue the slightest advantage should the fragile peace fail. Unfortunately, this peace is threatened as a Union stealth probe has crash landed on moon Zulu. Before it crashed it transmitted critical information to a receiver on the planet. But the only occupants of this arid dustbowl are a group of scientists. Communication has been lost and a violent sandstorm rages.

Each side has inserted a team of specialists with instructions to bring back the critical information. Each side needs to contact the remaining civilians and roll successfully to gather information (tokens). After turn five each side has an opportunity once each turn to roll under the number of tokens gathered, which will provide enough evidence to recover the crucial data cache. The side which gets off the board first secures the vital data. However, where there are secrets there are spies! It is unclear how either side came to infiltrate agents into the expedition, but needless to say they did. No-one knows the identity of the spies. When questioning civilians, on a 9+ the subject is a proves to be a spy and attacks the team. The spy is then controlled by the other side, which is dealt an extra card next turn for the additional character. If an opponent’s spy is killed, deduct 2 from their intel total.

There were also some random events in the scenario, including weather changes (the game started with a lull in the storm), buildings blowing up and the dreaded sandsharks…

Finally, I controlled the Core (entering from the left in the layout picture). Sun Two the RimFed.

Turn 1
The game started with a brief lull in the storm. Both teams approached the research station from opposite sides, failing to make any contacts during this turn.

Turn 2
The first random event produced…nothing! No-one was wounded, so despite a sandshark roll, none appeared on the board. The Core Sniper having advanced toward a civilian was, ironically, picked off from a hill to the south east by a RimFed sniper. Out of action immediately! Snarot (a snake-parrot hybrid) struck back with a shot similarly wounding RimFeds Catman.

Turn 3
The weather closed back in with visibility cut to 12” and short range up to 6”.   A RimFed trooper interrogated a mechanic (Picture 3), gaining 2 info. with a roll of 7.

The Core leader, Sharon (looks a little bit like an ‘80’s Sharon stone-every collection should have one!), approached a venerable orange robot to interrogate it, but on a roll of 9 it turns out to be a deadly spy, rolling an 8 to wound. Sharon however is “Lucky”, so forces a re-roll…9! Sharon is not so lucky after all and out of action for the game.  Core forces have already lost two figures and have no information. RimFed’s Silva Slither (metallic sheathed worm) encounters another civilian and rolls for information, only to uncover another spy. The spy shoots but misses. By co-incidence both spies roll the trait “sixth sense” from my short “spy” list. They can re-roll one shot each turn (but the Core spy overlooked this at the time)

As the turn closed, Snarot tried to finish off the orange spy with a couple of shots, but missed. The Core’s own red worm (red and silver worms have a deep-seated enmity!), Slippery, again tries to shoot the orange robot, causing severe damage (a wound) and shock. For the Core, Spartan closed with Silva and engaged in close combat alongside the Core spy in support, wounding the metallic nematode.

Turn 4
Surely things would improve now for the Core? The random event indicated two information points in a random building. It turns out they are almost immediately adjacent to RimFed’s Antman. He not only collects these but encountering a civilian in the building, also gets another token from him! Slippery tries to finish off the robot, but fails. The RimFed uses a Queen of Spades to activate the robot, shaking the shock off but failing to return to action from the wound (You can attempt to recover; stand up and function after a wound. However, you need a medic to attempt to heal/get rid of it).  Snarot again fails to finish it off.

Snarot and Slippery finally finish off downed robot

Elsewhere, the Core spy shoots RimFeds Kanga, putting him out of action. RimFeds Hawk tries to get more information out of a yellow robot to no effect. Silva overcomes his wound, and while he remains injured, manages to stand. Antman, sensing the tide of the game is flowing substantially in favour of the RimFed, moves toward their edge of the board.

Turn 5
Visibility clears again. With a staggering 9 intel., the RimFed roll a 6, meaning that they have enough information to recover the secret data package. While slippery finishes off the orange robot spy costing the RimFed two intel., it is too little too late from the Core forces. As the RimFeds forces pull back they callously leave two of their team and their brokenspy behind. Snarot and Spartan try some long range sniping at the retreating forces to no effect. Hawk, Antman and an injured Silva (who makes a sliding equivalent of a limp) make it off the board for a substantial, if brutally efficient win, even while the Core spy puts Catman out of action.

A very bad result for the Core. No intel gathered and their leader out of action. The fact they knocked out the enemy spy and two combatants is cold comfort in this cold war. And no sandsharks. Again. Very disappointing.

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

FFOL provides a very quick, interesting, narrative game with very little effort. It took no more than 90 minutes, if that. I am thinking seriously about a future campaign in a post-apocalyptic setting using FFOL – Wasteland Warriors and a road race element. This would allow a series of micro-games in a campaign where a number could be played in a day at the club.

One day…

Oh Brother!*

The short lesson today is read by Andy…

I’ve recently finished a couple of dozen Dark Ages figures. Here’s the first instalment: eight Gripping Beast monks from two packs SSC03 Monks Parading Cross and SSC10 Pious Monks

One of the Dark Ages rulesets I use (Dux Bellorum) allows some armies to have a unit of Monks to provide spiritual support to the rank and file. They may also be used as the less combatant targets of Viking raids under other rules.

All paints are Vallejo unless stated otherwise. The monks’ habits are English Uniform, with an Army Painter Mid Brown Wash. The under tunics (where relevant) are Khaki Grey and the Scapular White. Black and various shades of brown were used for their hair (what’s left of it).

The rope on the cross and monks belts are German Camouflage Beige.

The Abbott gets a nice AP Crystal Blue waistband and has some silver metalwork on his crook (Vikings may like those). The preaching monk’s bible has a Chocolate Brown cover and Pale Sand pages.

Here endeth the lesson.

* Anyone old enough to remember the TV series?

Work in Progress Wednesday

Welcome to another Work in Progress Wednesday. We start with some English Civil War miniatures from club member Kimber. The image above is of the Royalist Commanders, below we have a Parliamentary unit.

Parliamentary unit with artillery

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

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

Because I ask about this last week Andy has provided evidence of the various baggage terrain pieces he did fitting into his Ox cart.

But that’s not all Andy has been working on. Here he has started painting a kit of an Eagle from Space 1999.

1970’s Aifix model kit finally gets built

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

Foam medieval houses

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

I should have the results by next week.