The Road to Hel

Stephen slips toward the Underworld, accompanied by the strains of Chris Rea…

I’ve had Osprey’s Of Gods And Mortals for a long time now but it’s taken me an age to get together a warband for it.

Well, I did have one. I thought I’d go with the Norse because I have loads of dark ages stuff, so coming up with one warband was easy.

I just had to put together another.

To keep with the Norse theme I thought I’d go with Hel and her undead minions.

At last week’s SELWG there was a trader who had a stand with some of the Reaper Bones figures. I looked through them and found one called Svetlana The Ice Giant (or something like that) and I thought that would do.

This was my first Reaper Bones figure. I casually noticed it said ‘do not undercoat’ on the back. Wondering why that would be I did a quick Google and it seems that if you use solvent based materials on them they go all sticky.

They certainly are made of an odd material. It’s not the usual ‘hard’ plastic. Nor is it resin. Nor is it vinyl. Not sure what it is (they say it’s made from recycled material).

I gave it a good clean up first and then, wary of the stickiness issue, I used normal brush-on Humbrol acrylic to undercoat it.

Some of the spiky bits are a bit soft and flexible. And the detail is not the sharpest.

If I was to buy another Reaper Bones figure (and I’m sure I will) then I wouldn’t buy a normal ‘human-sized’ figure. I think for the larger pieces it’s OK, but for the smaller stuff I think it’s just a bit too rubbery.

Anyway, so Hel.

I decided she needed a sombre paint job, as befits the Goddess of the Underworld. I didn’t want to go with all over black because that would be too much. And she had to have glowing blue eyes, obviously.

For Hel’s brother, Fenrir, I used a GW wolf. Being GW it is a suitably big wolf figure as you would expect for Fenrir.

The zombies, skeletons, and undead berserkers are from Brigade’s Celtos range.

I used round shields to make them look like they’ve got Norse origins. I also did weapon swaps on the flesheaters/berserkers; again, to make them look more Norse. I have more of these figures to bulk out my Hel warband.

The only other thing I’d like to add is Hel’s other brother – the serpent Jormungandr.

Air War Germany 1944 – Session 3

De Havilland Mosquito Mk IV bombers of 692 Squadron, part of the Light Night Striking Force. These delivered small high level raids as diversions from Main Force raids. They were unarmed and relied on their speed to escape interception.

The results for our third session are in.  This was to be a session dominated by Wild Boar attack over the city of Berlin,as fighters sought to attack bomber caught in the glare of the clouds illuminated by the searchlights below.  One of the JG commanders was absent due to sickness and another had temporarily lost use of his headquarters (aka house) so we were down to three players on the day .  Two players babysat for the missing players JagdGeschwader for their map moves.  Absent players do not affect the tactical combat results, as each player simply flies one plane.

The day began with the Me110s of NJG engaging the bomber stream over Berlin.  This unit was depleted, so the number of tactics was reduced.  3.NJG5 was also handicapped by having some relatively slow Me110F-4s among its Me110G-4s; these struggled to match the speed of the Lancaster at high altitude.  The action was something of a damp squib with no Lancasters engaged and the Me110F of Chris damaged by fire from the defending Berlin flak batteries.

After another map turn the bomber steam continued to move through the city and the German players now had a final chance for their units to engage the tail end of the bomber stream over the city searchlights.

First in were the Me109G-6s of 1.JG302 belonging to Tony’s JagdDivision 1.  Things looked up for Chris as he was first off the scoreboard the day, downing C for Charlie.  However, he did a bit too good a job as his fire detonated the bomb bay and his own fighter was consumed in the explosion!  Things took an even worse turn for the Germans as Tony’s 109 was shot down by an alert gunner on E for Easy.

Next up was Tony’s 3.NJG5 coming round for another go. Michael got involved in a running fight with, funnily enough M for Mike.  His first pass winged the Lancaster, but the defending gunners in turn damaged the attacking Me110.  However, Mike hung on and made another pass, sending the Lancaster down.  Tony now got into his stride with his pilot bagging first N for Nab, then K for King.

As the last of the bomber stream came in over the searchlights the Me110G-4s  of 1.NJG5 also belonging to Tony’s JagdDivision1 arrived over the city.  Tony continued on his combat roll by adding J2 for Jig squared to his total for the day.

The ever persistent 3.NJG5 now succeeded in infiltrating itself into the bomber stream as it left the city, becoming the first night fighter unit to do so.

With time up for the day and four tactical combats played out, the resolution of the Tame Boar attack was left for the next session.

At the end of session 3 the points scored were as follows:

Tony (1JD)                        +5             +3 for Lancasters shot down, +3 for Wild Boar attacks, +1 for Tame Boar infiltration, -2 for fighter shot down

Michael (2JD)                   0            +1 for Lancaster shot down, -1 for fighter damaged

Chris (7JD)                        -2             +1 for Lancaster shot down, -2 for fighter downed, -1 for fighter damaged by flak

Marcus (3JD)                     –             On leave

Bob (4JD)                             –           Unable to fly

That leaves the individual League table so far as follows (with 1JD going into the team lead with 11 points):

Dave (1JD)                        +6         2 sessions played

Steve (2JD)                      +5         1 session played

Tony (1JD)                       +5        1 session played

Mike (2JD)                       +3           2 sessions played

Chairman John (3JD)  +2.5        2 sessions played

John L (7JD)                      +1           1 session played

Bob (4JD)                          -2             1 session played

Andy (4JD)                        -2.5       1 session played

Chris (7JD)                       -3.5           2 sessions played

Worth saying that you score as follows:
Map points:
1 point for each successful interception on the map by a unit, doubled if done before raid passes through own division area
1 point for identifying a main force raid or mosquito raid before air picture is clarified, doubled if done before raid passes through own division area
Air to air combat points:
1 point for shooting down a four engined bomber
2 points for shooting down a Mosquito2 points lost if own nightfighter shot down
Damaged aircraft score half points, for and against.  Ties decided by number of bomber shot down.

Wandiwash India 1760

Seán takes us back to the 18th Century with some colonial action

We had a good day in India in 1760, Pete, Alan O, Tony G, Eric and myself so I wanted to say thank you for the game, though I was umpiring rather than playing. I think it worked well and we got speedy involvement from everyone because I had reworked the Principles of War rules to make them simultaneous.. It meant that with a big battle and about 100 units on the table one side wasn’t standing around for half an hour while the other made their move.

The Battle
It was a rare outing for my glamorous Moghul hordes and the rival East India companies of Britain and France.

Wandiwash was a relief battle. The town was invested by the French and their Indian allies and the British under Eyre Coote came to lift the siege. The French, under the Comte de Lally left 300 men to maintain the siege and came out to meet their rivals for power in India.

In the game I suggested that if the British, with their Indian allies, were to get three units to leave the table by the only road on the left flank of the French/Indian enemy and on their own right, it would be a good indication that they had won the battle. Unfortunately for them the British right flank, entirely consisting of unenthusiastic native forces with no disciplined East India Company sepoys or Brit regulars, melted as snow on a spring day before the wily tactics of the wicked Suraj ud Daulauh (of Black Hole of Calcutta fame). Meanwhile a sturdy advance on the left and centre led by those British company forces looked encouraging. There was only one fly in the ointment which was the growing risk of being outflanked by French company forces released from the left centre by the collapse of the British right – or rather the army of their untrustworthy ally Mir Jafar.

The Winners
There was no disastrous defeat but the near certainty that a message would arrive from Wandiwash saying the garrison had had to surrender was expected at any moment as the relief force faltered and failed to break through. So a win on points for the Comte – which went against the verdict of history.

The rules stood up well and simultaneous movement (which is how it used to be when I started wargaming in the 10th Century) sped up a big game very well. Some necessary amendments arose which I’ll incorporate. There was a request for a colonial battle with the same rules (adjusted for period) so I said I would bring another Moslem army into the field with a return of the 10mm Mahdists of the Sudan for another go at the Anglo-Egyptian imperialists in 1898. Who would like to be a desert sheikh or the model of a modern major general of models for that battle?

Trevor Pearless DBA Tournament 2019

Dave Sime reports on the recent DBA tournament (with statistical and photographic input from Andy).

We have a new DBA champion for 2019 – Paul Lymath – well done. However commiserations to Paul French who only just lost out, a very close finish.

A special thank you to Andy for bringing his PC and his Excel Tournament Package, relieved me from manually managing the scoring. Many thanks to the eight members who took part and enjoyed themselves. Special mention for Jack, who as a first time player acquitted himself very well, coming joint 4th.

Interestingly 6 of the 8 armies were Knight orientated or at least had a significant knight contingent. However the winning army (Paul L – Polybian Roman) and my army which came third (Chinese Southern Dynasties) are not Knight based armies. Knights, like Elephants, can be beaten !

Armies

David Si – Chinese Southern Dynasties (II 79b)
Paul L – Polybian Roman (II 33)
Jack – Medieval French (IV 64b)
Colin – Qara-Khitan (IV/15)
Mike – Free Company (IV 74)
Paul F – 100 Year War English (IV 62)
Andy – Norman (Italy) (III 51)
John La – Free Company (IV 74)

Round 1
David S 6-2 John La
Paul L 4-0 Andy
Jack 1-5 Paul F
Colin 1-5 Mike L

Round 2
John La 5-0 Mike L
Paul F 4-8 Colin
Andy 4-5 Jack
David S 0-5 Paul L

Round 3
Paul L 6-2 John La
Jack 1-5 David S
Colin 5-2 Andy
Mike L 1-6 Paul F

Round 4
John La 4-6 Paul F
Andy 0-5 Mike L
David S 4-2 Colin
Paul L 2-6 Jack

Round 5
Colin 2-6 John La
Mike L 2-6 Jack
Paul F 1-5 Paul L
Andy 1-5 David S

Final Table
1= Paul L – 22pts*
1= Paul F – 22*
3 David S – 20
4= John La – 19
4= Jack – 19
6 Colin – 18
7 Mike L – 13
8 Andy – 7

*Paul L declared winner as he beat Paul F in their game.

The Ruins Of Saint Solange

Stephen previews his game for the next meeting

The year is 1355 and you are invited join The Black Prince on his grand chevauchee throughout France.
At the next meeting we’ll be having a game of Lion Rampant set during the Hundreds Year War.

Whether you see yourself as the flower of French chivalry astride your mighty warhorse, or an English yeoman armed with longbow and a quiver of arrows, you’re welcome to join our game.

Laissez aller!

Air War Germany 1944 – Session 2

We played out our second session of the campaign in April 2019 and as we have our third session at Next Saturday’s meeting it was high time to write it up!

The British were approaching their target and had been benefited by fog that had hampered the take-off of nightfighters from 1.Jagddivision, but the British umpire now played a weather change card as the main raid neared its target, which luckily cleared the ground in just the right area and replaced it with heavy cloud cover for the attacking bombers!

Me 110G-4s scramble – planes used in the campaign are all 1/600 Tumbling Dice with Dom’s Decals, from the Umpire’s collection

The first action resulted from a straggler interception of the main raid by the commander of 2.Jagddivision, Steve, which allowed him to vector in the Me110G-4s of III.NJG3 as the raid passed Rostock in a ‘Tame Boar’ attack.  In this type of attack each nightfighter followed the bomber stream using on-board radar to detect and close on targets.  The targets proved hard to find, but Dave detected and successfully shot down 1 straggling Lancaster, K for King.

Another night-fighter unit from 1.Jagddivision, commanded by Dave, now made the first successful infiltration of the main bomber stream.  The attacking unit was 2.NJG5, also equipped with Me110-G-4s, but it’s impact was reduced by having been scattered on take-off in foggy weather.  Not only did it fail to inflict any damage but one of the attacking fighters piloted by Andy was shot down by defensive fire when if homed in on it’s target, B for Baker.

ME 109G-6s scramble

The raid move on and the target was now revealed as the raid stream turned south and began bombing its target, Berlin.  Dave was able to vector in the Me109G-6s of 1.JG302 to attack the the head of the bomber stream as it passed over the target in a ‘Wild Boar’ attack, closely followed by the Me110F-4s and G-4s of 3.NJG5, which were directed in from the radar beacon north-west of Berlin where they had been orbiting.  This type of attack was made by visually intercepting bombers lit up by searchlights.  The cloud cover reduced the searchlight effect, but bombers could still be attacked against the illuminated clouds.  The defending fighters had to take their chances with defending flak fire.

The first attack by the Me-109s resulted in heavy losses for the attackers.  Steve made a spectacular high score, shooting down four attacking Lancasters – G for George, F for Fox, M for Mike and P for Peter.  Dave added to his score with two more bombers, D for Dog and J for Jig.  John L opened his score with E2 for Easy Squared.  Chairman John pursued another bomber, J2 for Jig Squared, but only managed to damage her before she exited the illuminated zone.  The British scored back as Andy homed in on D2 for Dog Squared, damaging the bomber with his first burst, only to be damaged in turn and driven off by defensive fire from the bombers gunners.

The air picture around Berlin at the end of the second session, with the position of the bomber stream in the previous move shown as a tracked target

The resolution of the attack by 3.NJG5 was postponed until the next session, as time was up for the day….

At the end of session 2 the points scored were as follows:

Dave (1JD)                        +6             +3 for Lancasters shot down, +1 for Tame Boar attack, +2 for Wild Boar attacks

Steve (2JD)                       +5            +4 for Lancasters shot down, +1 for Tame Boar attack

John L (7JD)                      +1             +1 for Lancaster shot down

Chairman John (3JD)    +0.5       +.5 for Lancaster damaged

Andy (4JD)                         -2.5      +.5 for Lancaster damaged, -2 for Me110 shot down, -1 for Me109 damaged

That leaves the individual League table so far as follows (with 2JD the leading team so far with 8 points):

Dave (1JD)                        +6         2 sessions played

Steve (2JD)                       +5         1 session played

Mike (2JD)                       +3           1 session played

Chairman John (3JD)  +2.5        2 sessions played

John L (7JD)                      +1           1 session played

Chris (7JD)                       -1.5           1 session played

Bob (4JD)                          -2             1 session played

Andy (4JD)                        -2.5       1 session played

GASCAR ’19 Tri-Series Event 2

John Lambert updates us on an exciting second round on the Gaslands series.

Gascar 19 returned to the track for Event 2 in the Tri Series Cup following the sensational Death Race in Event 1. Event 2 would be bigger and better featuring two arenas and the addition of an extra team. Both arenas would be covered by Warner Duovision ensuring pay per view customers would not miss any of the action. The action would kick off with not one but two simultaneous Death Races! As tension ratcheted up, a protest was received from S. Vettel concerning Event 1. Following a VAR review, the protest was upheld and the second and third places were reversed. Arenas were allocated to drivers and it was time to rev up those engines!

Death Race A
Teams sponsored by Warden, Idris and Rutherford would take part in this race with a clean start being made by Idris and Warden. Suspected substance abuse by the drivers of the Rutherford team saw them fall away at the back of the pack.

The Warden car of Lefty o’Tool had a good line to gate 1 but was beaten to it by the Idris car driven by Black Stalin which passed through the gate using a classic slide turn, helped by a great dice roll.

Lefty O’Tool followed shortly afterwards and the race was well and truly joined! As these two cars drove neck and neck along the back straight, the second Idris car Chalkdust was catching them.

Lefty O’Tool was able to score hits on Black Stalin as they passed through Gate 3. These hits accumulated and in a final deadly blast, Black Stalin was destroyed. For the second race in succession, a Trini Scorpion car had been eliminated in touching distance of the winning line. It looked as though Lefty O’Tool would win but coming from behind a carefully judged power surge by Chalkdust saw this car shoot over the line first. The Rutherford team had won event 1 and had been the bookies favourite but today the bookies cleaned up! It had been a stitch up, there could be no other explanation.

Death Race B
This saw a tight packed field of 8 cars struggle to get away from the start line with only the Idris sponsored Ghost of the South able to make a clean break away from the pack, multiple collisions causing CARNAGE in it’s wake.

One of the Miyazaki buggies set off in pursuit of Ghost of the South and Razor from the Idris team was making good progress until a wipeout just before Gate 1. As Ghost of the South approached Gate 2, the Miyazaki buggy passed through gate 1 and Razor from the Idris team had almost reversed through gate 1. At that point with TV audiences plummeting, the Race Controller was instructed to stop the race and award points based on track position.

Arena of Death
This saw 8 cars pitted against each other and 10 turreted machine guns where the last car standing wins. On one side of the arena cars from Idris (Trini Scorpions) and Slime were making short work of turrets in their zone but tellingly, the Idris cars in particular were taking punishment back. On the other side of the Arena the Miyazaki Buggies were using careful tactics to eliminate turrets in their area so that they could clear a path to attack the Idris sponsored Chain Reaction and Queen of the South.
SMASH!

Slime Car Evangaline rammed Chalkdust causing critical damage.
SMASH!

Chalkdust and the second Slime car Riley hit each other head on in a mutually destructive death charge. The Idris sponsored Black Stalin narrowly avoided a collision with a fuel tanker and managed to get a shot into Queen of the South.
SMASH!

With everything to lose and nothing to gain Queen of the South rammed Black Stalin head on. The resulting explosion took out Chain Reaction and now both Idris teams were out of the running. The Miyazaki buggies had played a shrewd hand and had a clear run with no machine gun turrets as they cornered the last Slime car Evangaline, the Coup de Grace being delivered by a flame thrower.

WHOOSH!

It was canny driving by the Miyazaki team who scored maximum points and it lived up to its name of Arena of Death!!

Saturday Night Live
Whilst the Arena of Death was taking place, close by a Saturday Night Live event was taking place. Due to the exclusive broadcasting rights, no photography was allowed at the event. The rules had proved to be confusing and many VAR challenges were registered. The Warden car Constance Sin made a good start in this event, giving the Rutherford car Rocketman the slip, whilst the second Warden car Lefty O’Tool was unable to amass any audience vote. The Rutherford cars were fighting back and at the end the result was a tie between the two teams. It had been a close run thing!

LEADER BOARD
After two events the Leadership standings are:-
Jack (Miyazaki) – 11
Bob (Warden) – 9
Dave (Rutherford) – 9
Andy (Idris) – 8
John (Idris) – 5
Chris (Idris) – 2
Eric (Slime) – 1

There’s one Event day left and everything to play for!

The Battle Of Antietam

Stephen takes on the Union in this historical refight.

At a recent meeting we had an American Civil War game – the Battle of Antietam!

Being such a large battle, and the bloodiest in American history, we didn’t do the whole battle. Instead we focused on the action at the end of the day – the Union grab for Sharpsburg.

Our game took place after the battle for Burnside bridge. We set up the brigades as they were after the Confederates had been pushed back and Burnside’s corps advanced toward Sharpsburg.

Taking the Union were Jon R (Corps command plus Wilcox and Sturgis’ divisions) and Paul F (with Rodman and Scannon’s divisions). In control of the Confederates were Jeremey (Jones’ division) and Stephen (Hill’s division). There was no overall Confederate commander, with the two Confederate divisions (which were much larger than the Union divisions) acting independently.

The Union side also had a large artillery park with three batteries which were under Army command, so couldn’t be moved but would shoot at targets that came in range.

The Union objective was to get a brigade in Sharpsburg, the Confederate objective was to stop them!

Initially, Hill’s division was not deployed – his brigades were busily marching up the road from Harper’s Ferry to bolster the Confederate line. So at the outset the Union outnumber the Confederates. As such, the Union made an advance on the Confederate line. Not so on the southern edge – Scannon’s division was a bit tardy in its approach. Meanwhile, John deployed his artillery in a field, near to the Army artillery park, which would provide a powerful incentive for the Confederates not to counter-attack on that side.

Hill’s division came on, but was hampered in its deployment due to cramped conditions – it was proving hard to fit the brigades and artillery where they were needed.

Eventually the two sides came to blows – Jones’ division to the north around Cemetery Hill facing off against Wilcox and Sturgis, and Rodman (waiting Scannon’s arrival) to the south coming over Centre Hill.

The early part of the battle was going slightly in favour of the Confederates. The artillery to the north was making it hard to take the battle to the Union, so Jones’ brigades and artillery dug-in and pushed back the Union attacks.

On Centre Hill, Rodman came over the top, took a round of musketry, and then pulled back! Much to everyone’s amazement (not, least Burnside’s!). Paul did try to explain this (ahem) ‘cautious’ move.

But maybe it wasn’t such a bad idea after all. Because emboldened by this withdrawal, Hill advanced his brigades over Centre Hill and took the battle to the Union with a wild rebel yell. And paid the price for charging the guns.

Equally emboldened, Jones advanced Drayton’s brigade against the Union brigades and artillery to the north. After a round of pummeling from Union Corps and Army artillery they soon regretted it and hobbled back all but destroyed.

In the end our game had a very historical outcome – the battle just fizzled out. The Union didn’t have it in them to continue the push to Sharpsburg and the Confederates didn’t have it in them to counter attack. Like the actual battle itself, it was a no-score draw – both sides had taken so many casualties neither could carry the day.

My thanks to Jeremey and Andy for taking some pictures.

Gaslands Scenery

Andy makes some scenery for the Wastelands.

At Broadside back in June I bought some scenery pieces for Gaslands, as we have another of the Maidstone Wargames Society’s GASCAR’19 events coming up I thought I’d better get them ready. All paints are Vallejo matt acrylics unless stated otherwise.

First up is a set of four MDF gates from Blotz.

Each gate comprises eight pieces, the two halves of the gate, two connecting pieces, two bases and two number boards. These were assembled (apart from the number boards) using superglue.

Once assembled they were primed with Halfords grey primer, then sprayed with Rust-oleum metallic chrome. The bases were then painted with Black Grey, at this point I realised that spraying the bases with the Chrome paint wasn’t a good idea, as it was not a good surface to try painting with acrylics. After three or four coats the bases looked OK.

The number boards were given three thin coats of matt white; the numbers were painted Red one side and Green on the other, and the borders painted Black. Once all was dry, I added the number boards and gave them a coat of matt varnish.

Next up were some resin accessories from Debris of War; some Jersey Barriers, a Storage Tank and some Crates.

After cleaning up a little flash and filling a few holes I gave these a good wash in soapy water and once dry sprayed them with Halfords grey primer.

The Jersey Barriers were painted all over with Deck Tan, followed by a liberal wash of Army Painter Soft Tone wash.

The Storage Tank was sprayed Chrome, and, having learnt from the gates, I then undercoated the tank base and supports White. The base was painted Black Grey, the supports Deck Tan and the recesses of the ladder Black.

The crates were painted London Grey with Light Grey sections. I decided to paint the top panels in different colours, two each in Red, Intense Blue and Flat Green. The grey areas were then given a coat of Army Painter Dark Tone, and the coloured panels coat of the appropriate coloured tone.

I also did some scratch-built pieces. A while ago I found some sheets of corrugated cardboard in the recycling bin and thought “corrugated iron wall”. I also had some large lollipop sticks from a craft shop, 150mm x 18mm, bases I thought.

I cut the sheets into strips, scored the plain side of each strip along the centreline to make it easier to fold. I then coated one side of the carboard with PVA glue and folded the two sides together. When the glue had set, I trimmed the strips down to 20mm high, and cut them to length to fit the lollipop stick bases.

This left some short lengths which I ended up using to make some gate sections. I had enough sections to make eight wall and four gate sections. I then got the hot glue gun out, and assembled each base as follows: I laid a strip of glue down the centre of the lollipop stick and pushed a fence section into the glue and held it until it set.

The sections were undercoated Halfords grey and then the walls were painted Gunmetal Grey and the bases Black Grey. The walls were given a liberal coat of Army Painter Dark Tone wash. The excess hot glue was coated with PVA glue and some grass flock applied. Once all was dry they were sprayed with Matt Varnish.

Dearly Beloved

For our sins, Stephen builds a chapel.

At MHWC’s Broadside show in June I was glad (and surprised!) to see that Scotia/Grendel would be there.

What I bought off them was a resin ruined chapel, which would make a great piece of terrain for medieval games.

I cleaned up the pieces, cut some ply for the base, and glued the pieces together on the day after buying it. It then sat on the shelf for a few weeks. But last Sunday I finally got around to slapping some paint on it.

Before painting I thought I’d make a bit more of it. The first thing to do was create a tiled floor. I made the tiles out of thick plasticard. I chamfered the edges roughly and then scratched and gouged the surface to make them look worn and damaged. I then needed some more rubble. I made this from a mixture of sand and dried plaster broken up into bits. Though you can buy some rubble scatter mixes.

Once this was all dry I gave it a spray of dark khaki. This was then washed with my favourite all-purpose brown wash: GW’s Agrax Earhshade. I decided I wanted it to look like it was made from sandstone, so it was drybrushed with a khaki-heavy mix of khaki and grey.

An important thing to realise about medieval churches is that they were very colourful places. It was only with the advent of the Reformation and Protestantism that church wall paintings were considered idolatrous and were chiseled off or painted over. So I scoured the internet for pictures of surviving painted medieval church walls and then printed them off.

These were then glued to the walls. To make them look like they belong there and look a bit damaged and eroded by time and weather I splotched (that’s the best way I can describe it) the edges of the pictures to make it look like they belong on the walls and blend in.

Some staining and damp was added with a very dry brush using dark green and brown.

The model was then based with some mixed ballast and static grass.

The result is a ruined chapel worth fighting over!