Work in Progress Wednesday

Welcome to Work in Progress Wednesday. This week we start with Mark J and some WWII Brits. Felix has also been painting up some British infantry.

Next up Phil has been working on yet more trees.

After lots of questions from the membership Phil provided more details on the trees which are scaled down 3D prints that he has flocked.

Next up Tony F has painted up another Die Hard miniature for his Stargrave Crew.

Now we have Stephen scratching an itch by painting up some ECW units. We’re not sure if this is leading to a full army at this stage.

And finally for this week Eric has assembled some more gangs, this time some savages.

See you next week.

After-Action Report 26th August: ‘Square Bashing’ 6mm Franco-Prussian War

Club member Peter reports on a game that he ran at the society recently.

You know how it is – you collect all these armies, have great fun and lots of memorable actions – and then one day you realise that the last time you played this fab little game was the turn of the century! So, post-retirement I have been dusting-off a variety of games and systems which deserve wider exposure – and ‘Square Bashing’ is certainly one of them…

The System/Rules

Briefly, ‘Square Bashing’ was developed by good old 15mm manufacturer Peter Pig and some associates and is a sort of boardgame/tabletop ‘hybrid’ which allows for fast yet accurate handling of large formations, beyond the capability of most other rules. It achieves this by using markers on a normal wargame table to denote squares, roughly 25-30cm on a side. Units are made up of so many bases but orders/activation, movement and combat are by ‘square’. Movement in march mode is relatively fast, but once ‘deployed’ things slow down – a lot! Thus, it encourages thinking at the true Corps and Army level, as it takes precious time to deploy and then re-orient units in the field. Speaking of which…

The game also has a fiendishly simple but vital initiative and ‘battle clock’ control on game length, whereby the loser of the initiative roll each turn can choose to either go first or move the countdown clock on by whichever of the two dice scores they choose. Thus, can asymmetric forces fight on more equal terms, as the large force cannot simply sit back and grind an opponent down but has to ‘get on with it’ before nightfall or some other key event. More on this aspect later…

The system has been used very successfully for WW1, Russian Civil War – and now mid-19thC battles. It was the latter in which I had some input, and to demo the system it seemed the most appropriate -so……

The Game

The game was based on a real encounter during the opening phase of the Franco-Prussian War, when the initial French assaults had been thrown back in some confusion and the German States were seeking to force the nearest French army back into the fortified zone of the city of Metz. Whilst this was too strong to assault and the Germans lacked any giant siege guns, having 150,000 extra ‘guests’ for lunch would overwhelm the supplies held there and, eventually, force their capitulation.

The game was therefore set-up as follows:

      • The table was roughly 9×6 squares, each representing about 0.75Km a side. It consisted of rolling, low hills, dotted with farms and light woods with the odd dense bit of forest.
      • Two French Corps would deploy anywhere in the first three rows, with orders to keep any German units away from their base edge. Just off table behind them, however, was the main French escape route, with progress of other units denoted by very slow-moving wagon markers – or so it seemed to the players!
      • The three German Corps were allowed to enter anywhere on their baseline, but there had to be at least one square gap between corps (or risk massive traffic jams). Their orders were to simply push ahead and ‘slam the door’ on Metz. The only complication was that the three Corps were from two different armies, Prussian III Army and the Bavarian contingent. I had little to do by way of briefing to add a little ‘healthy competition’ between the different commands…

So yep, five complete Corps, plus reinforcements, on the table in one afternoon’s play!

The initial French deployment was extremely ‘sparse’ – worryingly so, until I noticed that they were only using 1x Corps! Somewhat happier when the available units doubled in size, they were slightly more chastened by (a) the ground scale, which meant that their ‘old fashioned’ artillery could not support everywhere if grouped too heavily; and (b) the unending stream of Germans now marching onto the table…

Prussians begin to arrive as French ‘beef-up’ their extended front line

I won’t give a blow-by-blow account, if only because I was too busy to observe the minutiae of turns. Essentially, a dramatic cavalry thrust by the French on their extreme left was almost immediately destroyed by a combined-arms Bavarian group attempting a right-hook. The French were a little worried about a follow-through here, but this was closed-off by the adjacent French infantry division left-facing and thus threatening any attempt to exploit.

On the main Bavarian front, the French reinforced an advanced village/farm complex at a key crossroads which they proceeded to hold against several Bavarian assaults until literally blown-away at game end by massed batteries, themselves taking long-range hits by infantry fire. The French stand had, however, blocked any advance in this sector, as per orders.

French left Corps throws back Bavarian assault in confusion, but is starting to be by-passed…

In the centre-right, the Prussians were feeling their way forwards whilst deploying stronger formations in their rear. An early probe on their left against a large farm complex was bounced in short order by some Algerian Legionnaires and a Light Infantry unit. However, long-range bombardment and a full divisional assault eventually carried this position and was threatening the French extreme right until a timely reinforcement galloped on in the shape of a Guard Heavy Cavalry division (to add some ‘tone’ to an otherwise unseemly brawl by foot-plodders).

The centre was initially a see-saw with no major advantage going to either side, despite the mounting casualties. However, when the main Prussian assault finally got under way the close-range firepower of the Dreyse rifles, plus long-range artillery support by rifled pieces finally blew a gaping hole in the French centre, through which one of the reserve cavalry brigades poured. These galloped over the low hills to see a most unusual sight – strung-out before them in the distance were a long column of French army vehicles and assorted support units!

French reserve cavalry (foreground) on their way to destiny…

While this information was relayed to the commanders in the rear and tired infantry units summoned to exploit the position, minds were soon brought back to the current battle as they looked to their left down upon the gaily deployed French Cuirassier Division – facing the other way. As the clock reached game-end, the French cavalry were thrown into almost complete disorder when hit in the flank downhill, at least one French commander choosing to die here on the field, safe in the knowledge that some of the army, at least, had escaped the vice closing on Metz….

Final moves – French right is finally destroyed as the Guard Cavalry arrives (not Prussians on hill to their flank!)

After game observations

All players very quickly got to grips with the system, and I was pleased to see how feverish conversations soon focused more on high level plans re bunging one or two divisions in here, how many brigades to place there, grand battery vs close support etc, possible terrain restrictions on exploitation and so on.

It was also salutary to see how reserves now played a key role, as although units fought well for a while, they soon lost their initial ‘edge’, then went to ineffectual despite several apparently holding ground. This is what happened to the Bavarians on the German right and the French in their centre-right. Once the Prussian reserves arrived, the previously successful French were stretched too thin and quickly dissolved – but not before buying vital time, which was the point! Gosh, commanders following higher orders – whatever next?!

Forces

The Prussian Corps were ‘square’ formations – 2x regiments per brigade, 2x brigades per division, 2x divisions per Corps. The French were similar except that these particular Corps had three divisions apiece. However…… Prussian forces had two important tactical advantages – their infantry at close range got a key bonus (Dreyse rifles being ‘slam-fired’), and their artillery was more numerous and had greater range (just). Lower-level leaders were more prevalent (not ‘better’, just more effective), and so individual units were slightly more flexible (elite divisional light infantry could be attached to brigades). Cavalry were still a threat as while they fared badly against infantry etc in stand-up fights (the French left were ‘vaporized’ in turn two!), they could also fall suddenly on disorganized units or a flank and create chaos out of all proportion to their numbers.

The French ‘advantages’ were not really of much use – their infantry rifles could fire two squares, and did seriously harass the Bavarian Grand Battery. Their prodding of the Prussian centre however may have simply stirred-up the ant’s nest which then lunged forward! But what of the famous Mitrailleuse machineguns? Well, they had to deploy with the artillery (as per doctrine), so missed-out on supporting the infantry fire-fights. On the few occasions where the enemy came to them (‘’Fortress Norfolk’ on the French left), the Bavarians soon saw their effectiveness……

The Clock

This feature as already discussed was central to the scenario design. It’s fair to say that the French were first to realise that ‘all’ they had to do was allow time for the sluggish Army wagon trains to exit left – terrain, losses did not really matter. The Prussians were slower to pick up on this, understandably focusing on the detail of battle. However, as they got closer to the French rear edge and could discern no form of counter-plan, it very quickly dawned on them what game the French were playing, and they went over from considered progress to major punches, sometimes surrendering the initiative for the turn to the French in order to adjust the clock by the smallest amount! This was very successful, as the French – on the overall defence – rarely needed the initiative anyway, although a couple of Bavarian brigades might dispute this plan!

My thanks to all for a great trip down memory lane (and for loans of scenery).

Prussian:              Pete S, Paul L

Bavarian (almost Prussian):          David P

French:                 Mark N and ‘Bob’

Work in Progress Wednesday

It’s another Wednesday and we start this week with a selection from Marcus. Above we have some smaller miniatures from Marcus’ various spy/undersea games and some 28mm Sci-Fi troopers.

Next up Phil has been making some more trees, we’ll have to see if we can get him to show the process for the trees.

Now we have Andy’s progress on some WWI vehicles, some Celtos Sidhe and the novel idea of having a marble to be used as an objective marker.

And lastly for this week Eric has again been busy putting together some more warbands. This time a Gnoll warband.

And some Chaos Cultists. What we are all waiting for is to see some paint slapped on all these.

We’ll see you next week for more from the members.

RAVENFEAST – A review and playtest

Stephen offers a review and playtest of a free ruleset…

Ravenfeast is a free set of  skirmish rules for the Viking Age. I’ve had it some time and finally got around to having a test game over the weekend.

The rules and all its components can be downloaded for free from here:

Free Downloads – Ravenfeast

Mopping Up Stragglers

The game is designed for warbands of between 12 to 20 models, though claims to be scaleable and even has rules for Big Battle Ravenfeast inside. I’m not sure you’d want to go much over 30 models a side (depending on number of players), nor so convinced by the Big Battle rules (you replace individual models with multi-bases that just use the same stats and rules as is!).

For my test game I put together two identical warbands, each comprising a Jarl, two Huskarls, a Berserker, six Bondi with hand weapons, and three Bondi with bows. A total of 12 models per side.

The game designers say that Ravenfeast is meant to be an introductory wargame, and so included in the rules are hints and tips on how to paint models and build terrain. This did make me wonder if the game would be too simplistic and therefore a bit frustrating.

So was it?

In brief, no. It wasn’t. Well, yes, it was simple but that doesn’t mean simplistic nor does it mean the game didn’t provide a good experience.

Battle Commences

Game starts by making an Initiative roll (a D6). Low rolls are good in this game. The player scoring lowest wins the initiative and decides whether to go first or second in each phase. Then players take it in turns to complete each phase before moving on to the next – these are Rally, Movement, Missile, Melee, End of Turn.

Any models that failed a morale roll in the previous turn were marked with a Cowardly marker and may attempt to rally in the Rally phase. All tests are a single D6 roll, with one or two (really, that’s all) modifiers. If the result is equal or less than their Morale stat then they recover, otherwise they are removed from the game and counted as killed.

Movement is also straightforward. Each model has a move stat (in inches) with movement costing double across rough terrain. And the simple approach continues with Missile fire – roll a D6 equal to or less than Missile rating to score a hit. If there are any obstacles between the shooter and target then the target gets a D6 roll for each intervening item – a roll of 4+ means the missile hits an obstacle and the target is saved. But if it gets through then an Armour roll is made which is, again, a D6 roll equal to or less than the model’s armour rating. If hit and wounded then a Blood marker is put down. Wounded models are not removed until the End Phase (nice little tactical touch that).

A Lot Of Wounds Taken

Melee is simultaneous, with each combatant rolling a D6 equal to or less than melee stat. When hit a model makes an Armour roll like Missile firing and, if wounded, a Blood marker is put down. In melee there’s something called A Death Worthy Of A Song. This represents a particularly gruesome and bloody killing and models struck by such a blow receive a Raven token, which could adversely affect the morale of nearby friends.

What I liked about the game was that attempt to put a bit of flavour into it. It can make a lot of difference with simple games because it gives flavour and flair, and becomes something that creates stories and fun. Another such thing is the ability to put your troops into Shieldwall, this improves Armour, but impedes movement. Again, period flavour and tactics.

Form Into Shieldwall

In the End phase you remove any model with a Blood token. You also make Morale rolls for things such as death of a Leader or Hero, if you’ve lost half or more models, or for witnessing A Death Worthy Of A Song. Models that fail are given a Cowardly token and must make a flee move. This is also the time you check to see if there’s a winner (e.g. time limit, scenario objectives, etc).

Included in the game are stats for your Vikings, plus alternatives for Saxons. There’s also a points generator if you want to create your own Vikings or any other troops (for example, Normans). To round it off are three scenarios.

Shieldwalls Clash

From the website you can also download more scenarios as well as fantasy Norse additions. What I also got were a set of Rune Cards. These are a great idea. Each player is dealt one or two cards. Each has a special effect – it could affect one of your models, or it could give you an option to either affect your model or your opponent’s. Play it when you want to and once used it’s gone. There’s also something in there called Geld, which is money you gain from a scenario that you can spend on things like re-rolls or extra Rune Cards, or more berserkers or…well, whatever you agree between you. This could also be used as a scenario objective – grab the loot.

Rune Cards

In summary, I found Ravenfeast to be a cracking effort. They got a lot in there and it all adds something. Yes, it’s simple, but it still has flavour. Naturally, not everything is covered, but it’s not something that a group of friends couldn’t easily house-rule. It’s the kind of game where you could easily get in three or four games in a day and create a one-day mini-campaign. And since it’s free…well, what’s to argue with?

Jarl versus Jarl

Work in Progress Wednesday

It’s Wednesday again and we have some new progress at the society.

First up Eric has been busy building things in preparation for a number of projects in 2024. Above Eric has put together Gothmog from the Lord of the Rings and below are some ruins for Osgiliath.

Eric has also been putting together some cardboard buildings for an upcoming game of Battletech Alpha Strike.

Next up Tony F has painted up a new captain for his Stargrave crew.

And finally for this week Stephen has finished painting up some cardboard packaging, turning it into effective sci-fi terrain.

We’ll see you next week.

A helping hand for a worthy cause.

Andy reports on  a model build for a good cause.

A few weeks ago, I had a call from my brother-in-law, Dominic, asking for help with an IBG Models 1:35th scale model of Bedford QLD truck.

First off, a bit of background: Dominic is a follower of Al Murray’s We Have Ways podcast, and regularly attends the We Have Ways Festivals. He is also a subscriber to the “Independent Company”, a Patreon group associated with the podcast, that was set up during the lockdowns to share live streams and other benefits.

Within the “Independent Company” are many modellers (of varying skill levels), who, at a previous festival, put on a display of 1:100th 3D printed models representing the entire Sherwood Rangers Yeomanry (SRY) AFVs, rear echelon vehicles etc.

The SRY were chosen as James Holland, who hosts the podcast with Al Murray, had edited the SRY’s CO Stanley Christopherson’s diaries and then wrote Brothers In Arms which was about their NW Europe Campaign in World War 2.

Then someone, who we will call Al Murray, said “Wouldn’t it be great doing that Tank Regiment but BIGGER”.

So, a plan to do the same in 1:35th scale was born, and as an added incentive, this would be organised as a Fundraising effort for a charity close to Al Murray’s heart, Finlay’s Touch.

Finley was Al’s nephew, he developed a rare form of Leukaemia at 6 years old and had 3 stem cell transplants in under a year. Despite amazing care, he could not be cured and passed away on the 6th December 2021 aged 8

Link to Finlay’s Touch : https://finleystouch.org.uk/

So, back to the model.

Dominic had made a start on the kit, but came to the conclusion that he didn’t have the skills to finish it to the required standard. I wasn’t sure I would either, as I haven’t made a kit like this for decades, but as it was for a good cause I said I would take it on.

When I received the kit I had a good read through the instructions, and looked at what Dominic had done so far. I decided that this was definitely a kit for people who like sticking small parts together, why else would the rear axle be made up of at least three separate parts when it could have been moulded as a single piece? I also decided that I could split the build into four separate modules which could be worked on separately and then assembled at the end.

        1. The engine / chassis
        2. The cab
        3. The fuel tank and spare tyre rack
        4. The rear truck body.

Dominic had also bought some extras, in the form of a set of Revell Weathering powders and a Tamiya Jerry can kit to serve as the truck’s cargo. This had 6 oil drums, 9 German Jerrycans and 9 US Jerrycans. If these were to be seen this meant that the truck body had to be built open rather than using the optional closed tilt piece, and Dominic asked for the tilt supports to be included. He had made a start on the engine / chassis, fuel tank rack and cab, but hadn’t started on the truck body.

So, where to start?

The part Dominic was having most trouble with was the cab, so I thought I’d start there. First off, I fixed the seat backs to the cab base, and added in the gear sticks, hand brakes etc. One of the problems Dominic had was that he had primed a lot of the parts whilst still on the sprue, this meant that the surfaces that had to be glued together had a coat of paint that prevented the glue from doing its job, so I had to scrape back this paint to expose bare plastic before assembling the parts.

The cab interior

I continued with the cab, adding the back of the cab and mudguards, and more parts to the engine and chassis.

Cab and chassis

I added the left side panel and front of the cab, these had to be in place before I could add the steering wheel. I also built the rear of the truck and the cargo. These went together relatively easily and I did a dry fit of the cargo into the truck to see how much of the load bed would be occupied. I worked out that I could get 12 of the 18 jerrycans across the width of the load bay.

Cab interior painted and cargo dry fit

I went back and did some more work on the cab and chassis, adding the exhaust pipes and leaf springs to the latter, and painting the wheels and the inside of the cab.

A bit more done on the chassis

Regarding painting, Dominic had bought some enamel paints, and had painted some parts with them, however I hadn’t used enamels in years, and fortunately I had all but one of the Vallejo acrylic paints specified by the kit instructions so I decided to use those instead.

Vallejo Model Colour Vallejo Description
Black 70950 Black
Rust 70846 Mahogany Brown
Gunmetal 70863 Gunmetal Grey
Olive Drab 70889 Olive Brown
Light green 70942 Light Green

The only substitution I had to make was to use 70967 Olive Green instead of 70942 Light Green for the seats.

To make the painting of the cargo a little easier I glued the jerrycans into groups of 6 and 3 and temporarily glued these and the oil drums to some large lollipop sticks.

I then primed the cargo with Humbrol grey brush primer and the rear of the truck with Halfords grey spray primer, using masking tape to keep the area where the oil drums were to go bare. On the chassis I added the axles, engine and drive shafts and finished assembling the cab. I also painted the inside of the load bay.

Modules progressing

I added the wheels and a few last pieces to the chassis, added the cargo and tilt frame to the rear of the truck (10 separate pieces!) and finished painting the model.

The four modules finished, ready for assembly

Now for the final assembly, well almost. I would eventually need to varnish the model, I usually use spray varnish on my wargames figures, but I wasn’t sure how that would affect the clear plastic windows on the cab, so I decided that I would keep the cab separate and use brush varnish for the cab

So, I fitted the truck body and the fuel tank / spare tyre rack to the chassis and added some black camouflage to the model. I also added all the fiddley bits to the cab, headlights and sidelights, grab handles, door handles etc. I had a problem with one of the later, it sprang off my tweezers when I was trying to fit it and I couldn’t find it. Fortunately, I came up with a replacement. The Jerrycan kit had four buckets, I cut down one of the bucket handles to the right size and used that as a replacement door handle!

Chassis, truck body and spare wheel / fuel tank assembled.

The kit came with a set of transfers, but the organisers of the build had also commissioned some Sherwood Rangers specific tactical markings, these would be used to replace the tactical markings from the kit.

The transfers

When applying transfers to models, I put a coat of gloss varnish over the areas where the transfers are to go, this gives the underlying paint a smooth surface for the transfer to adhere to and prevents the “silvery” finish you can sometimes see with transfers applied to matt paints.

Once the transfers were dry, I gave the cab a coat of matt brush varnish and the rest of the truck a coat of spray varnish. Once that was dry, I fixed the cab to the chassis.

I made a couple of the buckets from the Tamiya Jerrycan kit, putting one in the back of the truck and hanging the second off the towing hook.

The almost finished model showing the cargo

Finally I used some Revell weathering paint (also supplied by Dominic) to add mud to the tyres, mudguards and the underside of the truck.

Rear view, with hanging bucket.

I had forgotten to add the rear-view mirrors before I took the photos above, another really fiddley bit, so these were the last thing to be added to the kit.

So, the kit was finished in time, and made its way to WeHaveWaysFestDrei over the weekend of 9th & 10th September to join all the other models that had been built, including  four models built by Al Murray: three Shermans including the SRY CO’s tank called Robin Hood and a Crusader AA tank..

The assembled regiment.

You can just make out the one I built in the right rear.

After the event the models were auctioned / raffled off to raise more money for Finlay’s Touch, so far raising £5,755.

If you are able, please make a donation to this worthy cause.

Link to the Just Giving Page Simon Errington is fundraising for Finley’s Touch (justgiving.com)

Work in Progress Wednesday

We have some cracking stuff this week from the membership.

First up Mark has finished his UH-34 helicopter for Vietnam. And an M113 ACAV.

Next up and Andy has finished his QLD truck.

Andy has also started on some WW1 vehicles from Brigade Models.

Next up and Stephen has started on some cardboard packing pieces soon to be buildings in a sci-fi game most likely.

And lastly for this week and Phil has been playing with his 3D printer, with a piece of terrain.

With that we will see you next Wednesday.

5 Parsecs – The Package

Club member Marcus reports on a solo game (with the editor’s apologies to Marcus  for the delay in getting this onto the blog).

As Pi in the Sky has blasted off from Palacco, we entered a new campaign turn. Firstly, space travel. I rolled a “It’s not supposed to make that sound…”.   Fortunately, Veyan rolled a success “but I know exactly what it is…just realign the phase couplers.” That could have been unfortunate, but instead the Pi arrived on Enout, a wild frontier world classed as dangerous.  Upkeep paid and ship debt increased to 22 Cr.

While Veyan and Pascal failed to attract any new patrons, Kell came up with a useful contact +1. Wellington traded for some basic supplies (-1 upkeep in turn 3). San (with a roll on the loot table) traded for…something interesting. A further roll identified this to be a military ship part; a 3Cr discount on the next ship component bought.  The crew already had a Patron mission lined up. This would be in a toxic environment (+1D6 roll + savvy when stunned or the character becomes a casualty). The mission: to deliver a package to the centre of the table, an abandoned facility. Unknown criminal elements have an interest.

I didn’t fancy setting up the opponents at one edge and posed some questions to players online. There are alternative deployment options in an expansion, but I opted to set up my own. I created my own random table and rolled for set up. The criminals in deployed in 3 groups utilizing a clock face method around the centre at roughly one, three, five, seven, nine and eleven o’clock. One group was also delayed in deploying.

The crew (pictured above) entered from the south – east corner. As luck would have it, the opposition deployed a group of two very close to them, with three on the diametrically opposite side of the board.

The table

The crew gain the initiative and Veyon, Pascal move into positions in the first phase.  Kel preps for snap fire, but no target manifests as no opposition appears immediately. The rest of the crew also move forward. In turn two both Pascal on the right and Nira and Wellington on the left seek to outflank an emerging threat amid the heavy jungle. Kel gets a close shot at Mant (a Rebel miniatures ant man) but misses, as does Veyon. Mant’s pal Worake (half worm, half snake) works its way forward.

Mant & Worake
Kell snipes at Mant & Worake

The third criminal group were now due to deploy. By chance they also deployed in close proximity to the crew in the south-east.

More antagonists deploy

In turn three Kell snipes unsuccessfully at Worake who shoots back at Kell, but he has the benefit of camo gear and blends into the jungle. Pascal spots the new intruders but in an exchange of fire goes down wounded.

Pascal is hit!
Standoff!

In turn 4, seemingly stung by the wound sustained by Pascal, the crew get their act together. Veyon targets Worake, hitting with a 5 and a damage roll of 6+1 puts Worake down. San similarly spots the newly arrived female gunslinger (Toogun) and despatches her and while her accomplice, Lazard (the lizard man) man responds, he misses. Veyon also gets a second shot and puts down Mant.

Kell gets a close-up shot using his blast pistol but misses even at close range. Wellington and Nira moved further up on the left concealing themselves in a grove of plants.

Nira & Wellington move up on the left

In turn 5 the crew got a good roll allowing Kel to aim and take a shot at Lazard. The opponents who deployed in the south-east are all put out of action. Meanwhile Nira and Wellington are hidden in the path of the remaining criminals and spring an ambush.

Ambush!

Nira scores a 6 to floor Hawk-man. One of the two remaining opponents, after squeezing off a couple of wild shots in the general direction of Nira, has already seen enough and decides to bug out on a morale roll. With only one opponent still in the game, Nira gains the benefit of a first-round action and with a well-aimed shot brings down the last of the opposition.

Delivery

While the crew successfully meet their contacts and deliver the package, what of Pascal?

Post Battle:

Despite the outcome of this battle this criminal enterprise clearly does not relish taking on the crew again as they don’t want to become rivals. The crew get paid 9 Cr. The crew also find a curious data stick which will provide them with a quest rumour. They also pick up another blast rifle.

Pascal’s injury initially proved to be nothing to serious, just a turn in sick-bay. However, I forgot about the toxic environment. Subsequently I remembered to roll this. Pascal failed forcing me to use a story point to keep him in the game. Pascal is after all an interesting character. I was reluctant to lose him. “That infection you picked up in the jungle gave us a scare Pascal.  We thought we had lost you…”

Naturally, everyone picked up experience points. We didn’t try any training or find any purchases worth making except…

Finally, campaign events: An alien merchant offers a strange artifact. How can we resist for 4 Cr? A quick roll on the loot table leads us to the rewards table and ship parts; roll for value: 1 Cr! Easy come easy go…

 

 

 

 

Work in Progress Wednesday

We didn’t have a progress post last week, I think the holidays finally caught up with everyone. But this week we’ve had a strong return to form.

First up and we have Dave P’s expanding forces, this time more Russian Corps troops.

Next up Andy has continued with his Bedford QLD truck build.

Now we more onto Stephen whos has painted up some hooded outlaws.

Last up this week and Eric has a selection on miniatures, first some Romans.

Then a Gutrippa Orc.

And a Savage Orruk.

See you next Wednesday for more work in progress.

Work in Progress Wednesday

We start this week with Andy and the progress to the 1/35 Bedford QLD truck they are building.

Also from Andy some progress on another batch of Sidhe (a bit like elves).

Next up and John La has been painting some fantasy miniatures for a friend.

And last for this week Tony F has painted up another member of their new Stargrave Crew. This is Marshall Klint apparently.

And an Elf hero figure for Lord of the Rings in the form of Gildor Inglorion.

That’s it for this week. See you next time.