We start this week with some Ninja Strike Force action From Peter M. These have been converted to have more modern weapons akin to the ninja force in the Bond film you only live Twice (one of my favourites).
Next up Andy has finished the last of his squads for Xenos Rampant.
Andy has also put the finishing touches to the Broadside show figure from *cough* years ago.
But it’s been a productive week for Andy as he has also finished of his cyber gun dogs, apparently destined for a game of Stargrave at some point.
Moving on and Mark J has been busy with some more Vietnam era stuff. This time some USMC Grenadiers.
And a NVA recoiless rifle team.
And finally for this week Stephen has also been painting up some Vietnam miniatures, this time it’s 15mm NVA.
Stephen presents a comparison of three different WW2 rules.
I’m only an occasional WW2 gamer. Probably not even that often. I often tussle with what rules to use because I’m not sure what kind of game I want. Generally, I’m more interested in the infantry experience, but WW2 is all about the tanks as well, isn’t it?
So what I’ve decided to do is have a game with the three sets of WW2 rules I have – Crossfire by Arty Conliffe, Battlegroup by Warwick Kincaid, and Fireball Forward by Mark Fastoso and Jonathan Miller. To test the games I have decided to play exactly the same scenario with the same forces to see how it goes.
Scenario
To give a true compare and contrast between the rules all games will use the same layout and the same forces (more or less), a German company with machine gun support and a Russian company with mortar support.
The games will be small ones, on a 3’x2’ board. To the south east is a farm with a road running north/south and a junction heading west. Wheat fields lie either side of the western road. To the north east and south west are areas of light woodland. In the north west there is an area of high ground.
The Battlefield
It is August 1944 somewhere in east Europe. Stalin has launched Operation Bagration. The Germans are on a strategic withdrawal in the face of a Russian advance. The German armour is making its way south, down the road, so it can turn west back to Germany. The Russians are coming from the south east. Both sides need to capture the farm and the road junction – so the Germans can get their tanks to safety, and so the Russians can stop them! A German infantry platoon has been sent to capture the objective, just as a Russian scout platoon arrives on the scene…
Game #1: Battlegroup
As written, Battlegroup uses individually based figures. But mine are based in 3s. This is easily dealt with by adding wound markers. Each player’s battlegroup is composed of ‘units’ (e.g. a squad of infantry). Each unit will add to the Battlegroup’s Battle Rating. During the game a player will have to draw a token from a bag after certain events (e.g. a unit is destroyed, or you try to unpin units, plus other events). This token could have a numerical value (from 1 to 5) or be a special event. When the numbered tokens add up to the battlegroup’s Battle Rating it is game over.
Germans take cover by a wheat field.
The Russians went first. At the start of each turn the player rolls one or more D6s (depending on the size of the game) and adds one for each officer. This total is the number of units you can activate this turn. This means you won’t always be able to activate everything every turn. I like that – it creates tension and decision making.
The Russians advanced north along the road and west behind the wheat fields. In response the Germans advanced – one squad with MG34 went into the wheat fields and the other two squads advanced toward the two areas of woodland. To activate a unit you must choose from specific orders. These include moving and firing, firing and moving, double move, double fire, plus many others (e.g. calling in mortars). One such order is to put your unit on reactive movement or reactive fire, which occurs in your opponent’s turn.
Russians advance past the farm.
The Russians moving behind the wheat field held in place and went on reactive fire (wondering what one of the German squads would do). The Russian Maxim gun attempted to open fire on the other German squad in the other piece of woodland. To open fire first you must roll to spot. This seems to be the case even if you have previously shot at a unit (the wording certainly implies this is the case), the rules highlighting how seldom opposing enemies saw each other, especially when trying to keep low and out of sight themselves. Once spotted you then total up all the figures firing – each weapon has a ROF and this is the number of dice rolled. Chance to hit is based on range and ROF. The target then makes a save roll (based on any cover). Remaining hits are then taken as casualties and a morale roll is taken which could be anything from OK, to Pinned, to Rout. Standard stuff.
The Germans were starting to encircle the Russians, holding both areas of woodland and also the wheat fields in the centre. Then, on the Russian turn, the Russian officer called in some mortars. This caused two German casualties and the Germans failed their morale and went pinned. A pinned unit can take no action at all and stays pinned until rallied. To rally a player must draw a token from the bag. For each token 1D6 pinned markers can be removed. I drew a token and pulled out a 3 – a significant number for a game as small as this. The German MG34 decided to return the favour and opened up. The Russians took casualties and also got a Pin result. But on the Russian turn I decided to leave them pinned (you don’t have to rally) for fear of drawing a bad token.
The Russians in the fenced field have taken casualties and one unit is pinned.
The Germans had taken more pinned markers, which I had to try and rally or else they’d sit there doing nothing.
Germans have taken casualties and are Pinned, but they drew a “Beyond the Call of Duty” token.
But this time I drew a special marker: Beyond the Call of Duty. Not only did the pin marker come off, but it came off without any harm to their Battle Rating. The Beyond the Call of Duty marker allowed them to make a roll to see if they could take an extra activation. They failed. But at least they were no longer pinned.
Ultimately, it would be a Russian victory. The Germans found themselves taking shelter in the woods and with Russian mortars falling they soon took enough casualties for game end.
Game #2: Crossfire
A confession: I’ve played Crossfire quite a few times. Models in Crossfire are based in multiples, with 3 on a base for a squad. It’s pitched at company level infantry actions, which is precisely what I’m interested in.
Russias occupy the farm, but some are Suppressed.
So Crossfire has some key concepts – no fixed turns (units can keep activating, multiple times), no ranges (if you can see it, you can shoot at it), no move distances (I’ll say a bit more about this). The core mechanics are very simple though – when shooting you’ll roll a few D6 and need a 5 or 6. One hit is a Pin, two hits a Suppression, 3 hits a Kill. Not rocket science.
Germans brace for the Russian advance.
The game started with the Germans on the high ground. The Russians came on by activating. You can either move them by individual squads or you can do a group move. So I brought the first Russian platoon on, behind the barn. I put the mortar observer in the barn where he’d have a good view. And so on. In Crossfire units move in straight lines. Players have to indicate to their opponent the route they are taking and if an enemy squad can draw LOS it can make a reactive fire. If the reactive fire fails to Suppress then the active player can carry on. If it does Suppress then initiative switches. Units move from terrain piece to terrain piece (or into the open). All the time they have initiative they can activate again, even with the same unit.
Russians advance screened by smoke.
The Russians moved up to the western road with two of their platoons whilst the Germans came off the hills to take cover behind the wheat fields. The Russian FO then called in smoke to obscure the Russian advance and the Russian squads moved up behind it. The Russian Maxim MG took up position in one of the farm buildings to prevent a German flank attack, it opened fire on the Germans but failed to score a hit.
Over to the Germans.
With little to stop them the Germans made their way along the top of the battlefield and into the woods, where they engaged the Russian Maxim. The MG crew attempted reactive fire but failed to score a hit which means they would be unable to do any more reactive fire until after initiative switches, so they are marked with a No Fire counter. The Germans opened up.
Russian Maxim gun team are Pinned, and may Not Fire until initiative changes hands
Things were a bit slower along the western road, with neither side daring to break cover. One of the Russian platoons dug-in and the German machine guns repositioned. Meanwhile the attack on the farm buildings was going well for the Germans – they destroyed the Russian MG and moved up to occupy the buildings. To counter this a Russian platoon moved into one of the wheat fields and a prolonged firefight broke out, but the Russians finally managed to dislodge the Germans from the farm.
The game would end as another Russian victory! This game had been a lot more dynamic and fast-paced – one of the advantages of Crossfire. It had been more tactical as well (compared to the line ‘em up, face each other, and start shooting affair of Battlegroup). This is the real advantage of Crossfire – you start to think like an infantry commander – laying down smoke for cover, trying to organise squads in to firegroups or the eponymous crossfires, when to react, when to rally…lots of decision points. That’s where the complexity lies in the game, in the tactics. Very enjoyable.
Game #3: Fireball Forward
OK, let’s deal with the elephant in the room. The dice. If you know anything about Fireball Forward it’s the whole dice thing. So here’s how it works. To shoot you will be rolling some white D6 and some red D6 (for infantry squads it’s actually one of each). And you will also be rolling a range dice (a D20 for infantry). The red dice hits on a 6. Only a 6, and it’s never modified. The white dice can be modified and will hit on either a 4, 5, or 6. Then we come to the range dice. A weapon has an effective range (e.g. 10”) PLUS what you roll on the range dice – so for infantry squads it could be up to 30” (10” plus you roll a 20 on the D20). You do not pre-measure! So after rolling, if the range is higher than the effective range plus the range dice you have missed regardless of what you roll on the white/red dice and if the target is within the effective range plus range dice then there’s the chance of a hit – check the white/red dice. If the actual range is less than the D20 roll you get a +1 on the white dice.
Russians open up, if the range to their target is <=13″ they’ll score a hit with the 5 on the white die.
That sounds more complicated than it actually is. It only gets messy when you are dealing with weapons with range dice like D20D20D8.
You are either going to get on with this or you aren’t. It’s a marmite thing. Like I just said, it’s not as bad as it sounds like it could be, so long as you restrict yourself to predominantly infantry actions with just a few different armoured vehicles.
Russians about to be outflanked.
Movement is also a bit novel. Infantry can, in theory, have an unlimited move. But what they can’t do is finish their move, nor can any part of their move, take them more than 12” from where they started. The player must trace the movement route so the opposing player can announce if and where he can make an opportunity shot.
These are the two big Fireball Forward things and I wanted to get them out in the air at the beginning.
For initiative you need a pack of playing cards. You draw a card and keep drawing until a different colour comes up – you put that card back on top of the deck. You check how many cards you have and then you mark your units with a number and activate them in that order – lowest first. So let’s say I draw 3 red cards and the fourth is black. The black card is put back. I have three red cards which means I can now activate three Allied units. Once all units, of both sides, have activated a new turn begins. What’s really good about this is that both players are involved at all times and there’s always a chance you can salvage a bad situation.
German machineguns about to fire.
I realise I’ve spent more time discussing mechanics than actual game play, but that’s OK – after all, this is about letting you know about these very different sets of rules. I bet those of you who are into rules writing and game design will enjoy reading Fireball Forward.
So let’s deal with the actual game. This one turned into a much harder fought encounter. Both sides used more or less the same tactics as previous games – the Germans moved along the northern edge into the woods and then tried to force their way south, down the road, into the farmyard. Meanwhile, the Russians advanced along the southern edge, behind the wheat fields, hoping to outflank the Germans.
This time the Germans were more successful. They eliminated the Russian platoon occupying the farm and then moved in themselves. The German machine guns halted the Russian advance down the western road and brought up a platoon through the fields to outflank the guns. Meanwhile, the Germans in the farm pressed the attack and came round behind the Russians to launch an attack against the Russian company command and Maxim gun. The Germans finally achieved a win!
Russians move past the farm.
Conclusion
I’m not going to offer scores or say which is best and that kind of thing. Instead I am going to say how they suit me and my gaming – in a club setting with multiple players on a Saturday.
Battlegroup is a very ‘traditional’ game. By that I mean it is an IGOUGO system with nothing particularly ground-breaking mechanics wise. I don’t mean that negatively. If you have several players, none of whom have played Battlegroup before (or even WW2), then they will pick it up soon enough. Which is what you need in a club. It’s also aimed at being a ‘big’ game – with combined arms. Battlegroup, as the name suggests, is about lots of infantry and armoured columns having at each other. The simplicity of the rules does mean it has less subtlety or tactical finesse and I imagine it could get a bit vanilla, but that also suits group play.
By contrast, Crossfire is a game for the gamer. It may be the oldest of the three but it’s also the most innovative. It’s really aimed at infantry-only games. Yes, there are armoured vehicle rules, but they do seem a bit tacked on and the rules writer himself admits they aren’t the best. And they aren’t. Fortunately for me, infantry actions are what I’m most interested in, so I don’t play Crossfire with vehicles. Although it’s a simple game, the novelty of some of the processes will take a bit of getting used to for a newcomer. The game mechanics are very simple, but the tactical choices and options are what make it complex – the mark of a good game! A one-on-one game with someone new would be a good way of introducing the rules and be a real pleasure. Crossfire is my go-to WW2 rules. If you are inclined to the tactics and experience of the infantry commander then you could do a lot worse.
This leaves us with Fireball Forward. Like Crossfire, it has some innovative components, particularly the dice mechanism. Like Battlegroup, it is also about combined arms and integrates vehicles into the rules in a better way than Crossfire. But I have to underline the dice mechanism. It reads worse than it plays. In practice, you roll the hit dice and range dice at the same time, and I found myself looking at the hit dice first to see if there was even a chance of hit. This made it playable and you will pick it up in just a couple of turns of combat. This is OK so long as you aren’t dealing with too many varieties of range dice. Infantry will, generally, be using a D20. Though some vehicles will use a tortured combination such as D20D20D8D8. No. Just no. As such, for my money Fireball Forward works somewhere between Battlegroup and Crossfire – mainly infantry actions with two or three vehicles in support. Which is what I’m looking for.
There’s a place for all these rules. What you go for will depend on what you are looking for. They all provide a different kind of game and they all provide a good game. You won’t go wrong with any of them, but I think I will mostly be sticking with Crossfire (with the odd game of Fireball Forward).
Oh, one last thing. Yes, I have heard of Chain of Command. Yes, it is a very good game. But I don’t own a copy.
We start this week with some more of my 3mm Sci-Fi miniatures. Above are the completed Union aerospace and VTOL units. I’ve decided to base them in pairs to exploit the smaller scale.
I’ve also start on some more mechs for the Executive forces and some mercenary tracked mechs, both the heavy and light versions.
Next up Andy has made some progress on his GZG Japanese, and the Broadside wargames show Norman miniature.
Lastly for this week and Tony F has continued work on … I’ll let Tony explain “A bunch of carriers for Brigade Piron – two Loyd carriers towing a pair of 6pdrs for the anti-tank section, and four universal carriers”
After 11 battles our Wars of the Roses campaign has finally reached the defining battle of Bosworth Field. With the Yorkist having an unassailable lead of 8 victories to 2, the Lancastrians (now Tudor) forces were fighting for pride. Given the significance of the battle we decided to go big and have 1000 points per side, with each side divided up into three commands. Stephen commanded the Tudor forces as Henry himself, with Andy as the Earl of Oxford and simply because he was the last player to arrive Tony F played the part of the Stanleys already declaring support for the Tudor cause.
As usual I commanded the Yorkists with a new player to the campaign Mark W acting as the Earl of Northumberland. Our other player couldn’t make it so as well as commanding Richards forces I also took charge of the Duke of Norfolk.
The Yorkists are on the left with Northumberland facing the marshland. Henry Tudor is on the right of the picture facing the farm building
As with the other games in the campaign we looked for anything of historical note that influenced the battle. For Bosworth we decided both players must have at least four mounted units and some artillery. As for the battlefield we had a set of hills for the Yorkist forces to start on with some marshland on the Yorkist right.
I divided the Yorkist army so that Northumberland and Norfolk had equal amounts of archers, billmen and mounted men at arms to guard the flanks.
As per history Northumberland was on the Yorkist left with Norfolk on the right. With Richard in the centre I went for a very mixed force of artillery, cavalry, pikemen and dismounted men at arms.
Stephen had done something similar with his Tudor forces with Stanley and Oxford having similar forces while Henry had only cavalry. Stephen also placed Henry on the Tudor left, Oxford in the middle and Stanley on the right.
The battle got underway and the Yorkists won the first initiative. In a change to Northumberland’s inaction historically Mark immediately advanced his archers into the marshland to take the fight to Tony and the Stanley forces.
With Norfolk on the Yorkist right flank I started with a steady advance as well rather than wait for the inevitable cavalry charge. Stephen had mounted men at arms in a front rank and currours behind, I wanted to try and get a few volleys from my archers to try and soften them up.
I don’t think I needed to provoke the Tudor cavalry, Stephen took the first opportunity to close the distance. I rapidly advanced some dismounted men at arms and my cavalry to threaten the Tudor cavalry in the flank if it charged the archers. A volley from the archers had little effect.
With the Tudor cavalry on the move, King Richard rode to the artillery to get them into action but the first shots failed to cause any damage.
After a run of bad activation dice, Tony finally managed to advance his archers. This delay allowed Mark the chance to charge in on the far left flank and managed to rout some of Tony’s archers.
Back on the Tudor left flank and Stephen’s cavalry charged against Norfolk. The first charge actually went in against the Yorkist men at arms and came close to routing them. Seeing the danger I took the unusual step of charging some archers into the melee, but failed in turn to rout the cavalry.
In the Tudor centre Andy began to advance his archers and men at arms. Andy also had some artillery that began to creep forward.
Despite managing to get a few shots off the Yorkist artillery was charged and routed by Henry Tudors knights.
After another round of melee Stephen’s cavalry managed to rout some of Norfolk’s archers putting the flank in danger. The Yorkist men at arms would have to do their best as the rest of Nofolk’s units were also locked in combat with the Tudor forces.
On the Yorkist left flank Mark and Tony were beginning to exchange volleys but neither were causing much damage. Mark’s cavalry had continued on pass the Tudor flank forcing Tony to act. In the centre King Richards forces were also starting to trade volleys, I’d brought my mercenary crossbows to make up the number but they had never really done very well for me.
Although they did give a good account of themselves this time, they were the only missile troops in the centre, leaving Andy unopposed attacks against the my infantry. They had managed to dispatch a unit of men at arms so I had no choice but to charge my other dismounted knights forward.
Tudor cavalry in the centre had routed the artillery and in their pursuit also routed a unit of knights, I still had a unit of mounted men at arms. Rather than try and turn them round to counter Stephens cavalry I chose to have King Richard accompany them on a charge straight down the centre against Andy’s archers.
The charge swept the archers aside and to my horror I found history repeating its self, I had forgotten about the pursuit rule. Richard continued charging across the field and into some Tudor billmen. This charge however did not manage to defeat the billmen and so Richard was deep in the enemy’s side of the battlefield, with other Tudor forces closing in.
Meanwhile Stephen’s cavalry in the centre had found its self in melee with a large unit of mercenary pikemen and some militia billmen. Normally this would have spelt doom for the cavalry but the knights were going to prove almost impossible to dislodge.
Things had gone better for Norfolk out on the right flank. A number of Stephen’s cavalry had been destroyed. This freed up some archers who were in a position to fire on the second line of Tudor cavalry making an approach.
I also (with much ridicule from the enemy) moved King Richard from the stricken cavalry charge, back to the centre to support the attack against Andy’s archers. Tactically this also brought Richards forces back into command range.
On the Tudor left flank Stephen managed to get part of his second line of cavalry to charge some billmen who were supported by Norfolk himself. The charge didn’t manage to rout the billmen but also didn’t result in the destruction of the cavalry. But the move did mean I suddenly found my last unit of mounted men at arms facing the flank of Stephens second line of cavalry that had yet to charge.
On the far left flank of the Yorkists Mark had managed to cause Tony’s forces some damage but had eventually come off worse, even the flanking cavalry had succumbed to Tony’s billmen. Mark took the decision to consolidate his infantry and move towards the centre of the field in support of King Richard.
Despite getting a volley off Norfolk’s archers were still charged by the Tudor currours, but unlike the previous charges they failed to rout the archers. They had some billmen in support but they were not needed and the melee was locked in stalemate. However elsewhere on the field the Tudor loses were enough to push them to their first morale test.
Stephen finally managed to get his last unit of mounted knights into combat by charging the mercenary pikemen in the rear. But it wasn’t enough to destroy them and the counter from the pikemen managed to rout the cavalry. But in a close game it was the turn of the Yorkists to also test their morale.
King Richard was once again in the fray supporting his billmen against Andy’s archers in the centre, and remarkably the mercenary crossbows managed to score some good hits on Andy’s dismounted men at arms.
At this point the battle was reaching it’s final stages and both sides were trying their hardest to push the other to breaking point. Mark had advanced his dismounted men at arms into the centre and immediately came under fire from the Tudor artillery. Andy had done quite a lot of damage with his guns but despite having a two bonus dice failed to cause any damage to Marks knights on this occasion.
It was at this point that I managed to get Norfolk’s knights charging against the flank of Stephens remaining currours. The luck of the dice had changed (literally, because after a few bad rolls I swapped my dice), destroying the first currours for no loses and dispatched the second unit pushing the Tudors to their breaking point and handing a close fought victory to King Richard and the Yorkist cause.
This battle ended up being quite close, the score don’t show it but we’ve not had many battle where both sides passed their first morale checks. Stephen did much better in this battle with his cavalry, but that also put them in a position of being outflanked. For Richards command I should not have had such a variation in unit types. Between the guns, cavalry billmen and archers it was hard to co-ordinate things. North sides had some good and bad luck with the dice, but what was noticeable were the amount of failed activation dice in the game.
Although the Yorkists have changed history and won the campaign we will be visiting Stoke for the last battle of this period, just for completeness and to give the Tudor forces one last attempt for glory.
Yorkist Loses
3 Units of Mounted Men at Arms (12 points)
5 Units of Longbows (15 points)
2 Units of Artillery (4 points)
3 Units of Dismounted Men at Arms (12 points) Total loses 39 points (Army break point 56)
Lancastrian Loses
2 Units of Northern Boarder Horse (6 points)
4 Units of Currours (16 points)
4 Units of Mounted Men at Arms (16 points)
6 Units of Longbows (18 points)
1 Unit of Militia Longbows (3 points)
1 Unit of Dismounted Men at Arms (4 points) Total loses 59 points (Army break point 57)
We start this weeks Work in Progress Wednesday with Mark J’s ECW camp, this ones for his Newcastle white coats just in case you hadn’t guessed.
Next up and Andy has been quite busy with an eclectic mix, starting with some more GZG Japanese troopers.
Andy has also made some progress on his Gun Dogs, adding a darker shade on some of the internal engine parts.
He’s also finished (no pun intended) his Gaslands gates.
And rounding off Andy’s efforts this week he has started on an old Norman miniature given away at a previous Broadside wargaming show.
Next up we have some more sci-fi units from Tony F, first a rather colourful mounted unit, Tony used a real lizard colour scheme for these mounts.
And some field guns with crews.
And lastly for this week, I’m been painting up some more of my 3mm sci-fi miniatures. I’ve been testing Vallejo Xpress paints. This was a colour test to see what would work the best.
That’s it for this week, see you for the next one.
Welcome to another work in progress Wednesday post. We start this week with Chairman Mark J’s T55AM2b (yes he was that specific) and some more Volks Grenadiers.
Next up and Marcus is back on an aquatic theme with a converted toy sub miniature.
And some suitable sea dwelling dinosaurs.
After finishing my wars of the roses cavalry I’ve turned my attention back to my 3mm sci-fi forces. These are a selection of the GEV vehicles.
Last for this week we have some more GZG Japanese troops from Andy.
And a winged beastie with an objective marker Andy is calling the Eternal Flame made from a marble. Several members have already commented on what a good idea using a marble is.
Welcome to a new Work in Progress Wednesday post, that’s actually on a Wednesday!
We start this week with Charlotte and some Morris Men and May Queens for a future game of Folked Up that Charlotte will be running. This will be a good addition to the various periods played by members.
Next up and Andy has been busy getting his army ready for Xenos Rampant later this year, his GZG Japanese miniatures are looking good.
And they will be fielding a Warbot for that extra bit of fire power.
Finally for this week Tony F has finished off some more of his Belgian forces.
Should be an impressive force just as soon as he finishes some assorted carriers and the infantry.
Apologies, we’re a bit late with this weeks WIP Wednesday post, we got a bit side-tracked by the bank holiday weekend.
We’ll start with the honourable chairman Mark’s efforts, a Vietnam era LVTP-5 and a M-50 Ontos (above).
Next up we have a couple of offerings from Charlotte, she’s given her Spanish church a coating of sand, painting is next.
And a couple of characters from a game she’s developing “Folked Up”, the Pirate queen of Hispania: Inés de la Espada and her pet Octavio.
Inés is a Reaper sculpt and Octavio is scratch-built from earplugs.
Stephen’s gone off his painting, but he’s still got his modelling mojo running with this construction, called ‘Stairway To Heaven’. We’ll be seeing that in a Stargrave game at some point.
Regular editor Jeremey has been working on some cavalry, King Richard and his retinue, for the upcoming finale of the War of the Roses campaign, the battle of Bosworth (that’s him on the far right, with the gold armour, leading the charge from the rear).
Meanwhile Tony has take a break from his WW2 Belgian project to work on some terrain for a planned Lord of the Rings game, the Gates of Bree and the surrounding hedge
And, as something completely different, some 15mm Yenpalo Sci Fi vehicles and crew.
Going up a scale, Andy has been working on some Japanese Corporate Mercenaries, these are 25mm GZG figures that have been in Andy’s pile of shame for over a decade!.
And in case they need a bit of support, he’s also working on a War Bot from Alternative Armies, which would work in 6mm, 15mm or 25/28mm scales.
That’s all for this week, hopefully we’ll be back on time next week.
Well the weather hasn’t stopped the members efforts for this week.
We start with Tony F and his Belgian force of towed guns and armoured cars.
Tony has been researching the correct marking for the vehicles.
Some nice attention to detail.
Next up and Charlotte has been trying out a new building technique with papier mache applied to a simple box building design. Will be interesting o see how the texture looks once painted. Now we have Peter M who has been making sci-fi scenery out of old Dr Who toy sets. Most come already painted an with the odd addition here or there can be turned into useful scenic pieces.
Moving on and Stephen has managed to get hold of a horses skull to create a welsh mari lwyd banner.
And finally for this week Felix has finished off a T72, BMP-1 and a Chieftain for some cold war action to come.
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