Sunday, 25 September 2016

6mm French 8lbers

So, stepping away from the 28mm Judge Dredd project for a moment, I rewound to the 6mm Napoleonic project. From giants to midgets. 

I have not painted any 6mm figures sice before we moved house, so to ease myself back into the small stuff, I painted some French artillery as attached tokens. I had done these with the British and Brunswicks, but not for the French yet. They are 8lbers from Baccus:

Each is mounted on their own square MDF base.

So when they are in use in a game they will rest on the back of the Brigade bases to show that the unit has extra firepower.

I am considering making an artillery base that has square cut-outs to place these pieces in to make a battery, but that is something I have yet to tackle. It may not look as good as I think it will in my mind...

Thanks for reading!

Wednesday, 21 September 2016

100 Years of the Tank

On Sunday, Ninjasaurus Rex called over for a game of Judge Dredd, or so he thought. I told him that's what we would be playing, however, given that the 15th of September was the 100th anniversary of the Battle of Flers-Courcelette and the first use of tanks in warfare, this was a perfect opportunity to try out the tank rules for The Great War board game, something we had not done yet. Obviously the scenario we were playing was the Battle of Flers-Courcelette, one of the scenarios in the rule book. This game was carried out 100 years and three days after the actual battle.

I took the attacking British, the infantry were helped by three Mark Is; two Female, one Male and he took the defending Germans, some of whom were based in concrete bunkers. This was going to be one hard nut to crack.

After rolling for the no-man's-land cratering my tanks set off with some infantry support behind them. So far, so good, none bogged down as they plodded their way to the German lines.

The middle Male tank waddled over the barbed wire and attacked a group of Germans cowering in some shell craters. The defence was soon smashed and the tank rumbled on to over run their position.

On the right flank a group of German bombers were similarly dealt with and the tank straddled the German front line. They seemed to be invincible at this point!

Meanwhile in the centre, getting the Germans out of the block houses was proving difficult as artillery fell around the two tanks, both now bogged down and vulnerable to attack!

All three tanks had bogged down at this stage and my infantry had barely left their trenches. The command cards I was pulling were not good enough to get a general advance going, so everything seemed to be stuck!

I was able to unbog one tank on the right flank and with the help from some of the infantry that I had managed to push forward the advance continued!

Keeping up the pressure on the right the German defenders faced a combined force of tanks and bombers!

Then on the left flank the other two tanks freed themselves from the mud and poured fire into the bunkers, with the destruction of a machine gun and infantry unit I had the six victory points I needed to win!

This is how it looked on the final turn of the game. This had been a particularity tough fight despite the tank's great start. My infantry had hardly moved and those that did were battered by the German defence.

Had the game gone on for one more turn, then victory would have been handed to the Germans. They were on five points at this stage and just needed to destroy another British unit to win and they were facing a couple of badly damaged units. Fortunately for me, they were not allowed this opportunity!

The tank rules were slightly complex and took a bit of reading to work out properly, the one thing missing from The Great War is a good play sheet and we were looking through the rule book a bit too much. Maybe it was the first game using tanks, we'll see when we use them again! They seemed pretty tough to kill, having to score a hit on them and then effectively having to roll a six to cause one point of damage from a total of two. Once this was realised, Ninjasaurus stayed well away from attacking the tanks and concentrated his fire on my soldiers instead. However, they didn't seem to over balance the game too much as it was a close result.

In other news, Plastic Soldier Company have also started a new Kickstarter, this one is for Quartermaster General: 1914.  If the other QMG games are anything to go by this will be good. I have already put my money down!

And a bit of advertising for me, I am still selling some British WW1 20mm figures on ebay. Take a look HERE. Have a look through my other items as I have few wargaming items and board games on there, like these copies of Miniature Wargames.

Thanks for reading!

Sunday, 18 September 2016

I Predict A Riot!

Another week has passed without me getting any painting done. However, this weekend, I was able to finish off the final two Judges from the box set I bought for my birthday; the two Riot Judges. I was surprised to only have two of these models in the box and would have thought a better idea would be to have a box full of them! You'd hardly get two on their own during a riot... 

Anyway, one of these is armed with a daystick and the other with riot foam.

Like, I say, it have been nice to have a few more poses of Riot Judges, that would make for a really interesting scenario... I'm sure these will be put to good use though!

Now, I need to save up for a box of opponents, maybe some fatties or Juves. But that's for the future. 

In other news, I bought a copy of Lion Rampant, the Osprey Medieval wargames rules. Dean has been muttering about it for ages and I have been eyeing up Peter Pig's Viking figures for years now. The rules look good at first glance, not too complex and with an army of about forty figures, easily put together and for a low cost. Keep checking back for updates as I start ANOTHER NEW project...

Sunday, 11 September 2016

Monkey Magic!

This weekend, I finished off the remaining apes from the Ape Liberation Front for my 28mm Judge Dredd project. The four were painted the same as the first two and were pretty easily done:

And from the rear:

So that is six apes altogether, all armed with late 20th Century weapons. I think there is probably enough for a small game of Judge Dredd with these and the Judges that I have painted, so I will try to get a game in soon.

When I do, expect an AAR and lots of photos! But until then, thanks for reading!

Wednesday, 7 September 2016

Take Your Stinking Paws Off Me!

On Sunday I was again able to sit down and do a lot of painting whilst my better half worked on funding applications. I continued my new Judge Dredd project, this time turning my attention to the Ape Liberation Front, a more militant version of the Ape Gangs that inhabit Mega City 1. These were some 28mm ape figures that Dean had given me to paint. I couldn't tell you where he'd gotten them from, but they are obviously a modern take on The Planet of the Apes.

I put the hairy fellas in an urban camouflage scheme. The guns have been traded with some Muties who stumbled on an ancient 20th Century arms stash in the Cursed Earth (or that's my story, at least...)

There's four more ape figures to paint in this batch and I'll get to them soon enough. I also painted two more Judges, this time a female PSI Judge and specialist weapon Judge carrying a Widow Maker SMG.

I'm not very keen on the pose of the specialist Judge, it seems a bit ungainly. Another slight gripe, though.

Well, that's a few more figures done. As you can see I have yet to finish the bases, I am waiting for some 28mm litter to arrive from Black Cat Bases. There is only two more Judges to complete from this pack and then I might go looking for more...

Thanks for reading!

Sunday, 4 September 2016

Your Move, Creep

For my birthday in July, I treated myself to a box of Warlord's Mega-City Judges box set. Unfortunately, because of the house move they have been sat on the side waiting to be painted. However, I recently got the war room into some form of order and put up a painting table. I then wasted no time in getting the figures prepped for painting and on a free Saturday managed to paint four of them. Rather than re-inventing the wheel, I followed the guidelines from a BLOG I found that had good instructions on painting the figures. I wanted my Judges to emulate the comic art of 2000AD, so it was a perfect way of tackling my figures.

The first two are bog-standard street Judges, one with two Lawgiver pistols.

And from the rear. Obviously, Warlord had used a couple of different sculptors for these figures as the uniforms are not... ahem.. uniform. I've also noticed some discrepancies amongst their entire Judge range. I'll not loose sleep over it though, it's just a minor gripe.

The two cadets are nice figures and will be very useful for training situation scenarios.

I copied the colours from the comics, everyone has their own interpretation on the Judge uniform and I am happy with how these turned out.

They were nice to paint, as there wasn't many colours, but the highlighting was fun and something that I rarely get to do with my usual scales of 6mm and 15mm. I am unsure what to do with their bases as they look a bit bare, but I don't want to cover them in rubble as Mega-City One is not in a continual state of destruction and Rockcrete is pretty sturdy stuff... It may just be a case of painting some white lines for street markings, but it's something I'll give more thought to.

In other news, I am selling a small collection of Wargames Illustrated from 2011 on EBay, there's eleven copies, please have a look HERE

Thanks for reading!

Wednesday, 31 August 2016

The Quest for the Golden McGuffin

On Sunday I met up with Ninjasaurus Rex for a game he has been working on in recent months. Inspired by Jason and the Argonauts, he has turned his attention to Classical Greece, but with all the fantasy elements of the quest for the golden fleece thrown in with a heavy nod to Ray Harryhausen. He has been painting some 28mm figures for the game and you can see more about them on his BLOG. There's no point me going over old ground. However, the game is a skirmish based on Warhammer Fantasy Battle Third Edition, which was probably the last good version of Warhammer before all the special sauce made it unplayable. The new version uses the same stats for armies as in WFB, there's no point reinventing the wheel. But, by amassing all the die rolls in to one (roll to hit, toughness versus strength, saving roll, etc) Warhammer becomes a bucket of dice game that is now fast play. In an attack, the attacking player takes the number of dice equal to the character's Weapon Skill and Weapon Strength along with any modifiers for charging, fighting uphill, etc. Meanwhile, the defender rolls a number of dice equal to the defender's Weapon Skill, Toughness and any armour bonuses. Sixes are wounds and each wound caused is paired off until one or the other has more, the resulting wounds are checked against the character's Wounds (usually 1) and any in excess kills the character. Pretty quick, pretty tidy and a lot less clunky than WFB...

Each figure has two basic actions per turn, these can be used to move or fire/throw a weapon. Hand to hand attacks occur automatically when figures come in base to base contact, but are a turn's full action if the figures begin their turn in hand to hand. So if you begin a turn in contact all you can do is fight or attempt to withdraw, which will allow for a second action if successful. There is also a chance to take a final third action as long as the figure passes a Leadership test.That's the basic rules, we added a couple of extra rules as we went and the whole thing needs a bit of fleshing out.

So this Sunday's game was a playtest of the core rules to see if they actually worked. It was to be a skirmish between Satyrs (him) attempting to gain the Golden McGuffin from the skeleton defenders (me). The Golden McGuffin was held in the temple in the centre of the board.

There were six Satyrs all armed with spears and one with a hunting horn.

There were four skeletons initially, but more could be generated if any of the original defenders took a hit.

The skeletons began the game in the temple, whilst the Satyrs entered from the top of the board. The temple had to be entered via the door on the front and if any Satyr got in the game would end in their victory.

As the Satyrs advanced over the rough terrain, the skeletons were alerted to their presence and began to emerge from the gloomy temple.

The Satyrs split their attack as they crested the rough ground.

I thought the best way to stop the offensive was to bring the pain to the Satyrs and sent my four skeletons around each side of the temple, trying to head them off at the pass.

The two sword armed boneys rushed in to attack the Satyr horn player and another grunt.

The horn playing Satyr failed his fear test and turned tail and fled, the skeleton got an attack in, but was unsuccessful. Not so in the other combat, where the Satyr was cut down by a sword blow. One hit, one kill.

Then the other two skeletons threw their javelins and claimed a second Satyr.

However, it wasn't all going my way, the Horn playing Satyr rallied and threw himself back at the skeleton who had shamed him. He was successful in his attack and knocked the skeleton on his back. We decided that skeletons should be hard to kill and would only be killed when knocked on the floor if three hits (on a 6) would destroy them completely. Otherwise, they had a chance to get back up (rolling a 5 or 6 as a full turn's action).

Whilst a Satyr used his extra move to rush the temple, the skeleton hopped back up and killed the horn player. Another blow for the Satyrs.

Two skeletons attacked the single Satyr on the right hand side, we ruled that when two or more attack one the attackers add one dice per extra figure to their poll, meanwhile the defender removes one dice per attacker.

Sensing danger, one of the skeletons returned to the temple doorway to defend against the threatening Satyr.

The plucky Satyr managed to knock down one of the attacking skeletons.

Meanwhile, the other two Satyrs threw their spears and knocked down two skeletons.

This triggered the possibility of more skeletons emerging from the temple. I rolled three dice and got two new skeletons!

The Satyr on the right used the withdrawal roll (by testing against his Leadership) to disengage from the two skeletons, but was quickly caught up by one of them.

The Satyr was not killed but failed his fear test and ran.

Back at the temple, the Satyr who had nearly got inside fell back from the threatening skeletons.

These three then rushed the two Satyrs.

The same was happening on the right hand side.

Two of the Satyrs were quickly despatched and the game was very nearly over.

The final Satyr was brought down by a javelin wielding skeleton.

And the game was mine, all six Satyrs were killed without a single skeleton lost. The reworked rules seemed to work and made for a fast game; we had a conclusion reached within two hours and that was with working rules out on the hoof. I'm looking forward to the next game. Warhammer has a good game at its heart, but all the bolt-on nonsense made it unwieldy, however, this game proves the core rules are workable.

I am also still selling 122 military and history books on EBay (ends on Saturday), if you are interested, here is the link to the EBAY SALE

Thanks for reading!
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