Friday, 8 April 2022

Coastline Ideas

I trimmed these articles from Wargames Illustrated back in May (ish) 2000 and over the years I’ve often been tempted to put Gary Chalk’s brilliant tutorial in to practice. A tidy up of storage facilities here at the table now gives me the opportunity to begin what I expect will be quite a lengthy project!



The first step will be make some generic coastline tiles, to which end I’ve sketched some ideas for Colin at Charlie Foxtrot Models to work his magic upon. My technical drawing skills are limited so I hope he can make some sense of my scrawl 😂

A mixture of some resin pieces plus scratch building in balsa and coffee stirrers should give plenty of terrain to represent a little quayside or harbour.

Having some sort of coastline, harbour, etc will add an interesting extra dimension to our games of Chain of Command, Sharp Practice, Bolt Action, etc. A bit of common sense should see us through any rule adaptations to bring ships in to our games. Indeed, I’m already drawing up some simple ideas for Sharp Practice to allow troops to dis/em-bark, sail, swim, launch boarding actions, etc. Big Rich did mention a “Jolly Jack Tars” supplement here (a warm up for the award winning “Lost in Musique” Crisis demo game) but alas that was some time ago.

Many years ago a friend and I expanded our games of Warhammer by developing a set of skirmish rules to enable us to play games set along the Empire’s River Reik, pitting the fearless Reikland River Patrol against gangs of River Pirates and smugglers. The old website is still here. It even won an award at GW Games Day 2001 and got an article in White Dwarf!


















Saturday, 19 March 2022

Blast!

No, not exploding broccoli ... it's one of Orange Dave's new blast markers! Having seen mine, Dave asked if I could make some for him. These will initially be featuring in games of Great War action.

Three smoke "blasts". A couple of sprays of grey primer, followed by a couple of pure white.

Three explosion "blasts". A couple of sprays of black primer, followed by a light spray of grey.

One poison gas "blast". Spray as smoke the hightlight with some green.

This pic might show the green-ish hue of the smoke a bit better. Simply a quick drybrush with Foundry Phlegm Green light.

These are the armatures on to which I stick the Woodland Scenics foam, using smelly all purpose glue from (UK) Bostik or Uhu. MDF bases with holes drilled for kebab or cocktail sticks.

A trick to help make them slight more durable is to prime the foam with very thin PVA before spraying. Make sure you allow plenty of drying time tho. Thanks for looking!

Sunday, 13 March 2022

ACW Leader Bases

I hope to be running some intro games for potential new recruits to Sharp Practice soon and I thought these would help avoid any confusion as to which card represents which leader. Designed and manufactured by top chum Colin of Charlie Foxtrot Models.

 

All of my Leaders are based on 2p coins, so the 4mm magnet will hold them quite firmly. After my usual basing recipe (Americana Honey Brown, VMC Tan Yellow, VMC Dark Sand and Foundry Boneyard light) I picked out the numbers in thinned black just to help make them clearer.

Sunday, 6 March 2022

Confederate Casualty Markers

To complement the set I made for my Union forces (and as a rest from all the Mediterranean goings on) here are some casualty/shock markers for the Confederates.



All metal Perry figures.

Tuesday, 1 March 2022

Crete Campaign: Game Four

Game four of our exciting "Kampfgruppe von Crete" Campaign sees some of the Australians of  2/1st Battalion diverting from the main attack on Pervolia to tackle a German force holed up in an Olive Oil factory.

I got a hefty 13 points of support for this battle and was very tempted to bring along either the Matilda or the MkVI again, but as this action was initially considered to be a sideshow to the main performance, I felt that the scarce armoured resources should be unavailable, at least to begin with. This seemed to fit the narrative best.

So my choices were: Additional section of regulars with JL,Vickers MMG & emplacement, Universal Carrier with Bren Team & JL and Crafty Cretans - Stavros the elderly sniper. Dave chose an LG40 recoiless gun & JL. We kept our choices secret as that seems more fun.

Morale: I rolled a measly 8 whereas Dave edged ahead with 9. Clearly my Aussies were disappointed to be missing out on the advance to Pervolia!

Here's the situation at the end of the Patrol Phase, before deploying the Jump Off Points (JOPs). I'd been lucky to roll a 5 for my free moves so the Aussies were well along the sunken lane before patrolling really began.

And here's Dave demonstrating the use of two lasers, lol. He seemed to enjoy this quite a bit!
 
 
The results were Dave having one of his JOPs near the house with a balcony, whilst the other two were in or near the factory itself. I had one well along the sunken lane near the obelisk monument, one on the table edge by the vineyards and the last was amongst the trees adjacent to the road.
 
The early turns were quite cagey for both sides. I began by deploying Stavros who, despite his advanced years, was very keen to shoot a few Germans... if only he'd brought his glasses too!
 
Dave muttered something about "Stavros' village" and "swift retribution" ... steady on mate! Anyway, by now Dave had a squad in the balcony house and another in the factory yard. So, before he could bring their guns to bear I determined to launch a diversionary attack on his left flank. I'd rolled two sixes so would have at least two turns to move them across the open fields between the JOP in the lane and factory buildings. At the last moment I decided to have the brave section accompanied by the Platoon Sergeant. I reasoned he'd be able to help out with shock managment and thus keep the lads moving. The aim was to try to tie up as many Germans as possible so I could launch the main attack along the sunken lane, led by the Bren Carrier.
 
However, the vagaries of the command dice meant that Dave was able to get an MG34 team to the upstairs window ... Dakka-dakka-dakka!! Spotting the danger, Sergeant Jones warned his men who dived for cover, but the brave NCO was riddled with bullets. That also took off two points of morale, ouch!
 
Here they are ... the beastly Boches!
 
I was tempted to try for a grenade or two through that little window, but then remembered these chaps were a diversionary force so pushed them on around the corner, led by their brave corporal. Here you can see two FJ squads are now holding the factory yard and their attention is firmly focussed on the advancing Australians.
 
Time to get the main attack going! Brmm, brmm! Here comes the Universal Carrier. Stavros has been doggedly potting away at the FJs and inflicting shock but not any actual kills.
 
This more like it. Deploying from the JOP in the lane (the signpost vignette) a section follows the UC so as to gain some cover. Being at the end of the sunken we decided the UC was in a 'hull down' position and could let rip with its Bren. The FJs in the balcony house were coming under instense fire but very few kills were inflicted as 5's and 6's were proving elusive.
 
To help tip the balance in favour of the Allies, an emplaced Vickers deploys from the vineyard and pours a hail of bullets in to the balcony house. The FJs started falling and Dave attempted to pull them back. That should make the advance somewhat easier.
 
BOOM!! "What the ruddy hell was that?!" A shell narrowly misses the UC, carving a hole in the dusty road.
 
Dave reveals his support option. The (soon to be dreaded) LG40 team trample the veg garden to deploy with an excellent line of sight along the lane. By the way, the small shell casing in the road is one of Dave's shock markers for one of the teams in the house.
 
Meanwhile, over at the olive oil yard, the troops happily exchange grenades. However the Australians got the worst of it by far. Corporal Deacon heroically caught a German grenade mid-air but as he attempted to hurl it back, it detonated ... blowing him to smithereens. Another point off my morale, down to 5 points now, eeek!
 
A second shot from the LG40 misses entirely so the UC pushes on to allow the infantry to follow behind. A third shot also misses. The fourth hits but amazingly the little vehicle suffers nothing more than scratched paintwork! By George ... that's more jam than a whole tin of Robertsons!
 
Sensing an opportunity, Dave's FJs resume occupation of the balcony house and get some shock on to the Vickers near the vineyard. I also had a feeling the decisive moment of the battle was fast aproaching so brought up another section behind the UC. Stavros kept up a steady stream of invective along with some shooting from his aged fowling piece, but for no result.
 
As the shock was mounting on the Vickers team (no casualties tho!) I deployed my Lieutenant in to the vineyard to help bring things back on to an even keel. Here he is looking reassuringly calm with a pipe full of best rough shag and a large mug of hot tea.
 
Dave's LG40 team finally got their collective eye in and a 7.5cm shell tore though the little tracked vehicle. Amazingly the crew were shaken but unhurt and immediately de-bussed on to the road.
 
The sections both made a break for it and ran pell mell for the olive oil factory yard. It would be a fierce tussle but there was no other option. However, the moment of decision had come ... the balcony house was by now crammed full of FJs and they began by concentrating the firepower of two MG34's on the Bren team in the road. Both the team and their JL were shredded. The loss of the UC support option caused a 2 point drop in morale, from 5 to 3, and the loss of the accompanying JL inflicted a further 2 points, from 3 to 1. So we called it there!

Yes, Dave's FJs had held the factory. This was all very historical as the initial attacks were repulsed after heavy fighting. Eventually the armour was called in to help dislodge the stubborn foe. As with the earlier games, the butcher's bill was relatively low although the FJs had the best of it. Anyway, another absolutely cracking game of Chain of Command with good chum Orange Dave. Thanks matey!

Tuesday, 22 February 2022

Saga Age of Magic

“In a land of myth, and a time of magic…”

Yes, good chum Orange Dave has lured me in to trying out Age of Magic.

I’ve played a lot of Saga (first edition) over the years mainly with Saxons, Vikings and Normans, so I’m familiar with the basic game mechanics although second edition is obviously going to be a bit different.

My plan for this gaming year is to get a few projects finished, so this “new” project might seem at odds with that aim. However, I’ve had most of these figures for ages, only the big fellow was a recent purchase. These are some of my favourite Foundry figures and I’m really looking forward to painting them.

Here’s my force primed and ready for painting.

A unit of 8 elite warriors (Hearthguard, 2 points)

Two units of 12 warriors (3 points)

A unit of 12 archers & slingers (Levy, 1 point)

The Wicker Man... or 'Alan' is I like to call him. (Monster, Titan, 1 point) He’s from Crooked Dice games (here) and is beautifully cast in good quality resin.

A War Mammoth! (Monster, Behemoth, 1 point) You can usually only field one monster but it's nice to have options. Kindly gifted to me by good chum Colin.

My force will need a “Sacred Ground” terrain piece so I’ve cobbled together some items from the bits box. The spot marked X will be occupied by a rather war-like female Celt warrior from Colonel Bill’s Belt Fed range. I’ll also add some weapons and other grisly trophies such as severed heads on poles, etc.

I've also picked up these resin standing stones from Nigel at The Square (FB link). He attends quite a few shows on the circuit and his stall is well worth perusing, great quality at amazing prices, plus a range of scales catered for.

I have a small unit of Celt Noble cavalry and a chariot too, so if the game proves to be as good as I hope then I have some options for varying or expanding the force.

My Romans are basically done, although a few cavalry need finishing off so might swap them for a Roman themed monster? Some sort of mythical beast (whilst possibly more Greek than Roman) would be suitable.

I need to source a more “wizard-y” looking figure than the bearded chap on a horse? A Germanic Shaman-lady might do the trick.

The theme here is the Conquest of Gaul & Britannia but with Monsters, Myth and Magic! Oh, and extra points to anyone who recognised the source of the opening line of this post 😎

Wednesday, 16 February 2022

Orange Dave’s Saga Cairn

As readers will know I occasionally blog about Orange Dave’s modelling exploits, mainly because he’s too busy dealing with groupies, fans and signature-seekers, etc. Here's some of his recent work. It's a faction specific terrain feature for use with Undead in Saga Age of Magic.

I think the basic idea is that units within a certain range of this feature get to re-animate fallen warriors? Or perhaps magic is more effective? I'm not really sure, lol! Anyway, I thought Dave was joking when he sent me this picture. But there is a base under those stones.

Ah, now with added skellies.

Here's a couple more pics.



Thanks for looking 😎