Although I have all the corridors and rooms I need from my Hirst Arts casting, additional furniture is always useful. I discovered the Twisting Catacombs Kickstarter from Zealot Games a couple of days ago, lots of great furniture and other useful bits for anyone running a dungeon crawl.
https://www.kickstarter.com/projects/1207385459/twisting-catacombs-miniature-dungeon-scenery
Only 3 days left as I write this, well worth a look!
Wednesday, 29 October 2014
Friday, 24 October 2014
Veni Vidi Vici waterslide transfers
All my armoured vehicles are looking rather anonymous, lacking any sort of ID markings. In order to correct this, I've been looking at various waterslide/dry-rub transfers (or decals if you prefer). I do have a huge stock of old WWII markings and a few modern vehicles, but most of them look too.. well, too WWII really. After perusing a range of web sites, I've settled on some Veni Vidi Vici transfers:
I need logos which can be used on a large number of vehicles - this swooping Eagle is just the sort of thing I'm after for my Neo Colonial Commonwealth marines, reflecting how they'll swoop down from orbit onto their enemies. (OK, so the counter-insurgency fighting they've been involved in on Charity and Gordon's Gamble has made the "swooping" part rather difficult but you get the idea!)
I thought these wolves heads are different enough from the standard GW sort that I can use them without people going "Oh, Space Wolves!" when they see them!
Nice heraldic beasts, and this time available in 3 different sizes! I would have gone with these designs for my NCC marines but I'd have needed so many sheets and would have ended up with so many unused ones that I used the Eagles instead.
How could I resist adding a set of biohazard/radiation/explosive/poison/electrocution/laser/low temp warning signs to my order?!
I liked these Lion's heads and the rampant Lion is nice too. I was very impressed with the service - I ordered Sunday evening, had an e-mail Monday lunchtime to say they were in the post, envelope arrived Tuesday morning - excellent! All the transfers I've shown above are available in a range of colours but I've mainly gone for simpler designs in plain black so that they'll be easier to see on the vehicles.
So, how do they look on the models?
I'm very pleased with them, now all I need to do is print some ID numbers onto the clear waterslide transfer paper I've bought - no-one had numbers in the font I wanted and because I want 3-part numbers, using ready-printed decals would have involved lots of individual numbers, trying to get them all lined up neatly. Far easier to print my own - assuming it works!
I have used up a few of my old transfers too...
This small armoured river boat from The Scene has WWII German tank serial numbers, bow markings from a Hind-D gunship and a red triangle on the roof from a GW Space Marines transfer sheet.
My Spartan or Phalanx Destroid / Longbow BattleMech has a range of transfers from WWII German PzIII and an old GW Predator tank from the mid-1990s. It still needs varnishing to hide the carrier film better!
All these transfers have been applied onto gloss Pledge/Future floor polish with some Humbrol Decalfix and a top coat of Pledge/Future to seal them in.
| Swooping Eagles |
| Wolves |
| Heraldic mythical beasts in 25mm, 15mm, 10mm |
| Hazard signage |
| Lions and more |
| Detail of above |
So, how do they look on the models?
| Claymore APC |
| Goanna scout car |
| Lancer APC |
| Lancer APC |
| Outrider scouts |
| Sabre MBT |
I have used up a few of my old transfers too...
| The Scene armoured boat |
| Spartan/Phalanx Destroid / Longbow BattleMech |
All these transfers have been applied onto gloss Pledge/Future floor polish with some Humbrol Decalfix and a top coat of Pledge/Future to seal them in.
Saturday, 20 September 2014
Sheringham 1940's weekend
Sheringham 1940's weekend. Sadly a rather misty day so no Spitfire flypast as planned! Not much in the way of vehicles apart from the occasional jeep or civilan car but lots of people in suitable '40's clothing, a few of whom looked rather familiar...
| "Don't tell him Pike!" |
| Mr Jones the Butcher. |
| 82nd Airborne |
| 2 young(?) lads ready for evacuation. |
| Liberation by the 82nd Airborne at Nijmegen. |
| The George Stephenson |
Monday, 15 September 2014
Matchbox reinforcements
I've finished adding assorted stowage to lots of old Matchbox vehicles recently, most or more-or-less ready for painting now. These will mainly be reinforcements for the Charity Freedom Alliance who have had to make do with unarmed APCs up until now.
Stowage has come from the fantastic new Brigade Models stowage sets, also a few old resin ammo crates, plastic girder off-cuts plus lots of hand-sculpted stowage rolls. Being second hand, lots of these were very well played-with and have wonky wheels and bent axles so I've had to snip a lot off! Hopefully some new axles from brass rod or steel piano wire will be suitable to replace them.
Stowage has come from the fantastic new Brigade Models stowage sets, also a few old resin ammo crates, plastic girder off-cuts plus lots of hand-sculpted stowage rolls. Being second hand, lots of these were very well played-with and have wonky wheels and bent axles so I've had to snip a lot off! Hopefully some new axles from brass rod or steel piano wire will be suitable to replace them.
| Lots of wonky axles - wheels snipped off, new axles to come! |
| All ready for undercoating! |
| Weasel armoured cars with Brigade stowage and Milliput canvas rolls. |
| SP gun with pintle mount and assorted stowage, 2 more Badgers. |
| Stoat scout cars with Brigade and Milliput stowage. |
| "Frost Fighter" 4-track and another Stoat. |
Thursday, 11 September 2014
APC ambush!
Last Sunday at the Old Buckenham Bone Crushers was an opportunity to try out the Hammer's Slammers rules which I received for Christmas. I'm sure we've used them incorrectly but after a false start we did manage a pretty good game!
Fighting on the planet Charity continues as the Armed Forces of the Charity Freedom Alliance prosecute their campaign for independence. Neo Colonial Commonwealth forces defending Charity's food distribution centres are coming under increasingly heavy attack. On this occasion, a Neo Colonial Commonwealth APC has been ambushed; with 4 casualties and a damaged vehicle, a relief column is being sent to render assistance. The action takes place in Premloc Junction, a small settlement heavily damaged during earlier battles on Charity. No building remains undamaged but repair work has started and containers of materials are stacked alongside the road on the outskirts of the settlement.
The APC is located about 2/3 of the way along the game area, very close to the junction which gives Premloc Junction its name. AFCFA troops have emerged from their APCs and are filtering into the ruined buildings in preparation for an attack against any NCC rescue force.
4 NCC marines are still able to fight. Can they defend the APC until relief arrives?
The NCC commander sends in his Sabre MBTs first. One breaks right to move round the flank. A Lancer heavy APC follows close behind the second Sabre. Outrider Scout vehicles skim up each flank. The commander remains safely in the background in his Gladius medium tank, the medical APC and engineering vehicle with him.
With these being Old Crow vehicles, there were plenty of stats for similar vehicles in the Slammers rulebook. Although not exactly the same, I used the info for the Terran HALO HSAG13 Angel heavy tank as the basis for the Sabre.
Our initial game was to be regular NCC troops vs green AFCFA troops. After a first turn of firing in which no-one managed hit anyone else, we decided to replay from the end of the first movement phase as Veteran NCC and regular AFCFA!
The AFFCA commander supervises the action from his fire support vehicle.
The lead Sabre targets the AFCFA commander. Will their shooting be any better this time?
AFCFA commander spends all his leadership points moving squads up into the ruined buildings. The flanking Sabre fires into the building, setting one corner on fire and killing the fireteam hidden inside.
Hopefully they can get into a position from which they can overlook the ambush site.
The Sabre's anti-tank missile fires its warhead in through the top of the fire support vehicle's hull. Kaboom! Goodbye to the AFCFA commander!
An AFCFA missile team are similarly lucky in hitting the Sabre in retaliation. It too is destroyed. More missiles, buzzbombs and SAW gunfire are ineffective against the other tank and the scout vehicles but the squad of NCC marines by the damaged APC are mown down by gunfire.
With the start of the next turn, the Lancer moves forward over the destroyed tank (a useful feature of grav vehicles!) and the 3 squads of infantry debuss ready for action.
The Lancer is armed with twin rotary cannon which make it particularly effective against infantry, ideal for suppressing the enemy while their own troops move into cover.
This time an AFCFA gun team were the unlucky ones, they were wiped out instantly.
The NCC commander uses extra leadership points to move one of his Outrider scouts twice. AFCFA squads are caught in the open, pincered between the 2 outriders and the Lancer, but 2 of the 3 squads of NCC marines have already fallen to the combined fire of several enemy units.
With the "mounting chaos" rule, leadership points are lost as troop
units are destroyed. Because leadership points (each turn roll 2D6 and
add leadership rating of commander) are used to move units, as troops are killed, so your points pool reduces. AFCFA were unable to move any units after the second turn, leaving the NCC troops with free reign to manoeuvre and pick them off at will.
An example: 3 fireteams caught in the open - one unit wiped out, another with 3 suppression markers (suppression marker means the unit was hit by enemy fire but was not damaged), the last with 2 suppression markers. Once a unit has 4 suppression markers it is removed from the game.
More Sabre fire against a building - 2 ATGWs and the main gun do so much damage that the entire building collapses, killing everyone inside. Other AFCFA units have accumulated 4 suppression markers which mean they are removed from the game, presumably because they've run away! With around 15 units fled or dead, including the commander, AFCFA forces surrender and withdraw en masse.
An enjoyable game once we got the hang of it. The loss of leadership points as units are destroyed certainly played an important role. I did spend a lot of time flicking back and forth through the rules, I think they could be set out slightly better but I like the overall mechanics.
NCC vehicles from Old Crow. AFCFA vehicles converted from Matchbox. All figures from GZG (NAC Marines and New Israeli hardsuit troops).
Fighting on the planet Charity continues as the Armed Forces of the Charity Freedom Alliance prosecute their campaign for independence. Neo Colonial Commonwealth forces defending Charity's food distribution centres are coming under increasingly heavy attack. On this occasion, a Neo Colonial Commonwealth APC has been ambushed; with 4 casualties and a damaged vehicle, a relief column is being sent to render assistance. The action takes place in Premloc Junction, a small settlement heavily damaged during earlier battles on Charity. No building remains undamaged but repair work has started and containers of materials are stacked alongside the road on the outskirts of the settlement.
| NCC relief column. |
| Ambush site - wrecked APC in centre, enemy forces closing in... |
| Uninjured troops prepare to defend the APC until relief arrives. |
| NCC tanks lead the convoy in. |
| One tank moves to secure the flank. |
| AFCFA infantry prepare for combat. |
| Tank and heavy APC approach along the road. |
| AFCFA move through the ruined buildings and take up firing positions. |
| Approaching the wrecked APC along a side street. |
| AFCFA commander's vehicle is taken out by ATGW. |
| NCC tank is destroyed by lucky shot from AFCFA ATGW team. |
| AFCFA troops hug cover as they advance. |
| APC leapfrogs wrecked tank and deploys infantry. |
| APC prepares to provide fire support with twin rotary cannon. |
| AFCFA gun team's last moments... |
| NCC vehicles close in on AFCFA troops. |
| 1 fireteam down, 2 heavily suppressed. |
| Hang on - wasn't there a building there just now? |
More Sabre fire against a building - 2 ATGWs and the main gun do so much damage that the entire building collapses, killing everyone inside. Other AFCFA units have accumulated 4 suppression markers which mean they are removed from the game, presumably because they've run away! With around 15 units fled or dead, including the commander, AFCFA forces surrender and withdraw en masse.
An enjoyable game once we got the hang of it. The loss of leadership points as units are destroyed certainly played an important role. I did spend a lot of time flicking back and forth through the rules, I think they could be set out slightly better but I like the overall mechanics.
NCC vehicles from Old Crow. AFCFA vehicles converted from Matchbox. All figures from GZG (NAC Marines and New Israeli hardsuit troops).
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