Hyperian Wars: Escalation! A7V Steampunk conversion

Dan and I have been busily working our way through the four – FOUR – boxes of Miniknight Ratmen we wound up buying last year, and don’t y’all be fretting as there’s a big update coming on them. But in the meantime, we’re planning a sequel to the last Hyperian Wars battle report – after a taut pitched battle against the Sky Marines of the Grand Alliance, the Virum Nascii are going up against the massed armies of the Ancien Regime.. and with Dan in the hot seat for the little furry guys, I found myself flying the flag for humanity…

Enter the first ever papercraft either of us made, way back in 2015….

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Yeah, not great. But the Ancien Regime are going to need every bit of firepower they can get on Friday, because those rats are lethal. So a few nights ago I decided to attempt an upgrade:

Took the original ( a papercraft download from “Landships II” of a 1/72 A7V) – added the rubber holder from the end of a pencil for the main gun, green stuff and guitar string cut offs for the repeater rifles in the nose, drinking straws for the exhausts
Crosses from a foamboard castle kit that Dan’s kid got for Christmas, rivets are dobs of PVA glue added with a bent paperclip

Then came the repaint – grey basecoat, washed with thinned black ink, pin wash pf smokey ink , red and yellow for the detailing, silver washed with blank ink for the metallics. Spot of sponge chipping with craft black paint and drybrushed earth tones for mud, banners drawn out, painted freehand and then wrapped around a paperclip rolled straight (ish) with a rolling pin. And the result…

Oh yeah, and brass painted with craft paint and washed with brown ink, tracks added with cut up IDE cables. Pictured here in situ with some Ancien Regime troops on patrol!

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 Half Term Hijinks Pt. 1 – Hyperian Wars (1/72 Fantasy Steampunk Wargaming)

It’s the half term break here in Ye Olde England, so our little group has been able to cram in a little more game time than usual (yep, the teaching profession has its upsides..).. Our regular readers may have noticed that we’ve gone for a bit of a fantasy vibe recently, turning the Apocalypse: Earth game mechanic to new pastures.

The world of Hyperia, mankind’s new home across the stars.. colonised by refugees from a dying Earth more than twenty centuries previously, mankind has learned to abandon the crude technology of its past, embracing Vril and Magick.. mankind has learned to coexist with the native Stoc’d and Ee’la races, and help them face the Terrors that inhabit the world’s core. But as is the way of mankind, we cannot remain united for long.. now across Hyperia, different realms do battle for the precious resource of Vril.

To the West, the Grand Alliance commands a network of skyways and oceanic shipping lanes across its network of islands. Mighty skyships ply their trade amidst the islands, archipelagos and vast floating cities of a thriving economy with new inventions pushing technological barriers every day. Their elite Sky Marine Corps are the envy of every power on Hyperia. But the Alliance is built on the vital resources of liftwood and Vril, and both of these are becoming rarer by the day.

On the central continent, the realm of the Ancient Regime holds sway – their ruling families tracing their roots back to the original colonists who crashed to Hyperia on the fateful day that brought our race here. Their numbers are vast and they have a firm mastery the arts of wizardry – a Grand Army of the Ancient Regime is a fearful sight to behold, their vast columns of swordsmen, cavalry, riflemen, armour and their elite wizardy cadre represent a powerful force, but their empire is stagnating. Rituals, feudalism and a distrust of technological research has stifled new thinking and innovation.

So, our first playtest battle used the Ancien Regime and Grand Alliance armies detailed last month – no points values at this stage, and the objective was control of the central rocky gulch. Great fun was had, and I’m stunned how closely matched the forces were considering list balance was largely guesswork!

Both sides faced off with objective in central gully – superheavies (the Ironclad and the Dauntless) deployed to use cover, with the Grand Alliance planning to whittle down and counterattack their far more numerous opponents, while the Ancien Regime forces detailed their two Grenadier squadrons to take objective, while the massed musketeer regiment would cover the more open left flank pinning down any opposition, whilst finally the Cuirassier cavalry and A7V light tank would sweep around right and crash into Allied lines.

The game started with largely ineffective firing on both sides as the forces closed, jockeying for position – Allied forces shot down a few infantry while Ancien Regime grenadiers and armour stripped powerfields off the Dauntless – then Ancien sorcerer conjured a lightning storm to cripple the skycutter’s control systems. Nonetheless, the Dauntless’ missiles blew weapons off the A7V, which the enterprising driver then used as cover to support scything cavalry attack into Allied lines that wiped out No. 3 squad. Sky Marine rifle fire from no. 2 quickly shot down the Cuirassiers and close assaulted the tank, losing five of their number but immobilising the beast and therefore rendering it harmless, while No. 1 squad exchanged fire with the musketeers and HQ fired into the ranks of Grenadiers

The Dauntless shook off lightning storm and recovered to hide and ambush Ironclad, washing it in Vrilfire and denuding it off its port side Maxims, eventually immobilising it and then destroying it completely at the cost of her missiles and a damaged engine. Meanwhile, rifle and mortar fire raked the Grenadiers, whose A squadron charged the Sky Marine command group and wiped them out. In their turn, these men were blown apart with grenades and B squadron fell to one survivor.

In an astonishing move, this heroic Grenadier charged the remainder of No.2 squad who promptly surrendered and became POWs! The shame! Meanwhile the Dauntless crew finally hunted down incinerated the sorcerer who had caused them such misery. As she closed on the Musketeers, No. 1 squad charged to rescue their pals, and the Musketeer colonel turned to see a listing, smoking Dauntless hovering over his men, cannon and Vrilfire thrower at point blank range. Realising there was nothing to be gained by sacrificing his men to a horrific agonising death, the colonel raised his hands in surrender, bade his men do the same and led the survivors into captivity..

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Terrain laid out – objective in the centre
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Deployment – Grand Alliance Sky Marines in the foreground, serried ranks of the Ancien Regime in the background..
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Battle is joined! The mighty Ironclad anchors the centre while the cavalry make use of cover..
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The Dauntless weighs in..
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Wonky camera angle, sorry! Cuirassiers crash into the Sky Marine lines..
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Grenadiers assault the objective – Sky Marines are struggling at this point against sheer weight of numbers..
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Grenadiers charge and wipe out Sky Marine HQ!
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Duel of the superheavies – Ironclad vs Dauntless
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“Surrender or die!”

Result – Grand Alliance victory, by a hair’s breadth!

Lists –

Grand Alliance

Command group – KIA

3 x rifle squads 1 KIA, 1 3 survivors, 1 7 survivors

Dauntless – damaged

Ancien Regime

Sorcerer in chief – KIA

Grenadier regiment divided into A & B Squadrons – KIA

Musketeer regiment lost 13 men out of 48

Cuirassier cavalry squadron – KIA

A7V – mobility & weapon kill – effectively destroyed

Ironclad – destroyed

Altogether, awesome game! A few pointers which we’ll take into the next playtest (more varied spells, pin down exactly how power fields regenerate etc) but overall a resounding success. Props to Dan for being an always challenging and sportsmanlike opponent, and stay tuned for more Hyperian Wars!

Mega Summer Update -1/72 Wackiness!

Crikey, I blinked and I almost missed August! Well, we’ve been busy down here at Skinflint HQ, with a variety of different projects – so apologies, this might not be the most focused of posts, but there’ll be plenty of 1/72 weirdness to enjoy..

First up – terrain!

This is a tele-logistics hub for the Atlantic Alliance logistics corps – in the fluff, alien tech captured at Roswell in 1947 led to the Philadelphia Experiment a few years later, which failed in its original purpose but the side effects led to Alliance scientists mastering teleportation. However, seeing as the setting is the mid-1950s, we did’t want Star Trek-style transporters as that wouldn’t fit the story.. how could the world fall into an endless apocalyptic Second Great War if all Churchill or Eisenhower had to do was beam a bomb into the centre of the Kremlin?

So there are limits. A teleporter can’t transport live organic matter as the computers of the day don’t have the power to reassemble it, so it’s strictly limited to supplies. And you can’t just beam anything anywhere, there has to be a homing beacon set up – these beacons are known as hubs, and they are an essential part of the Allied war effort, far less vulnerable than conventional naval convoys.

So this little puppy is built from a variety of household junk – beginning with a CD spindle, and adding various bits of miscellania – the hoses you see are used guitar string cut offs -given a black undercoat, drybrushed with metallic paint and then details picked out and highlighted. It made a great objective in our last game!

Next up – Steampunk Fantasy WW1!

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These are Airfix WW1 British infantry, to double as Grand Alliance Sky Marines for our steampunk/fantasy A:E adaptation, “Hyperian Wars”. They were part of an Ebay haul from a few years back.

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Sky Marine rifle squad
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CO – moustache and sabre firmly in place!
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Command section – signaller, wiring team, mortar crew
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Casualties – these chaps may well make for good objective markers for “Black Hawk SkyCutter Down” style scenarios
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More grunts!

Continue reading Mega Summer Update -1/72 Wackiness!