It can’t have escaped anyone’s notice that our pet game “Apocalypse: Earth” has been conspicuous by it’s absence so far this year. There’s a fairly straightforward reason for that – the setting is based around a rampaging Soviet Empire under a genocidal lunatic trying to enslave the world and this year that hasn’t really been escapist fantasy, it’s just been.. well, the news. And as such, neither Dan or myself have really felt in the mood for it.
But after spending a month last yearpainting a wholeload of zombies for a specially themed Halloween game, we both rather fancied the idea of breaking out the Atlantic Alliance to fight out a scenario based on the Battle of Yonkers from the brilliant novel (and passable film) World War Z.. if you haven’t read the book – well, you definitely should… if you haven’t seen the film – well, it’ll be on telly again before long, there’s no rush!
Basically the Battle Of Yonkers saw the US military making a concerted stand at the town of Yonkers, NY against a crowd of zombies numbering in the millions. There’s some fascinating descriptions of the effects of MLRS and artillery against the undead, as well as the Land Warrior system (which correct me if I’m wrong, never did make it into service in real life) and the famed “Silver Bullet” tungsten / depleted uranium armour piercing shells.. if you haven’t read it, I won’t spoil it but let’s just say it doesn’t go too well for humanity… the US Army being a finely honed instrument of warfare honed for a completely different war than it found itself fighting.
With this in mind we set up a half urban, half rural board with a bunch of woods on the rural side and ruins on the urban side to represent Yonkers city limits, and put our big group of trusty Airfix civilians (who seem to be forever getting caught up in this sort of thing) in the middle, and with a randomly rolled up mob of zombies either side, homing in menacingly…
We were winging the rules as we went, but the basic idea was that each zombie mob would get reinforced by (Turn Number)xD6 zombies each turn.. and behind the Alliance lines were four spawning points that would spawn (Turn Number-1)x D6 zombies each turn.. trust me, it was simpler than it sounded! At the far side of the table was a waiting APC to shuttle out the survivors.
Well that was a belter! Took a little time to get going but the gradual ramping up of zombie numbers turned what initially looked like a walk in the park for the Alliance into a lethal and cinematic last stand where once again, Buffalo 2-7 died gloriously to a man in defence of freedom! Great fun and hiding out in the gaming shed kept us safe from the attentions of wandering trick or treaters.. bah humbug! X-D
So, what next? What zombie-themed scenario could we investigate for Halloween next year? There’s almost a year to figure something out… drop us a comment and we’ll see you soon!
It’s customary in many a fantasy trope to regard humanity as besieged on all sides by innumerable hordes of vile creatures, united as one in their desire for destruction – but on the world of Hyperia, this ain’t necessarily so! As it turns out, be they human, elf, dwarf, or Baddie (TM) – pretty much everyone hates everyone else in roughly equal measure.
As some of you may be aware, we did a fair few HW games in 2019 and the ratmen kicked some ass and took some names… but then The Great Plague struck and gaming (and thus rule development) all went down the pan. Now, mercifully, we’ve just got potential WW3 to worry about, and until someone invents a facemask that can stop a Satan II ICBM warhead… well, we might as well stop worrying, crack open a bottle and play soldiers.
Dan brought everything he’d got finished, including a commander I hadn’t seen before (!), and because our Virum Nascii horde vastly outnumbers… everything, really, I decided to stick to the basics – warriors, slaves, archers, Plague Priests, Stormtroopers and Warlord. All the special weapons stuff would stay home for now. This was a rough estimate in points values, but also so I could beat him without fear of emotional blackmail – the Orca are tough – thick, but tough – and hit hard in big blocks but have little missile weaponry and no magic (yet).
Rules, for those interested:
Orcs:
Orc Warrior:
Speed
Shooting Skill
CCR
Initiative
Armour
Hit Point
Morale
Notes
12
6
4
2
9
2
Regular
Default: Advance (Assault)
Weapon
Rate Of Fire
Close Range
Penetration
Damage
Hand Weapons
1
Melee
8+D6
1
Orc Archer
Speed
Shooting Skill
CCR
Initiative
Armour
Hit Point
Morale
Notes
12
5
3
2
9
2
Regular
Default: Advance (Assault)
Weapon
Rate Of Fire
Close Range
Penetration
Damage
Bow
1
60cm
7+D6
1
Savage Orc
Speed
Shooting Skill
CCR
Initiative
Armour
Hit Point
Morale
Notes
12
6
4
2
8
2
Elite
Default: Advance (Assault)
Weapon
Rate Of Fire
Close Range
Penetration
Damage
Hand Weapons
1
Melee
8+D6
1
Orc General
Speed
Shooting Skill
CCR
Initiative
Armour
Hit Point
Morale
Notes
12
5
6
3
12
4
Elite
Default: Advance (Assault)
Weapon
Rate Of Fire
Close Range
Penetration
Damage
Hand Weapons
1
Melee
8+D6
2
Orc Shaman
Speed
Shooting Skill
CCR
Initiative
Armour
Hit Point
Morale
Notes
12
5
5
3
10
3
Elite
Default: Advance (Assault)
Weapon
Rate Of Fire
Close Range
Penetration
Damage
Hand Weapons
1
Melee
8+D6
2
Filth (4+): Target friendly unit within 12” gets Poison in melee next time it fights.
Cracks (4+): Target enemy unit within 12” takes 2 automatic hits with AP(2).
Sickness (5+): Target enemy unit within 18” gets -1 to hit next time it shoots.
Lightning (5+): Target enemy unit within 12” takes 1 hit with AP(4) and Deadly(3).
Frenzy (6+): Target friendly unit within 12” may immediately move by up to 6”.
Pestilence (6+): Target enemy unit within 6” takes 1 automatic hit per model.
Virum Nascii
Warrior
Speed
Shooting Skill
CCR
Initiative
Armour
Hit Point
Morale
Notes
18
6
3
3
6
1
Poor
Default – Hold
Slaves
Speed
Shooting Skill
CCR
Initiative
Armour
Hit Point
Morale
Notes
18
7
2
3
6
1
Untrained
Default – Panic
Weapon
Rate Of Fire
Close Range
Penetration
Damage
Bow
1
50cm
6+D6
1
Weapon
Rate Of Fire
Close Range
Penetration
Damage
Hand Weapons
1
Melee
6+D6
1
Poison Grenadiers
Speed
Shooting Skill
CCR
Initiative
Armour
Hit Point
Morale
Notes
18
6
3
3
6
1
Regular
Default: Advance (ranged)
Weapon
Rate Of Fire
Close Range
Penetration
Damage
Poison Grenade
1
12+D6
8+D6
3 (Blast 3cm)
Stormtroopers
Speed
Shooting Skill
CCR
Initiative
Armour
Hit Point
Morale
Notes
18
6
4
3
6
1
Regular
Default: Advance (Assault)
Weapon
Rate Of Fire
Close Range
Penetration
Damage
Hand Weapons
1
Melee
8+D6
1
Assassins
Speed
Shooting Skill
CCR
Initiative
Armour
Hit Point
Morale
Notes
20
6
3
4
6
1
Regular
Default: Advance (Assault)
Weapon
Rate Of Fire
Close Range
Penetration
Damage
Hand Weapons
1
Melee
8+D6
1
Warlord
Speed
Shooting Skill
CCR
Initiative
Armour
Hit Point
Morale
Notes
18
5
4
4
9
2
Veteran
Hero
Weapon
Rate Of Fire
Close Range
Penetration
Damage
Hand Weapons
3
Melee
7+D6
1
Plague Priests
Speed
Shooting Skill
CCR
Initiative
Armour
Hit Point
Morale
Notes
18
6
3
3
7
1
Regular
Default: Advance (Assault)
Weapon
Rate Of Fire
Close Range
Penetration
Damage
Hand Weapons
1
Melee
7+D6
2
Weapons Teams
Speed
Shooting Skill
CCR
Initiative
Armour
Hit Point
Morale
Notes
18
5
3
4
7
1
Regular
Independent, Default: Hold (Ranged)
Weapon
Rate Of Fire
Close Range
Penetration
Damage
Vrilrifle
1
48cm
20+2D6
2
Ratling Gun
6
36cm
7+D6
1
Vrilfire Thrower
1
Template
12+D6
2
Vrilgrinder Drill
N/A
N/A
N/A
Sets up Ambush*
*Ambush – This unit begins in reserve. When it is placed, it may pop up anywhere more than 18cm from an enemy unit. Any friendly Virum Nascii units not already deployed may follow through the tunnel and pop and deploy with a unit facing touching the tunnel mouth in the case of a regiment or in the case of an individual character.
Master Of Engineers:
Speed
Shooting Skill
CCR
Initiative
Armour
Hit Point
Morale
Notes
18
4
3
4
9
2
Veteran
Hero
Weapon
Rate Of Fire
Close Range
Penetration
Damage
Vrilfire Pistol
3
24cm
12+D6
2
Dan brought the Orca general, two regiments of 30 Warriors each, a regiment of 25 Savage Orcs and 16 Archers – I brought the Virum Nascii Warlord, a regiment of 32 Slave archers, 2 regiments of 16 warriors each, 28 Slaves, 6 Stormtroopers and 16 Plague Priests.
We decided on a specific objective – controlling the sacred stones within a ruined temple. To win, a player would have to have an unshaken (unsuppressed) unit within half a move distance, so 9cm for the VN, 6cm for the slower Orcs. To war!
Ratmen warriors ambush a unit of Orca warriors in the rear, causing them to rout!
The slaves rally…
With just the 6 Stormtroopers and 20 odd largely ineffectual Slave archers against 16 much more effective Orca archers and a block of 20 Warriors, as well as Ghazrag himself, the surviving Virum Nascii realised they had no chance to take the objective and conceded the game. Victory to the Orca!
Although this was by no means a strictly competitive game – we were tweaking the rules on the fly and working out mechanics as we went – it was still really fun and pretty cinematic watching two VERY different flavours of Baddie go against each other! There are still more Orca to come and lots of special units for the Ratmen too so expect another faceoff in the near future… and of course what happens when these meet the Sky Marines of the Grand Alliance or the massed ranks of the Ancien Regime?
Stay tuned for more fantasy wackiness as we get into summer, and who knows, we may even get these rules out and published before the heat death of the universe…..
In fairness, I’m told by some wiser heads in the blogosphere (Hi Roger) that #Zomtober is also a thing, so let’s have a bit of that too…
Halloween is on the horizon and the one thing scarier than other people’s children turning up at your doorstep in facepaint demanding sweets is, of course, zombies – now, I ran a game back early in lockdown testing out Apocalypse Earth: Black Ops rules, which is basically our more detailed small unit action of the main rules, combined with the “Zombie Mode” solo rules in the main rulebook, and it was tremendous fun. So, now we’re (sort of ) free again, I figured we could scale the idea up, on the big table with more troops and MORE ZOMBIES.
To Ebay! Dark Alliance have put out a couple of boxes of 48 figures heavily modelled on The Walking Dead – well, it looks that way from the box art – and we picked up one of each for a mere tenner a pop. That’s 96 figures, plenty to get started with. We went with a new trick for basing – 20mm washers. These really give extra weight and presence to the models and weren’t too expensive either, coming in at about a fiver for a bag of 100. Superglue attached the figures – and occasionally fingers – to the washers.
Next up, spray prime grey with a vague attempt at zenithal priming, dusting them at a distance with a can of white, and then we mixed up a base coat – part Wilko’s Granite Dust house paint, part cheap flesh tone craft paint, bit of water and a few drops of Windsor & Newton Matt Medium. Each zombie got two thin coats of this (wonder where we got that idea), and then a thin wash of Vallejo Smokey Ink, and another thin wash of Army Painter Green Tone to give the flesh that necrotic, diseased look.
We went with a fairly straightforward palette, starting with blue – those bits got done with a light blue house paint, Wilko’s Duck Egg blue, and then painted over with blue craft paint (Chiltern Arts Ultramarine, to be exact). This acted kind of like Citadel Contrast, sort of like a wash, but it definitely worked. We mixed a white from bone craft paint and Granite Dust house paint, thinned down and then painted that on, before doing the black/ grey bits with either Vallejo German Grey or Wilko’s City Break grey house paint and then overpainting with Chiltern Arts black, thinned down. This gave a nice depth and definition.
I picked out some accent colours on some of them – blonde hair, painted yellow and washed with thinned down Vallejo Skin Wash, and red on a few ties done by Dan with Vallejo Hot Orange and Red Ink. I also stippled on some thinned down crimson which gave the illusion of dried blood. A final light drybrush with bone craft paint sealed the deal and then it was basing – painted the bases with brown craft paint and then PVA, dunked them first in thin dried soil and then sand, before finally a light drizzle with flock. Then out to the shed for varnish and done!
I do like these figures, and aside from a little flash, they paint up well. The kids in particular are really creepy:
..Although some of the female zombies are… optimistic, shall we say? X-D
So, aside from “Sexy Zombie Prostitute” or whatever the hell the designers were thinking, these are good figures, easy to paint up and available at a decent price- have a hobby knife to hand to deal with the flash but otherwise all good.
After the upcoming game we’ve also got something else planned – as soon as he saw them, Dan just said “Yonkers”.
So yeah, that’s going to happen (for those who haven’t read World War Z, The Battle Of Yonkers takes place when the US Army tries to take on the zombie infestation in a stand up fight and – spoiler alert – things don’t go to plan).. stay tuned, I know Dan has been playing with some urban terrain ideas based on Mel The Terrain Tutor’s tutorials.
(NB – If you’re new here, go check out Parts 1 & Part 2, because otherwise NONE of this is going to make any sense…)
As we left matters at the end of turn 2, the central valley was awash with (now largely dead) Ratmen, but the objective – the crashed spaceship – was now in the hands of a regiment of humble Virum Nascii slaves and heading towards the Baddies’ table edge, and to make things worse the sorcerous cabal of the People’s Front Of Hazzard 237th Freedom Brigade had managed to conjure up a wall of psychic fire across the main approach route!
On the Goodies’ side, the PSLA (or Imperial Guard, depending on your viewpoint) finally showed up, adding a decent chunk of firepower, but as things stood, firepower was not the issue, we had plenty of that – getting it where it was needed was the problem!
Over on the Baddies’ table edge, Dan cackled malevolently as the Holy Soviet Army’s BIG GUNS appeared, in the form of Stompy Uncle Joe and the IS-6 Rampager (which would prove itself almost offensively useless, but there we go) and another regiment of Orcs arrived, but two more still languished on the sidelines – clearly too thick to find the batlefield.. and off we went for the next turn!
Turn 3 –
So there you have it, a very smart Hail Mary play with a little luck on his side and my opponent snares victory! In fairness, had Dan not had the luck he would have won the next turn anyway, there was no way I was going to be able to get enough firepower into position to stop his troops running off with the objective. He damn near won at the start of turn 3 anyway, as the Virum Nascii Vrilseers created a reality tunnel for the Slaves to jump in to – had I not got lucky with it scattering, and not managed to suppress them, he would have had it in the bag right then.
Thoughts? Well, I think I did my usual trick of playing it like a straight up battle where the objective was to destroy the opponent – Dan on the other hand actually played the scenario… which was even more galling because I wrote the scenario!!! Reviewing the battle, he played very cleverly, and with all the ruthlessness that befits a Baddie general – the sacrifice of the Virum Nascii “rat bombing” me on Turn 2 and using the tough-as-nails Skooderia units to stymie me in the centre, then blocking the valley choke point with a psychic fire barrier… well played, sir, well played!
Right, after that MAMMOTH battle report I shall be handing the keys over to my colleague and going and lying on the sofa with a wet flannel over my head and quite possibly a large gin on standby…
Stay safe, healthy and thrifty out there wherever you may be in hobbyland, we’ll see you very soon!
And thus was battle joined… We’ve decided to split this report across a couple of posts due to the sheer size of the game and therefore the length of time posts take to write… with this one, there’s every chance you wouldn’t be hearing from us again this side of Christmas! Anyway – enjoy the first two turns:
Turn 1 –
Goodies – most of the Atlantic Alliance, all the Sky Marines and the Crimson Fists arrive.
Baddies – most of the Holy Soviet Army (but no IS-6 or Stompy Uncle Joe), Da Skooderia, most of the PFH 237th arrive.
Turn 2 –
Goodies – most of the rest of the Atlantic Alliance bar the two Humvees, League of European Nations – HQ, Jagers, infantry, Ancien Regime rifle regiment & Steam Tank
Baddies – More Soviet infantry, Orc Archers, and as you’ll see, the bulk of the Virum Nascii…
So that’s the end of turn 2 and despite monstrous casualties the Baddies are in a good position… they’ve got the downed spacecraft and are scuttling back to their table edge with it, and the main route for the Goodies is largely inaccessible due to wrecked armour and magic fire… what adventures will turn 3 bring?!? Stay tuned, stay thrifty, and stay healthy and safe out there, we’ll be back soon!
We live in strange and confusing times. Fake news, claims and counter-claims.. it seems like everyone has an agenda these days and it’s hard to know who to trust. But here at Skinflint HQ, we strip away the opinions and get straight to the facts, to answer the burning question so many of you want answered.
Just how well do Valiant Miniatures’ “heroic 20mm” WW2 miniatures scale with 40k figures?
I set out to find out – inadvertently ordering a full box rather than the single sprue I had planned to, but not going to argue with the results, 65 figures for £14.95! So maybe that Imperial Guard army you fancied doing isn’t so far out of reach?
I had actually got something slightly different in mind (assuming the results of my experiments were up to par) – we’ve already got the Guard for 40k in 20mm, and just doing the same thing in a slightly different scale seems a bit pointless to me (not to say we won’t do that at some point, but still) – I had actually planned to build a Levy platoon for Firefight, to work through the campaign in the rulebook, probably for a bit of Deadzone too, and I was planning to give them a bit of a “Colonial Marines” kind of vibe to try out another lost system from the 90s… more on that another day!
For my test figure, I based one of the little guys (late WW2 German infantry) on a 25mm round base, and after having drawn inspiration from this thread on TMP, I started to sci-fi him up a bit using card, superglue, granny grating (thanks Dan!) and greenstuff. He got a visor for the helmet (cardboard – this got knocked off during the conversion process and forgotten about, whoops), some body armour over his tunic (cardboard again), a greenstuff facemask – in the grim darkness of the far future, it pays to be COVID-secure – and some granny grating to turn his Mauser rifle into a lasgun/ pulse rifle/ autogun.
Next step was basing – a bit of filler to smooth over the lip where the mini joins the base itself, followed by Ye Olde PVA & Sand mix, then a spray with white primer and a thin Smokey Ink wash. I’m not sure this really has an effect on the shading, but as I get older and my eyes start to go, this is really helpful to outline which bit is where on the miniature.
And the result:
I took my cue from the “Aliens” and “Avatar” films for the paint job, going with a craft tan base coat and a digital (ish) camo pattern using Army Painter Goblin Green, Vallejo Russian Green, Olive Drab and German Grey, all unified with a thin Smokey Ink wash and a very light bone drybrush.
I’m pretty happy with the result, he’ll do well for Firefight once he’s got his mates with him and he’s generically sci-fi enough to work in a variety of settings. And I’ve got 64 friends for him, all for under £15!
As you can see, he looks pretty good – I think he works as a “true scale” human, he’s a bit puny looking compared to the Ork, but that’s kind of how it should be.. he’s taller than the Gretchin but much less imposing than the Marine, and that again is how it should be. So maybe those folks looking for “true scale” Marines are missing the point, the actual way to go is to downsize the humans?
Anyway, that’s it for now, I’ve got a LOT of superglueing to do to build a platoon of these guys! Stay safe and thrifty out there, we’re getting there now….
So, sitrep – things suck. We’ve passed 19,000 dead here in the UK, the NHS is running on fumes, America has projections of almost a quarter of a million dead and God alone knows what’s going to happen when Covid-19 hits the slums in places like Bangladesh or Calcutta. Here in the UK, the maxim is stay home, stay safe, protect the NHS – and regrettably it seems many people can’t even manage that. It’s a bleak and scary time.
But it’s also a time to maintain a sense of proportion. Yes, We’ve lost 19,000+ to the virus – but we regularly lose 8,000 to seasonal flu. In the US it’s estimated that 24,000- 63,000 fall to seasonal flu each year. Let’s be realistic – statistically you’ve got a 99% chance of surviving the virus should you contract it. The projected death rates are simply from the fact that we have huge populations. My heart goes out to those who have lost loved ones from this, but it is NOT the end of the world. 100 years ago, Spanish flue tore through a world recovering from the butchery of World War 1, and despite having nowhere near the scientific base of knowledge we have now, the world endured and survived. We will endure and survive this too.
Dan and I are both following the rules and staying at home, and we both have a personal stake in this – Dan’s wife is a nurse, my girlfriend is an HCA (health care assistant), and we both want them home safe at the end of each shift. So I implore you (although if you’re smart enough to read this blog you’re smart enough to know this anyway) – STAY HOME. IT’S NOT LIKE THEY’RE PUTTING YOU DOWN A F*CKING COAL MINE. STAY HOME & WATCH NETFLIX… pretty sure the WW2 generation could manage this without issue!
Anyway, rant over – seeing as my other half can’t come over and my gaming buddy is under lockdown too, I decided to do movie & game night with a zombie theme.. hey, you think things suck now? Imagine that the virus reanimates it’s victims…
So with that in mind, I set up a solo version of Apocalypse Earth: Black Ops – our skirmish RPG variant on the main game rules – with the idea of an Atlantic Alliance Special Forces team moving through a derelict industrial estate to rescue a group of scientists trapped in an abandoned APC.
Hmm. Slightly unsatisfactory experience, if I’m honest. However, I had given all the zombies guns and a fair old turn of speed, which, in addition to their numbers probably gave them an unfair advantage. After a few minutes rumination I reset to go again, but this time the zombies would have no weapons, a CCR of 0, a move allowance of 8cm, and the team’s weapons would be replaced with more advanced “pulse rifles” with a ROF of 5. Let’s give this another shot!
Whew, well, that second go around was a LOT more intense and cinematic! I got bogged down in the early phases trying to gun down the zombies but that was never going to happen, their sheer numbers were always going to win out, so I should have kept moving as fast as possible, only shooting when necessary and keeping my distance. Oh well, as an Atlantic Alliance player I guess I’m too used to standing my ground and gunning down Dan’s Holy Soviet Army hordes… and once all this coronavirus hideousness is over, I’m very much looking forward to doing that again!
As always, stay safe, stay thrifty out there and we’ll see you soon (hopefully). Love to all our friends out in the blogosphere!
By this point both sides had secured two objectives, but losses on the human side were mounting up more rapidly than the more numerous Ratmen – could superior human firepower prevail?
Turn 3
As we ended Turn 3, It was 4-1 to the Ratmen in terms of objectives secured as superior numbers were beginning to tell..
Turn 4 (Final Turn)
Heavy losses all round but the vastly superior numbers of Ratmen were better placed to soak them up, and I think I really needed to focus absolutely everything on annihilating one unit at a time – rather than getting my riflemen duelling with the archers and the cavalry mixing it up with Poison Grenadiers, we should have plowed everything into hammering the central Ratmen units the infantry were facing… still, plenty of time for another game!
Once again, a really fun game from the One Page Rules folks and a great “introductory” wargame – you can play this one with the nippers (and I intend to once my youngling stops regarding dice as tasty snack treats) as well as your mates and having everything immediately accessible is a big help keeping the game flowing. I could say it’s almost too simplistic, but… the guy’s stated intent was to produce a game that could fit onto one page! It’s a cracking fun game and a great framework to houserule extra bits and pieces on if you want more depth, and there’s plenty that we’ve learned about game design and economical rules writing that will be making it’s way into our next series of releases (probably next year sometime, don’t hold your breath!).
Meanwhile we’ve got some scenery to paint for the League Of Extraordinary Riveters on Dakkadakka.com, and something pretty cool (and big.. and VERY red) on the horizon to show off… stay thrifty out there, we’ll be back soon!
Anyhoo, recently he’s been putting up some battle reports using the system formerly known as 1page40k – Grimdark Future. This is billed as a fast playing, easy to use, quick and dirty version of the 40k we all know and sort-of-love, sort-of-loathe. Rules and army lists are free to download from the One Page Rules website here. And seeing as we are drawn to free stuff like a moth to the flame of a slow burning crack pipe, we were all over this.
We set up terrain with a ruined village to the east and a disused plasma generator station to the west, set objectives (one of the generators, central hill, ruined church and a ruined shop)…and GAME ON!
Human Defence Force won the roll off and force the Orcs to deploy first:
And battle was joined!
End result, 2 objectives to the HDF (plasma generator and central hill) one to the Orc Marauders (ruined church, held by the transport)
Casualties – HDF lost a weapons team and some of the infantry squad, plus wounded Captain… the Orcs were pretty much down to the transport and their Power Armour elites, and even they were pretty beaten up.
So a pretty decisive victory!
Thoughts on the game? A LOT of fun. Grimdark Future is simple, fast playing and intuitive, absolutely brilliant for a quick throw down kickabout. We did wonder about the balance of point values given the pounding the Orcs took, but Jim did point out the he might just’ve sucked at playing the game.
So, a new system, and props to OPR designer Gaetano Ferrara for the effort he’s put into creating a fun and fast game that really benefits from not being supported by a major model company (more thoughts on that another day). We had a blast and next up on the list is OPR’s “Age Of Fantasy- Regiments” – we’ll let you know!
(Side note – free rules and army lists, 1/72 miniatures, scratchbuilt terrian and vehicles… could this be the cheapest wargame ever played?)
So first out of the blocks, an idea I’ve been kicking around for a while – the infamous Kugelpanzer, or ball tank. These things seem to be staple of retro sci-fi, without really having a defined role, so I figured they could work as an armoured recon troop- with a bit of a twist! These things would be packing laser cannons- three each. These will be capable of rapid fire against infantry and light vehicles, but by combining their fire together they will be able to fire a single high intensity laser blast capable of obliterating even a Soviet Colossus or IS-6 Rampager!
It’s actually a bit of a challenge “feeling out” the character of this army – sandwiched between the lumbering juggernaut of the Holy Soviet Army and the elite, hi tech but short on numbers feel of the Atlantic Alliance, it’s a bit of a challenge to find where the European League should sit. So we’ve gone for a slightly ragtag, heterogenous feel – bizarre clunky specialised units that are very good at one thing, but suck at everything else. Kind of like a 1950’s Eldar to the AA’s Space Marines or HSE Guard, if you’ll allow the metaphor.
Anyway, enough waffle – on to the build!
We begin with (drumroll please)…. ping pong balls! A bag of 20 off eBay for a couple of quid. I googled “ping pong ball diameter” – seriously – and discovered that international regulations – seriously – specify 40mm. Thus reassured, I cut out 40mm x 15mm strips of thin card which I aligned as centrally as possible. These would serve as mounts for the tracks, which I cut as 5mm wide strips from IDE cables (a trick learned from master scratchbuilder Zrunelord)
After that, all that remained were the guns! 3 laser cannons per tank, one per side and a centrally mounted top one. I made these by chopping up a 1cm length of cocktail straw and then supergluing a 5mm length of drinking straw to each end, like so:
A coat of white primer and a base coat of Crafter’s Choice Fawn later, I added lines of brown and Vallejo Russian Green (irony!) to create the WW2 “Dunkelgelb” style camouflage pattern. The whole thing then gt a thinned wash of brown ink, an unthinned in wash of Vallejo Smokey Ink in the crevices, before a final drybrush with bine craft paint to catch the rivets. I applied sponge weathering using both black and gun metal, and then knocked up a texture paste from sand, PVA and dark brown paint – this got smeared around the tracks before being drybrushed with a lighter brown and blended around the tracks (in truth I think I got a bit carried away here, but oh well – northern Europe can get pretty muddy..)
Anyhow – pics!
Looking forward to getting these on the table soon – can they beat the fate of all painted models, or will they cover themselves with glory taking down Stompy Uncle Joe? Stay tuned, stay thrifty, see you soon!