Cheap ‘n’ Simple Scratchbuild – Holy Soviet Empire Shock Drones DIY Miniatures

How do – Dan here again. After Jim’s revamp of his decadent Western capitalist imperialist helots (which included a reinforcement with a dastardly M42 Stealth Tank and a close air support flight of Avrocar flying saucer tankbusters), I’ve had to up the game for my Holy Soviet Army in the hope of Lt. Polikarpov finally getting a victory for the workers.

This started with the BEHEMOTH mech I showed you last time, but seeing as we got such a positive response I thought I’d share these little critters with you – a pair of Shock Drones. Now, these are inspired by and similar to (but definitely not the same as) the notorious Terror Drones from Red Alert 2, and function in a similar way – basically fast moving close combat killers with limited AI and rigged to self-destruct when they hit Allied lines!

So – the build. For materials, you’ll need a few wee tiny offcuts of foamboard, some cocktail sticks, some glue that isn’t superglue, some glue that is superglue, some bits of sprue, some wee little bits of cardboard, and some disused guitar strings or bits of wire.

Step 1:

Foamboard. Take a rectangle of foamboard, 20mm x 15mm, and trim it at the edges. Count 5mm in each side and trim off. This gives you an octagonal shape which is the main body of the droid.

Step 2:

Glue a bit of sprue on top. Two if you’re really enthusiastic. These are the sensor superstructures on top of the droid.

Step 3:

Legs. You’ll need two cocktail sticks. Chop them in half, and then score each half a stick in the middle. Break the stick along that line but leave it in one piece and bend it at an angle. You then soak it with superglue to stiffen that joint. It will harden and actually be more solid than you might expect. Then you cut a V-shaped piece of cardboard, score it along the middle and fold it, and glue those to the “shins” of the legs (it doesn’t matter which way round you do it, but I had the sharp bits of the cocktail sticks as the feet). The other end of the cocktail stick gets dunked in glue (NOT SUPERGLUE – that will melt the foam) and pushed into the foam on the edges.

Tell you what, here’s a picture:

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Step 4: Attack cables

Guitar strings (or wire) wound up around a screwdriver, dunked in glue and pushed into the foam.

Step 5: Painting

This is exactly the same as the paint scheme for Stompy Uncle Joe, with one MAJOR difference – DON’T USE SPRAY PAINT! Spray paint has a chemical in it that melts foam. Your model is largely made from foam.

Some close ups of the finished articles:

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This is a dead easy build, and the little fellas actually do look quite nice in situ:

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Seen here about to rip apart an M60A3 Centurion..

They’ll certainly be a valuable addition to the rolling firestorm that is the Holy Soviet Army, skittering ahead to attack whatever enemy unit registers on their crude but effective sensor arrays. They also represent a potent, if somewhat unconventional anti-tank capability – admittedly the Holy Soviet Army likes to deal with tanks by using LOTS MORE TANKS (and occasionally the Holy Mystic to chuck them about).

We’re going with Armour Rating 12, Speed 24cm, CCR8 but no ranged weapons. A rugged Soviet construction method means the first hit penetrating the armour won’t destroy them, just halve their stats – the second takes them down, and when they go, they explode like a frag grenade!

And of course, there’s no way they could get hacked and go haywire. Is there, Jim?

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Hyperian Wars – 1/72 Steampunk / Fantasy

It’s been a busy month here at Skinflint HQ as we’ve been knocking together armies for Apocalypse: Earth‘s sister game, provisionally entitled Hyperian Wars…

In typical SG style, this came about as we were perusing a box of “miscellaneous” 1/72 soldiers bought off eBay and pondering what to do with the Napoleonic and WW1 troops. A few hours and a good many beers later the concept of a steampunk fantasy world driven by sorcery, featuring some analogues of human societies in real life and A: E, as well as your standard orc/ elf/ goblin fantasy types.. but with a bit of a twist. Hyperian society is dependant on Vril, the magickal life giving element that allows magic-tech to function, but the political situation is deteriorating rapidly as the world nears Peak Vril.. Dwarves ready their fortresses, Elves deploy Enchantments Of Mass Destruction and as the wards deployed at mining sites begin to fail the Terrors of the Dead begin to escape. The clock on mankind’s new home begins to tick perilously close to midnight..

Anyway, enough of the fluff – let’s look at some toy soldiers!

The first crop are the Grand Army of the Ancien Regime – an empire centred on the planets massive central continent. These are your basic sword, sorcery, musket ‘n’ cannon types, bolstered by rudimentary armour.

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Cavalry Squadron – Napoleonic Franch troops by Airfix (pretty much everything here is Airfix, actually). These were a bitch to paint, but quite rewarding in the end.
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Squadron commander – I’ll probably pop him with the overall command group as he doesn’t exactly fit the charging cavalry aesthetic!
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Casualty figure – I may use him as an objective marker
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Armoured support – this is a papercraft A7v from Landships II, I love that site!
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The grunts! Airfix Waterloo Prussians – detailed here
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Commander and standard bearers

And now for the OPFOR – Sky Marines of the Grand Alliance, a loose coalition of islands and floating cities based in the oceans of the western hemisphere.

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Basically an infantry platoon supported by a Skycutter..

The ASV Dauntless! Basically a Skycutter is a mix of floating tank and slow moving steampunk helicopter gunship, mounting missiles, cannon and fearsome Vrilfire thrower.. although ferocious, she can be fragile as her power fields are easily stripped away by concentrated rifle fire. Should be interesting to field her in the game.

Basically, she’s half a toilet roll tube, the dispenser nozzle from a box of wine, a LOT of cardboard, greenstuff and junk and a Royal Flying Corps influenced paintjob. Lots of fun to build, although I’m sure there’s room for improvement.

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With crew – signaller and gunners, spotter just out of shot
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Command group – signaller, mortar team, spotter, officer and riflemen

Grunts – Airfix WW1 Brits. These guys will be joined by “Artificials” – WW1 style robots providing fire support and force protection.

We’re looking forward to getting our first game in next month, should be fun!

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!

The Battle Of The Kessenburg Hub

Following the Roswell UFO crash of 1947, ARPA worked feverishly to engineer new technologies based on their discoveries.Not all their experiments would prove successful, however, and the 1949 Philadelphia Experiment – originally conceived as a means to “cloak” a ship – was a horrific failure. An offshoot of the program carried on developing the principles of teleportation that had been inadvertently discovered, and although a couple of early catastrophic failures in testing proved that organic living tissue could not use these machines, they were fine for inanimate objects and machines. At a stroke, the Atlantic Alliance’s logistics corps was revolutionised, and each theatre of the Apocalypse War is equipped with tele-logistics nodes such as this one in the town of Kessenburg, central Germany. 

The original installation fell victim to an artillery and psychic bombardment from Holy Soviet Empire forces on a sector wide offensive, and Allied X Corps Command ordered a rescue detachment to the area to prevent the Soviets capturing the node and it’s advanced technology.

Victory conditions – to control the node, the player must have unsuppressed troops within 5cm of the outer edge and no unsuppressed enemy forces within the same distance.Your objective is to control the node for three uninterrupted turns allowing the auto evacuation mechanism time to lock on to the nearest homing signal and teleport to safety.

So, following the trip to Warhammer World last week, I was raring to go and get a game in, and on Sunday evening Dan rolled up with a crate of Carling in one hand and his Holy Soviet Army in the other – game on!

I had a few new toys to try out, so we cranked up the fire support allowance for Dan, and we both tried out the new Command Cards idea – basically, to make your CO and XO extra valuable, they can force extra actions, prioritise fire support, benefit morale etc. As it turned out, neither that or Fortunes Of War had any impact on things but it was a great game nonetheless!

 

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The table laid out – you can see the tele-logistics node in the centre

Thankfully my command team had had their coffee so the Atlantic Alliance won for deployment:

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Plucky little Buffalo 2-7 on the left, the massed Holy Soviet hordes on the right
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Swanky new APCs make their debut, with M85 combat ‘bots in support – my infantry were deployed in the APCs, going for a “cavalry” feel today!
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Allied right flank, Dreadnaught power armour troops (who would prove rather useless..) my Rocketeers (good ol’ Warhawk 4-9) and the armour complement of three M60A3 Centurions
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Dan’s Holy Mystic and bodyguard – I was determined to terminate with extreme prejudice after his telekinetic tank-lobbing exploits of late..
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The Red Hordes! Notice the big scary Rampager superheavy amongst the T-48 tank platoon

The game started with both sides jostling for position and few shots being fired. My infantry deployed straight from their APCs onto the objective, securing it in Turn 1 – I noticed Dan hadn’t put his assault troops in the Soviet APC, as last two games, it’s been hit before it could be activated and his badass Siberian psychopaths have been barbecued..

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Turn 1 – Fireteam Charlie 1 take down said scary Rampager with a Stinger/TOW! They never normally hit ANYTHING until Turn 3!
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Turn 2 -The Humvee makes a sally forth with its minigun but is swamped by the Soviet infantry platoon
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Turn 2 – The Soviet Beastmen hop out of their APC and slaughter Delta squad!

Turn 2 was where it all hit the fan, the Soviet assault got its momentum and my right flank was a mass of blazing armour! However a lucky shot from a machinegunner had taken down the Soviet RTO which meant no fire support calls – lucky for me, as I was losing infantry hand over fist.. and I didn’t have many to begin with!

Unfortunately (depending on your point of view) they couldn’t quite carry the momentum – the Beastmen slaughtered Delta Squad but were blown to pieces by the heavy machineguns and cannon on the APCs.

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Turn 3 – His HQ wiped out, Polikarpov leads the remainder of his platoon in a furious vodka-induced charge, challenging my remaining Command Element member to single combat..
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..and winning! Platoon Sgt’ McAuliffe’s credentials as a hardass are somewhat dented..
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But it just wasn’t enough, with the Soviets reduced to an Artillery Observation Team, a useless Sniper and half the Heavy Weapons Squad…
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Smashed and burning armour litters the table –  a good game!
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Soviet survivors decide enough is enough

So there we have it – Alliance victory, although only just, I literally had about three infantry left, plus the ‘bots and one operational APC. Had Dan been able to successfully call fire support, we’d have had it. Damn it was fun though! And the Charge of Lt. Polikarpov – Dan, you paint a medal on that guy!

A couple of thoughts – the Tesla troopers actually got some licks in and fried a pair of tanks, but my Dreadnaughts couldn’t do a damn thing – I think we’ll up the minigun penetration just a touch so they at least have a slim chance. The BEastmen need to be tougher too, I suggest scrap the 6+ save and go for an armour rating maybe 9, plus some kind of resurrection rule – fits the fluff better.

Anyway, more new toys to come, plus our fantasy setting – “Hyperian Wars” – stay tuned!

SpecForces Fire Team for “Black Ops” spinoff game

So we’ve been kicking around the idea of a real small unit skirmish/ RPG game in the mold of the classics like Space Crusade, Necromunda and video games like Laser Squad, UFO and so on. Still set in the terrifying world of Apocalypse Earth, where Uncle Joe Stalin is trying to crush the soul of every man, woman and child on the planet with his nightmarish technological and biological contraptions, this is going to focus on the adventures of a small Special Forces team from the Atlantic Alliance as they are drawn into a conspiracy that threatens all humanity…

Still working on the nuances of the rules, but we need some pretty looking toys to test them with, and so I’ve painted up a four man fireteam to represent the AA’s best of the best. Each soldier has a slightly different paint scheme as these are individual operators – I’m thinking the guys from “Predator” here!

So let me introduce:

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Lt. Hunt – sporting an M15 assault rifle with underslung grenade launcher, and rocking the US Rangers-in-Vietnam tiger stripe camouflage.

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Specialist Hill – DPM camouflage with M15

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Specialist Moss – a recent transfer from the infantry, Moss is more comfortable with olive green fatigues and a camo pattern helmet.

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Specialist Stewart – seconded from the elite SWAT elements of the Metropolitan Police, he is painted in a prototype digital camouflage pattern suit  modelled on the real world Dualtex pattern from the 1970s (thanks to Tacobat over at Modern Warfare for turning me on to this).

I’ve tried to be a bit more creative with the basing – still 20mm cardstock squares, but this time I’ve textured them and layered drybrushing on the basing before adding dabs of flock.

These guys will be battling all sorts and we’re planning to have a full story campaign in the game.. we’re aiming for the feel of “Call Of Duty” with miniatures, as the guys get more skills and equipment as they complete more missions and face more and more dangerous opponents as the story unfolds… It’s a LONG way from completion, but we’re having a lot of fun playtesting!

Da Skooderia Pt. 2

Last year, I came up with the idea of doing an Ork warband for 40k in 1/72 – Da Skooderia and knocked together an army list from some old copies of Waargh The Orks.. Yep, the Rogue Trader era!

I’d always had a fondness for the Evil Sunz clan as a kid, the idea of red painted, greenskinned lunatics lurching across the battlefield in piles of junk held together by simple Orky will, so that set the initial feel. Red Wunz Go Fasta!

And what else is red?

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Oh yes.

And thus was born – Da Skooderia Ferrorki! Led by Warboss Enzo Ferrorki, along with Chief Big Mek Mikal Shoomorker, these vagabonds terrorise the southern sector of the Imperium (including the world of Hazzard… more on that another day!)

Now, finally, we have some minis!

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Da Wagon! Based on an old Airfix SPG, lots of card and cocktail sticks and glue to make it proper “Hairodynamik”, like

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Boyz mob, with multi melta

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Close up of da boyz mob

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Group shot!

Da boyz are Caesar fantasy orcs : 12505_pd299452full

With greenstuff and small arms courtesy of these guys:

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I’ve gone for a mix of Russian and British small arms – boyz with AKs and SLRs, with 40 or so figures for about £8 this means the whole force should set me back less than £20… what’s not to like?!?

 

We’ll knock up some rules in Apocalypse: Earth for these guys – there’s a follow on game planned bringing the Cold War INTO SPEHSS, and these chaps will definitely be making an appearance!

Thoughts on #TheBigGame

So we rolled out with everything a couple of weeks back, testing out the new Rampager, Elektra, Inferna and Siberian units on the Holy Soviet Empire side, and letting the Atlantic Alliance give their M85 Autonomous Combat Platforms and M60A3 Centurion squadron a maiden airing. The full after action report will be published in our new (free, digital, available for download here and Wargames Vault)) magazine just as soon as we can get it all written up, photographed and DTP’d, but meantime there are a few fine tuning details we can take away from what was a hard fought, close run and hugely fun game!

Dan, your snipers are way too expensive.L’il ol’ Vasily accomplished precisely squat despite being twice the cost of a rifle squad! Yes he’s hard to hit, but what’s the point of he just sits there? I suggest we halve his points cost and give him an “Infiltrate” skill to ensure he can deploy somewhere he can get shooting straight away. For fairness, we should give my Ghost 7 team the same skill, of course!

Spotting for indirect fire – let’s clear this up. For off table support, I think we can let that be targeted anywhere (“Sir, Zaplinsky reports enemy tanks on the ridgeline!”) but for on-table indirect fire such as mortars,someone in the squad needs to be able to see the target (“Rogers, shift your fire, 10 meters bearing five two!”). Although it pains me to say it after what happened to my HQ, “speculative fire” actually does make sense – “Drop a few rounds behind those bunkers, Corporal, lets flush out anything that might be hiding” – so after much soul searching I’m turned around on this one.

Objectives – For all  the fun, the game still turned into a bit of a kill-point-slug-fest by the end. I suggest making each objective 45 vps rather than 40. It still means a bit of a scuffle in smaller games (you can’t win a 500pt match without some shots being fired) but it does encourage more manueuvre. As we saw, you can’t really capture all 4 objectives in a 2000pt game anyway unless the other guy collapses so there’ll still be plenty of carnage!

This is actually a positive but I loved the way the tank fights played out! LOTS of maneuvering to get a better shot through weaker armour, the open spaces on the table east edge were a whirling knife fight between my M60s and Dan’s T-48 and Rampager!

Thoughts, gentlemen?

 

Miniature Neutrality

So courtesy of dakkadakka.com I stumbled across what looks to be a very promising Kickstarter skirmish game, “This Is Not A Test”. I checked out the blog and the first entry was about being “miniature neutral” – how you can use any type of miniature to play the game. Very laudable, and it got me thinking.

I designed Apocalypse: Earth with the intent of creating a fun, fast paced game which would be simple to learn but difficult to master, and to keep the associated costs down by using 1/72 scale plastic soldiers. Latterly our gaming and development group has stumbled across the medium of papercraft, which has enabled us to field a raft of vehicles built at practically no cost.

The connection? A:E does not feature prescriptive miniatures, and we positively encourage conversions and creations through the player’s own ingenuity. There is a whole planet, tearing itself apart through a bloody conflict involving many strange and unnatural technologies!

That said, being set in an alternate 1950s allows the base of WW2 tech – helpfully, the most well catered for time period of all! To give you an idea of what’s in our studio armies – the Holy Soviet Empire are represented by WW2 Red Army, with the T-48 workhorse a conversion of a T-54 papercraft, the League Of European Nations represented by WW2 Germans (Cougar MBT is a converted King Tiger papercraft). The Atlantic Alliance have received a tech level boost from the Roswell crash so I’ve used Vietnam War US infantry to represent them, but the background is flexible enough to conceivably include WW2 US, WW2 Brits, 1970s/80s/ Present day Brits, and their workhorse MBT is the M60A3 Centurion – armour enthusiasts will recognise a portmanteau of two iconic cold war tanks.

Taking things to the extreme, the Holy Soviet Empire has it’s elite, genetically modified “Strong Men” Siberian assault troops – represented in the game by Caesar fantasy Orcs, while the Atlantic Alliance elite Dreadnaught squad are US Vietnam infantry converted with greenstuff and cardboard… I look forward to seeing what more skilled modellers than me can achieve!

Game prep and lists

So next week we’re going to be rolling out a game with some new units for the Atlantic Alliance and Holy Soviet Empire factions, some new bits of scenery and some new rules.

New rule – Point Blank: If your target is within 6cm, your unit gets a +1 To Hit bonus. We noticed it getting a little ridiculous with close range shooting last time out!

Objectives – man, we got that very wrong. This time out, we’ll be going for four objectives, each worth 40 VPs. A good rule of thumb here seems to be 1 objective for every complete 500pt block.

Crew Served Weapons – Finally cleared this up! Crew served weapons (CSWs) can operate just like normal weapons only if they have both crew. If not, it takes 2 APs to fire, 2 APs to move etc.

This time, we are organised, we have lists and points values agreed… hopefully this game should give us an idea on balance with the new units.

The Atlantic Alliance:

Command

Platoon Command Element (Lt. and Platoon Sergeant – Hero)

Line

Alfa Squad (Rifles)

Bravo Squad (Rifles)

Charlie Squad (Stinger/ TOW)

Delta Squad (LMG)

Support

Warhawk 4/9 – Rocketeer Squad

Ghost 7 – Stealth Squad

Dozer 6 – Dreadnaught Squad

Vehicles

Humvee – Minigun

Humvee – Railgun, Targeter

Humvee – Stinger/ TOW launcher

3 x M60A3 Centurion MBT

M85 Autonomous Combat Unit (Hover) – Assault Saw, Flamethrower

M85 Autonomous Combat Unit (Hover) – Stinger/ TOW launcher, submachinegun

M85 Autonomous Combat Unit (Hover) – HMG, LMG

Fire Support

MLRS Strike

Combat Air Patrol

A-10 Strike

 

The Holy Soviet Army:

Command

Platoon Headquarters (Lt. and Commissar – Hero)

Line

No.1 Squad (Rifles) – with vodka upgrade

No. 2 Squad (Rifles) – with vodka upgrade

No. 3 Squad (Rifles) – with vodka upgrade

No. 4 Squad (Heavy Support)

Support

Strong Men (Sil’nyye muzhchiny) Close Assault Squad

Lightning Storm (Ataka grozy) Attack Squad

Artillery Observation Team

Noble Sniper (Blagorodnyy Snayper)

Holy Mystic (Svyataya Misticheskaya) & Entourage – Upgrade 2, Telekinesis & Pyrogenesis

Vehicles

 

3 x T-48 MBT

BTR APC

T-48 “Elektra” with Lightning Launcher

T-48 “Inferna” with Assault Saw, Dozer Blade and Heavy Flamethrower

IS-5 “Rampager” Heavy Assault Tank

 

Fire Support

 

Tesla Storm

Phosgene Strike

Counterbattery Fire

 

This has worked out to 2130 points a side with a few upgrades etc taken – should be a hell of a game! Will the massed Alliance anti-tank fire actually hit anything? Will we remember to use our smoke launchers? Will the combat robots behave as planned? Will either side’s crack sniper manage to achieve anything before accidentally getting blown up by a mortar shell or crushed by a telekinetically hurled tank hull? Stay tuned, folks!

 

 

After Action Report – Weapons testing!

Over the weekend I found myself with some unexpected free time and with a fair few new models cooked up for both the Holy Soviet Empire and Atlantic Alliance armies, organising a pick up game to let these new toys loose on the tabletop seemed like too good an opportunity to pass up!

We set up both factions with a fairly simple scenario – the Atlantic Alliance forces had a communications relay bunker close to their deployment zone which they had to move forward and secure. Dan’s freshly painted Holy Soviet Empire forces had to take it from them.

We set up on the 6′ x 4′ table with both forces on opposing long table edges as per standard deployment in the rulebook. The bunker was roughly two move actions (24cm) from the southern edge deployment zone where the Atlantic Alliance set up, while it would take two or three turns for the Soviet horde to reach it from the north.

Seeing as we weren’t running a strictly point based game we didn’t bother with fire support, and because we forgot (!) we didn’t run Fortunes Of War either…

Atlantic Alliance:

Platoon Command Element

Alpha Squad – Rifles

Bravo Squad – Rifles

Charlie Squad – Stinger/ TOW Missile Launcher

Delta Squad – Light Machinegun

Dreadnought squad – Flamethrower, 2 x minigun, Stinger/ TOW Missile Launcher

Ghost 7 – Stealth Sniper Team

Warhawk 4/9 – Rocketeer squad

3 x M60A3 Centurions

Humvee – Minigun

Humvee – Light Railgun

Holy Soviet Empire:

Platoon HQ

No.1 Squad – Rifles

No. 2 Squad – Rifles

No. 3 Squad – Rifles

No. 4 Squad – Heavy Weapons (2 Mortars, 2 Heavy Machineguns)

Holy Mystic and Entourage (Mind Control and Telekinesis powers)

Lightning Storm Squad

Noble Sniper

Strong Men  Assault Squad in BTR-166 APC

3 x T-48

Rampager Super Heavy tank

T-48 “Elektra” variant with Lightning Launcher

T-48 “Inferna” variant with assault blade and heavy flamethrower

The armour faced off in the relatively open ground to the east, while the bulk of the infantry used the denser cover in the west and central sections of the board.

I’ll spare you the gory details (some of you may have caught the tweets of the best bits), but it was a BLAST! Particular highlights – swirling armour melee on the eastern part as the Allied armour desperately tried to outmanoeuvre the monstrous Rampager which finally succumbed to a point blank shot to the rear.. the Soviet Holy Mystic up to his usual tricks, hurling a Centurion and a Humvee at the Dreadnought squad.. the charge of the Inferna, sawing a Humvee in half with its massive assault blade and incinerating Bravo squad.. the final desperate counterattack led by the Allied Command Element hurling frag grenades.. great fun!

Suffice it to say the Alliance held the day, but only just! A VERY lucky opening shot from the Railgun equipped Humvee took out the APC containing the hideous “Siberian” Strong Men close assault troops before they got a chance to do their stuff – had these made it to Allied lines, they would have caused serious problems for the defenders.

There’s a couple more units still to add – I’ve got some anti-tank Robots to add to the Alliance, and Dan wants to add a Forward Observation team to the Soviets to better spot for their artillery (when we next use it..) He’s also found a papercraft of a Steam Mecha which just looks too good not to use!

We’re going to upgrade some more scenery and get a bit of practice taking better photos, so look for a full battle report in the next couple of months. Til then, enjoy these cellphone snaps!