New Project Inbound! Guerilla Renegade Tank

A quarter of the world is on lockdown (as of Thursday – probably more now). Try and wrap your head around that – a quarter of the world. We are living in unprecedented, historic times as coronavirus wreaks its’ havoc across the globe. Indeed, as I write this the UK is locked down, all non-essential travel forbidden.

Which kind of rules out our regular games night. Pretty certain going to play soldiers and drink beer with your mate doesn’t count as essential travel. So this has left me picking through the pile of toy soldiers we acquired in an eBay haul waaaaaaay back in 2012, with an idea in mind.

I’ve long fancied doing a “renegade” army, Chaos but without featuring Chaos Space Marines (as to my mind, they should be as rare as Loyalist marines) – just as the vast bulk of the Imperium’s battles are fought by the Guard, surely the vast bulk of Chaos forces will be cultists? But all the Codex stuff leans heavily on Traitor Astartes or full on Daemons.. not what I was looking for.

However, the good folks at One Page Rules have got you covered! Their Renegade Guerilla force – I believe it’s based on the Rebels from Star Wars, but it looks like a pretty good fit. We dig their Grimdark Future game, having had a couple of good scraps last year (plus it includes solo rules for when you’re missing your gaming buddy). Plus I liked the idea of a Chaos cult not really understanding that that’s what they are – having been educated in the Siege of Vraks by the excellent Arch Warhammer (a great listen while you’re cleaning, painting, decorating etc) – the rebels initially had no idea they were fighting for Chaos, initially believing they were the true loyalists… and that fits into a vague idea of the Star Wars and 40k universes being the same thing from different perspectives, Star Wars rebels thinking they’re noble freedom fighters against the repressive Galactic Empire, the Galactic Empire knowing that repression and stringent restrictions are the only way to fight Chaos/ The Force….

…or indeed coronavirus…

So I planned my list. I’ll show the infantry when they’re done, but let’s start off with the armoured component of the force – a Creighton-pattern light assault vehicle, a design native to the world of Hazzard Prime.

Remember those 4D “3D puzzle”tanks from 2017? Pair the M1 Abrams turret with the T-72 body to break up the silhouette, cut down the 120mm cannon t represent a short range “fusion blaster”.. then decorate with cardboard and stowage..
Fusion cannon made more sci-fi with the addition of guitar string… targeter? Cooling device?
Comin’ atcha…
More stowage on the rear of the turret, plus a guitar string antenna
And then, I watched “Fury”! So greenstuff sandbags suddenly became de rigeur..
Front and rear, naturally
That’ll stop those laser cannon beams, no problem
Primed! Added a commander figure in the hatch from the pack of Airfix soldiers I recruited for the infantry.. more on them in a separate post!
Painting! Slapped cheap tan craft paint over the black – never mind two thin coats, this bastard needed four, but hey, it’s not like I’ve got a deadline :-/ Camo triangles were done in Vallejo Olive Drab and the whole thing got a wash of Vallejo Brown Ink thinned with W&N matt medium.. the “freedom” sigils were stippled on with red craft paint.
Pin wash with Vallejo Smokey Ink, followed by sponge chipping Vallejo German Grey… in the heaviest weathered parts I went in with the teeny brush and put just a tiny stripe of Vallejo Silver in to represent paint and primer coming off – all this freedom fighting leaves precious little time for maintenance, you know.
Done! In situ with tank commander painted..
..and here facing down it’s nemesis, the Hazzard 1977th PDF Leman Russ, the mighty “General” himself!

I’ll be showing the infantry soon, and then it’ll be nice to have another faction to scuffle on Hazzard Prime – plus these guys will probably count as “baddies” (whether they agree with it or not) which will provide a nice bit of balance when we next do a REALLY BIG GAME – and we will… things might seem grim now, but it’s not forever.

Till next time, stay home, stay safe, wash your hands and don’t do anything stupid. If you’re NHS and reading this, then thank f*ck for you and may any and every deity protect you going about your duties. The world will turn soon enough, hang in there folks.

Apocalypse Earth: Black Ops Playtest – Sweep & Clear

For a while now we’ve been playing with the idea of “scaling” the Apocalypse: Earth setting for different games – just as back in the day GW had Epic, 40k and Necromunda for massed battles, intermediate and small scale skirmishes with different levels of detail, we’ve been toying with the idea of a 6mm mass battle version as well as an intimate, up-close-and-personal RPG (of sorts) set in the shadows of the Apocalypse: Earth universe.

To begin with, we thought we’d shift the focus from Allies v Holy Soviet Empire, and shine a light on some of the small scale behind the lines security.. Now, one of the factions that we haven’t explored too much on the tabletop are the extraterrestrials – the iconic Greys! If you’ve read the fluff, you’ll know that the main reason the Atlantic Alliance has the jump on the other sides in terms of technology is due to an alien spacecraft crashing in the deserts of Roswell, New Mexico, in 1947. Ever since then, Alliance scientists have been busily reverse engineering every aspect they can, creating the UNIVAC artificial intelligence to run the everyday infrastructure (and maybe more..) of Alliance nations, and the ARPANet instant electronic communications network, as well as the antigrav tech that powers things like the Silverbug gunships.

But although we haven’t seen the Greys in open battle yet, behind the lines it’s a different story, as elite security teams drawn from the best Allied combat units fight desperate small unit actions against alien infiltrators!

Accordingly tonight’s game pitted our gallant Alliance Special Forces team against an unknown foe, sweeping across an abandoned industrial sector..

The battlefield laid out.. SpecForce team in bottom left, with four objective markers four the team to check out and clear
The team deploy into cover
The team approach the first objective, cunningly concealed behind the two crashed cars..
Specialist Stewart trains his weapon on the objective, setting overwatch as Specialist Hill moves in to check the objective..
..we roll on the threat table, and out come two Mind Slaves with light weapons!
Clearly taken by surprise, Hill’s rounds go wild, missing completely!
Mercifully, Stewart is on overwatch, dropping a mind slave instantly. The second one attacks Hill in close combat, but the specialist has clearly recovered his composure and takes it down swiftly and brutally!
The team move cautiously toward the next objective..
..but the GM has some nasty surprises in store! We’re trying to figure out a way to simulate sod’s law in combat.. this is getting us some of the way there!
To Specialist Hill’s immense relief, Objective 2 turns out to be blank!
Hill and Moss clear Objective 4, but Objective 3 spawns a pair of mind slaves with pistols, stunning both Stewart and Hunt, and wounding Hunt’s leg into the bargain!
Thankfully Hill is on overwatch, and despite being hit with a jam, he clears the stoppage and takes down the two mind slaves with a couple of clean head shots.

And with that, the game is over! A resounding victory for the Special Forces team, but bear in mind that this is the lowest threat level, and would be an encounter that takes place at the start of a campaign. A fun, and at times pretty tense mission, looking forward to more playtesting on this!

Till next time, stay thrifty (and dry..) out there, see you soon!

Could It Be.. The End? Hairy Japanese Bastards pt. 5,23,658

His brush quivered in exhausted fingers that functioned on little more than adrenaline. The final wash. The final drybrush. The final details and basing. After countless hours, the endless had ended. The numberless hordes of miniatures were painted.

He felt a strange lightness- trepidation almost. For what, now, was his purpose?

He paused, trying to remember a life before this. Visions of sunlit uplands and glorious blue skies fuzzed into an imagination too long neglected, sacrificed to the demands of such a project.

As abruptly as it came, the fear left him.

You are free

“I am free” he whispered, not daring to believe it.

“I am free” he whispered again.

“I am free” he said, more confident now.

He drew a deep breath and threw his face to the heavens.

“I AM FR-“

And with that final roar, his heart beat its’ last.

Yes, it’s happened- these are THE LAST RATMEN! Finishing a project begun in something like the 4th century BC, this is a good feeling – four boxes of Miniknight Ratmen (available here, from the looks of it) bought with the intention of creating a proper old-school Warhammer Fantasy Battle Skaven army.. just a bit smaller. These fellas clock in at 1/72 or 20mm, so about 4/5 the size of a GW miniature… but a lot less than 4/5 of the price. This whole horde came in at under £40.

Anyway, this last tranche had been waiting in the “to do” pile for some considerable length of time as I wasn’t entirely sure what to do with them. I knew I wanted to include as many of the bonkers Clan Skyre special weapons as I possibly could, and thankfully the Age Of Sigmar reboot hadn’t changed them much, so I modelled a pair of each of the Warplock Jezzail, Ratling Gun, Warpfire Thrower and Warp-Grinder Drill teams. Now you’ve already seen the first three, but I got started on the Warp Grinder operators…

..and was just about to pat myself on the back and have a VERY large glass of wine to celebrate finishing the behemoth of a project, when a cursory rummage revealed these two f*ckers that had been hiding!

NOOO! They’re BREEDING!!!!!!

Made worse by the fact that I’d run out of grey and white primer, so these little fellas got a spray of black, followed by a basecoat of bone craft paint… this actually worked surprisingly well, so I’m a little turned around on black primer! I then basecoated tan, washed the models with Vallejo Smokey Ink (talent in a bottle) and drybrushed back up with the original bone. After that, I blocked in the flesh tones and details. Vallejo skin wash brought everything to life and the craft acrylic I used for the red was already pretty translucent so responded to the underpainting pretty well. I wonder if I’ve perhaps stumbled on to a secret formula for cheap Contrast paints here! Anyway, here are the results:

I didn’t actually convert these guys (as my will to live had largely checked out) but painting the blades yellow, washing in green, and highlighting yellow seems to give a nice warpstone effect.

We’ll be using these for Sigmar, old style WHFB, Age Of Fantasy:Regiments, and as the Virum Nascii for Hyperian Wars – and these lads have been smacking DOWN in our HW mini campaign last summer!

Right, if you’ve made it this far congratulations on reading a post about how I painted TWO tiny model soldiers X-) and here’s a group shot of Lord Ratticus’ mighty horde:

Of course, no wargaming/ modelling project is ever truly done… I’d like to add flags and battle standards to these guys, as well as my planned DIY Doomwheel, Plague Catapult etc, but for now I’m drawing a line under these guys and calling it done B-) Of course, in the event I have to self-isolate, I’ll at least have something to do!

Till next time, stay tuned and thrifty! (and try not to cough on each other…)

MOAR Hairy Japanese Bastards

(If you’re not as big a Father Ted fan as us, this is the reference – we love you, Japanese people )

Don’t know what it is about summer, but I always find myself drawn to fantasy stuff – suppose it’s because the evenings are lighter, the shed is warmer… and I’m drawn to a simpler time of Goblin Green bases drawn in massed ranks, swords and spears raised to beat the absolute crap out of each other.

It was about this time last year when I began my love affair with the 1/72 Skaven – ahem, Ratmen, or Virum Nascii for Hyperian Wars – from Caesar or Minikight miniatures (as the packaging is somewhat ambiguous), and I painted up the first of the four boxes I’d bought quite happily. After kicking a little Freeguild and Ancien Regime ass over the summer 2018, these were duly forgotten about as new shiny things grabbed our attention…

But even gamer ADHD runs its course, and it wasn’t long before I remembered my plans for cheapy fantasy hordes, and set about adding a second tranche to the litte whiskery fellas:

The Warlord, his army at his back

A mighty horde!

Poison wind globadiers

Warlord Ratticus McStilton III!

Elites – Warlord, Stomrvermin, Poison wind globadiers

Stormvermin

 

The horde advances!

So yeah, fill in post today – but you’re going to love what’s coming next… 😉 Stay thrifty out there my brothers and sisters, we will see you soon!

Armies (FINALLY) On Parade: Da Skooderia Ferrorki!

Drumroll please… yes, in a mere three years from initial concept to final completion! Oh yes – we get it DONE.

So, the concept for this (and indeed our entire “Cheaphammer” project) was to see if we could create the same sort of visual spectacle and entertainment of a full blown 40k game without taking out the second mortgage needed to do it with GW products. Again, this is not an anti-GW rant – if they were too expensive, they’d go bust. They’re just too expensive for us.

So what we’re doing here is using the (by comparison) ludicrously cheap 1/72 scale – plastic army guys, basically, along with scratchbuilt and converted vehicles from papercraft templates and household junk. Those of you of a certain age will remember the very first “Rogue Trader” edition of Warhammer 40,000 and it’s instruction on how to build a Space Marine Grav Attack tank from deodorant bottles and plastic spoons – that’s the legacy we’re continuing!

So having accidentally acquired a copy of the 40k 2nd edbox set on Ebay, we’ve now built a 2nd ed legal Imperial Guard force using Airfix “Modern US” troops converted with green stuff and papercraft armour, the Orks were well overdue a shot at fame and glory!

I always had a thing for the Evil Sunz clan and their obsession with all things red and fast – and what else is red and fast?

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Oh yes.

And thus was born the concept – Da Skooderia Ferrorki, a Ferrari F1- themed Evil Sunz warband!

The ladz on parade!

First, the list:

Warboss Enzo Ferrorki – ‘ Eavy Armour, Bolt Pistol, Kustom Shoota (82 pts)

Bigboss Dino Ferrorki – ‘Eavy Armour, Bolt Pistol, Chainsword, Frag Stikkbomb (46 pts)

Nobz Mob (“Da Management”) – 3  Nobz, w/ ‘Eavy Armour, Frag Stikkbomz, Boltpistol, Chainsword (78 pts)

Da Furst Mob – 5 Evil Sunz Boyz w/ Flak Armour, Boltgun, Axe, Frag Stikkbomz (15 pts each)

1 Evil Sunz Boy w/ Flak Armour, Bolt Pistol, Heavy Plasma Gun, knife (26 pts)

Da Secund Mob – 5 Evil Sunz Boyz w/ Flak Armour, Boltgun, Axe, Frag Stikkbomz (15 pts each)

1 Evil Sunz Boy w/ Flak Armour, Bolt Pistol, Heavy Bolter, knife (10 pts)

Da ‘Ard Boyz – 5 Goff Skarboyz w/ Flak Armour, Boltgun, Axe, Frag Stikkbomz (15 pts each)

1 Goff Skarboy w/ Flak Armour, Bolt Pistol, Multi-Melta (39 pts)

Mek Mikael Schumorker – Flak Armour, Bolt Pistol, Kustom Blasta, Kustom Force Field – (68 pts)

Painboy Dok Nikky Louda – Flak Armour, Bolt Pistol, Lascannon, Kustom Force Field, Doc’s Tools (76 pts)

Killa Kan – 2x Power Klaw, Heavy Flamer, Heavy Bolter (120 pts)

Battle Wagon (50 pts)

Warbuggy Red 5 – twin linked Autocannon (60 pts)

Warbuggy  Red 7 – Multi Melta (65 pts)

Now… pics!

Warboss Enzo Ferrorki!

And sidekick, Dino Ferrorki!

Nobz Mob, “Da Management”

Mek Mikael Schumorker

Dok Nikky Louda

Da Furst Mob

Da Secund Mob

Da ‘Ard Boyz

Da Wagon – note Flag Wava with Prancing Ork banner.. he has no effect in game, but I loved the model!

Da Kan – details on the build can be found here

Warbuggy Red 5, driven by Sebastian Metal – details on the build can be found here

Warbuggy Red 7, driven by Kimi Rorkonnen and Felipe Masha – details on the build can be found here

Enzo leads the Boyz into battle!

The Red Horde

So there we go – been a fun project, despite a few setbacks, and now they’re ready to roll I’m pretty proud of them. The infantry are Caesar Miniatures Fantasy Orcs, which are great little miniatures, well made and a joy to paint. They do a number of fantasy lines which we’ll definitely be investigating for our “Hyperian Wars” games. Weapons are from Sgts Mess, any other conversions/ butchery are down to greenstuff.

We’ve also learned alot about painting figures this small – namely, prime white and wash down rather than highlight up, as thinner washes don’t cover up detail. If anyone’s interested in how we did the boyz, let us know in the comments.

Now, we have the armies, we have the board, we have the terrain.. now all we need to do is (ahem) learn how to play the game…. See you soon with a battle report!

 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!

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! Essentially 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!