Monday, 2 May 2011

Warmachine

First new update in a while, Warmachine figures for the Retribution of Scyrah faction.

I still can't pain't white :(




Saturday, 20 November 2010

10mm Ardennes, First Game

After having finished enough models and scenery we tried out our first games today in this setting. Roughly 3000 Points of Germans vs 2000 Points of (Big Dave’s) American Paratroopers in an Assault on an American held town


The Table is still pretty sparse (more scenery is in the works), A German CO can be seen driving forward a battlegroup comprising Jagpanzer IV’s, a Jagdtiger and some Marder II’s

Meanwhile the American Paras lie low in the new urban Terrain Tiles (Build another 20 of these and we could do Stalingrad!).

The first few turns are pretty uneventful until the Ami’s land a stonk on the German Trucks putting them a third way towards their breakpoint!

The second part of the German Force comprising the remaining trucked infantry and some Hetzers thunders through a forest. A lurking Para Recce jeep gets the sharp end of some German Bayonets and is removed

Meanwhile on the right flank long range fire is exchanged resulting in the picking off of dug in America At guns and the destruction of the Marder III’s

The Marder III’s make it to the edge of the town only to fail their command roll, the Ami’s pour out of the buildings taking advantage of the Hetzers narrow line of Sight and engage them up close.

With further failed command rolls and blunders the situation goes from bad to worse for the Germans losing all three Hetzers. They have now reached their break point and need to start testing.

Although the Germans hang on for another couple of turns At -4! They eventually break giving the Americans a victory.

Thoughts on the Game.

I thought this would be an east victory for the Germans as the Americans had no armour, however winkling elite troops out of dense urban terrain whilst being smacked with Artillery and Mortars proved to be very difficult. Added to that whenever there was a critical roll the Germans had to make they would inevitably fail it which didn’t help!

All in all a fun game, with some further terrain that will break up LOS the Germans will be back for more.

Ardennes German Battlegroup II

Finished these off with just the HQ's and CO to do, roughly 3000 pts

Models are Pendraken (Infantry & Jagdtiger) and Pithead (Vehicles)

Monday, 8 November 2010

10mm Ardennes Scenery

This is the first (test piece) of scenery, depicting a bunker as I imagine on part of the west wall.


Tuesday, 26 October 2010

Normandy Panzer Battalion 10mm

Pz IV H's and Panthers with a Wirblewind and 234/1 recon AC (only because no-one seems to make a 10mm Pz II Luchs). Engineers with a HT and Inf On motorcycles.





My CO with a spare truck


Normandy StuG Brigade 10mm

These were finished a while ago...







Models from Pendraken & Pithead

Ardennes German Battlegroup

Currently building 10mm German (bad Guys again) Battlegroup for BKC II, intended to fight the Ardennes campaign. These are a few test pieces to get the snow right

There will be some scenery to follow and some further pics once completed.



Wednesday, 26 May 2010

10mm Late War Germans

Had a quick game with these the other day using the Bitzkreig commander II, these still need finishing off with an ungodly amount of infantry and StuGs to paint.


Tuesday, 20 April 2010

A Very British Civil War

The latest game we played was our take on A very British Civil War using the Rules of engagement system. All in all a fun games which essentially consisted of huge melee in the centre of the table. I'm not sure ROE is the most suitable system for this but we may try again.



The Assembled Fasict force consisting of (from left to right) a unit of German Paras, BUF HQ Squad, BUF Squad, 2 Units of Militia and an HMG. At the far right can be seen the sinister Sons of Crowley.



The Melee of Doom

A full battle report can be found here:-

http://wdlovesme.19.forumer.com/viewtopic.php?p=271185&highlight=#271185

More Rules of Engagement

An update!

These are intended to be used as a low quality german platoon using the optional rules from the great Escape Website, about half done at the moment

http://www.greatescapegames.co.uk/documents/Web%20Downloads/German%20Low%20Grade%20Platoon.pdf

The snow was made with a 50/50 mix of Bicarbonate of Soda and PVA, after reading this guide.

http://missing-lynx.com/articles/other/create_snow_cheehongahn.html

Wednesday, 24 February 2010

Update

I've not posted anything for a while for a couple of reasons, one my computers graphics card failed and it took an ungodly amount of time for the replacement to arrive and two I've moved house. Rest assured however everything is sorted now and I'm painting again.

The two projects I'm working on at the moment is a late war Heer Platoon for Rules of Engagement, all in snowy goodness to match the Fallschirmjäger and the huge amount of late war German 10mm I bought.

Pics to follow shortly...

Sunday, 8 November 2009

More 10mm Wehrmacht

Following a weekend of fun that has seen the failure of my computers graphics card, i've mostly been painting 10mm Wehrmacht. I've also built some new terrain for the late war board, pics to follow...



Tuesday, 3 November 2009

Late War Germans

Picked up a bag of Pendraken late war German infantry at Fiasco last weekend, with a plan to make up a 1944 Normandy Force for the impending Blitzkrieg comander II.

Painted a quick stand to sort out how I'm going to base these, I'm not entirely happy with some more greenery needed I think.

Friday, 30 October 2009

10mm Arab Buildings - Updated

Finished these off today,all have removable roofs sized so that a stand of Infantry (2.5 x 5cm Base) can fit inside. T55 shown for scale.





Thursday, 29 October 2009

Google Sketchup

A useful tool I use when making buildings is Google Sketchup, not only is it free, it's very easy to use. Very quickly you can get an idea of what your building is going to look like when completed, exact measurements can be inputted allowing a true scale model.




This took me about 30 minutes most of that figuring out how to make a dome, there is also an extensive help library.

http://sketchup.google.com/

Monday, 26 October 2009

10mm Arab Buildings

Using some offcuts of foam from the 28mm Church, I've tried my hand at some 10mm buildings, here are a couple of work in progress shots. These are actually the third and fourth bases after one and two were failures. The most difficult part was the texture for the buildings, these have been coated with a mix of filler and PVA which has worked well.





Sunday, 18 October 2009

Somalia 1993 - Food Aid

Another great game this Saturday, with the Somali militia forces attempting to steal trucks laden with food supplies from a compound guarded by the UN.


The Table



Closeup of the food compound, look how densly packed they are ;)

Somalia 1993
A detachment of UN forces from the 19th Pakistani Lancers are guarding a compound holding trucks from the UN’s food relief agency.

Somali Militia Briefing
Assault the UN compound and capture as many food lorries as possible, once captured they are to be removed via either short table edge.

UN Briefing

Defend the food relief point against local insurgents, in the event of attack, QRF units from the US Ranger task force can be called upon for assistance.

Points

UN/US Forces 1600pts – shared (roughly 800pts each)
Somalia’s – 1600pts

US/UN Deployment
UN forces will deployed in a central compound area.
US forces are off table reserves, which deploy via mobile deployment from a
short table edge, the turn after the attack begins.

Somalia forces Deployment
Non vehicle forces may deploy within 30cm from the UN location so long as they are out of LOS.
Vehicle forces deploy via mobile deployment from any table edge.

Special Rules
Shooting to stop – units can attempt to shoot at any of the UN food trucks in an attempt to stop them, but will need a 6 to hit regardless of other factors and it takes 3 hits to stop them.
1 Stand of infantry is converted into enough drivers for all 6 trucks

Victory Conditions
1 pt for each truck prevented from leaving the table (US/UN)
2 pts for truck that escapes (Somalia’s)
No breakpoint

Game Length
8 Turns (we decided this after the game)



Turn 1 started with the Somali forces deployed surrounding the compound (with their snazzy new hidden markers). My plan here was to infiltrate as far as possible then spring from the buildings and make a dash for the trucks, in line with this I had scheduled an 82mm Mortar strike on the compound for the first turn in the hope of suppressing the majority of the forces. There was the danger here of destroying some of the trucks but hey what are the odds of rolling 4+ on all three of the dice.



The Mortar strike succeeds in suppressing 50% of the infantry but also destroys one of the food aid trucks, it could have been far worse! Unfortunately all the Somali commanders fail their command roles and remain in place, a trend that is becoming all too clear. In fact the only unit that manages to move is a Somali sniper, sneaking atop a building with clear LOS to the Pakistani CO.



Turn 2 Kicks off with Somali Sniper successfully suppressing the Pakistani CO, severely disadvantaging them. The remaining Somali Units decide that now is the time to attack and following a raft of excellent rolls move up to the buildings surrounding the compound and open fire. Barrage fire from numerous RPG Hunter killer Teams take out the Pakistani Patton’s. Opportunity fire in response accounts for some Somali casualties.



Turn 3 sees the appearance of the US quick reaction force who deploy in two groups behind the main group of Somali. Unfortunately for them one group attempting a flanking manoeuvre runs into an ambush set up for exactly this purpose. One HMMWV is destroyed, and another suppressed, return fire destroys a Somali emplaced recoilless rifle leaving one beleaguered stand of Militia isolated and afraid.



The Fighters surrounding the compound trade fire with Pakistani Forces slowing whittling them down while taking few casualties themselves, this firef ight extends into turn 4 with little else of consequence.



Turn 5 (the exciting turn). Somali reinforcements appear, a horde of technicals armed with DSHK HMG's and recoilless rifles.



The US Quick reaction force moves up to within sight of the compound, a Sheridan lagging behind in an overwatch position.


After finishing off the remaining Pakistani Forces, Militia fighters pour out of the buildings and into the street towards the trucks.


The US forces open up causing suppression and casualties in response.
.
.
The compound is overrun!
.
.
Turn 6, The remaining 5 trucks are manned by the militia and driven out of the compound.
.
.
The US open up on the trucks after some fantastic command roles (2 double ones in a row!), stopping two of them with a mix of fire from nearby Infantry and HMMWV's.
.


Turn 7, with the remaining trucks now on the road (command bonus!) they make good headway, in a desperate attempt to stop them the US Super Cobra strafes the last truck and immobilises it. (Points wise it is now 3-4 to the Somalis, they have to exit the last two trucks to win).
.
.
Meanwhile on the rest of the table a devastating turn for the remaining US forces as they are wiped out to a single stand of infantry.
.
.
Turn 8, in a last ditch the Huey Super Cobra tries to take out one of the remaining trucks fleeing the table, unsuccessful it turns its wrath on the technicals to devastating effect.


Double one! the Somali manned food aid trucks escape into the night securing then a victory!



Thoughts for this game:-
  • A possible reduction in the effectiveness of RPG's in the hand of militia stands.
  • Buildings should have a clearly defined limit to the number of stands of infantry they can contain.