Friday, 9 June 2017

New Terrain Tiles

I already have a set of terrain tiles that I made, which are 200mm squares split into quarters for grid movement.  The problem with these is that with my limited space I can't lay out much more than a 10x8 grid.  So I decided to make some smaller ones.

I went with 75mm squares which I got from Warbases, laser cut and 3mm thick,  I added magnetic tape to the back so I will eventually be able to lay them out on a magnetic whiteboard to prevent them being moved during play.

On the top side of the square I glued mounting board which lets me sink features such as rivers into them.  Hills are from polystyrene packing material which is sloped but left square with rounded edges.

The tiles were painted brown and sand added, then painted over again and then drybrushed with a cream colour and static grass added.  Roads are cut into the tile then layered with filler and wheel ruts added.  Rivers were painted in two shades of blue then several coats of gloss varnish.

Anyway, here's my first test batch of bases.

I ordered some more from Warbases yesterday, hopefully I'll soon have enough for a proper battlefield.

Wednesday, 7 June 2017

Time Conquistadors

I'm taking part in a monthly competition on The Wargames Website.  The competitions are only open to sponsoring members, but for £1 a month it's well worth it just to support such a friendly and welcoming forum. 
The following is what I've come up with so far, the challenge is to come up with a game concept where forces from different times come into conflict.

Time Conquistadors
On the 23rd of July 2038 an experiment was conducted in North Korea.  The intention was to send an army back to June 1950 to ensure the unification of Korea under a communist regime.  No effects were observed, the scientists involved were removed from their positions and the project cancelled.
On the 23rd of July 1938 a ship carrying Republican reinforcements from Valencia to Barcelona disappeared without a trace.
On what under the Gregorian calendar would have been the 23rd of July 63 BC a large vessel of was observed by fishermen to appear out of thin air off the coast of Hispania Citerior…

The Game
The game would be a short campaign where a small force from the Spanish Civil War attempts to establish itself as a power in the era of the late Roman Republic.  Their starting forces would be the reinforcements being transported on the ship plus a couple of tanks and artillery pieces, some Moroccan prisoners and the ship’s crew.  As they win battles they would be reinforced by local troops possibly including Roman units going over to their side.
A short set of battle rules would be included, focused heavily on morale.  Fuel and ammunition usage by the 20th century forces would play a part and units would become unavailable or reduced in effectiveness as these run out.  The morale effect of 20th century weapons would be high initially but reduce as the campaign proceeded.

The Rules
Combat, both shooting and melee, is resolved using morale bags, one for each army.  They contain black and white counters.
When a unit is shot at a number of counters equal to the fire it is receiving is drawn.  If any black counters are drawn the unit receives one hit.  If more black counters are drawn than the unit’s morale level it routs immediately.  The counters are replaced in the bag.
For melee both sides draw four counters and add the number of white counters drawn to their melee factor.  The loser takes a number of hits equal to the difference.  A unit attacking a flank or rear draws an additional two counters.  After melee the counters are replaced in their respective bags.
When a unit other than skirmishers is eliminated a black counter is added to that side’s morale bag.  Use of twentieth century weapons adds black counters to their opponent morale bag too, though the number added decreases in subsequent battles.
For each new battle in the campaign the morale bags revert to their original contents then the winner of the previous battle adds one white counter for every battle won in a row to that point.

Sunday, 26 February 2017

Alien Wildlife 2

I've cast and painted my alien animals, so here they are, a flock of Feltz. :)

Each flock has one Bull Feltz, weighing in at up to 2.5 Tonnes and easily identified by it's nose horn.

Adult females weigh up to 2 Tonnes and a flock usually has between 3 and 8 females.

When threatened by predators Feltz defend themselves in 2 ways.  Faced with large predators they sit down, leaving only their armoured back and skull exposed to attack.  Against smaller predators they also sit down, but on top of the predator.

Feltz taste of chicken.

Friday, 24 February 2017

Alien Wildlife

This months competition on The Wargames Website is to make an alien animal.  I'm running a bit late with this, it has to be painted to count as an entry, but here's where it's at so far.

Tuesday, 7 February 2017

Space Orcs and Imperial Legionaries

Some Infantry to go with the Sci-Fi tanks I made.

Space Orcs with a Terminator II tank they have captured.

Imperial Legionaries with a Predator tank destroyer.

The Imperial Legate with his Legionary bodyguard in helmets.

Wednesday, 1 February 2017

Sci-Fi Tanks Painted

I've finally managed to get the first of my Sci-Fi tanks painted up, so here's some pictures. :)

I'm modeling infantry figures now to go with these.

Wednesday, 25 January 2017

Turrets and a Tank destroyer

More progress. :)

A variety of turrets for the hull I made yesterday.

A tank destroyer.  It needs some Green Stuff to fill the gaps.

And my moulding rubber arrived today. :)

Tuesday, 24 January 2017

Another Sci-Fi Tank

I'm in the middle of a busy couple of weeks in my day to day life, so I've not had much hobby time.  Plus I'm waiting for my rubber to arrive so I can start assembling and painting the models, which is sooooo frustrating.

Anyway, I stole some time and I've been working on another tank. :)

The turret still has a long way to go, that should end up being a Gatling gun on it and there'll be a hatch and some other details added.  I might also make a turret with a proper main gun too, for a bit of variety.

Thursday, 19 January 2017

Tanks on the Production Line

Work continues on my Sci-Fi vehicles.

Casting the tracks went well. :)

My first turret, this is now having a mould made of it.

And the first hull.

Another view of the same.

How it looks with the tracks on. :)

Wednesday, 18 January 2017

Making Tracks

I have a new project in mind, for which I need a variety of tracks.  Having found a sheet of plasticard in the back of a cupboard I decided to try making some and casting them to use on vehicles,

Here's a step by step guide to how I made them.

First I glued some spare model tires I had onto the plasticard.

I cut them out then filled them with Green Stuff and added a little detail to them.

I then cut out the track pieces and placed them round the wheels to make sure I had enough, with a few spares just in case I needed them.

The outer edges of some track pieces were cut at a slope.  They all need this done, but doing a few at a time then glueing them on and doing a few more works best to allow the glue more time to dry I think.

Each track piece is glued to the wheel section and to the adjacent track pieces.

This is repeated all the way round.

And here's the first three completed tracks, ready for me to make a mould from them.  

Monday, 16 January 2017

Testing the Rules

A first game to test the rules. :)

To the left are the defending forces.  Infantry in A2, B2 and D4, ATGM infanty in C2 and F4, a Bunny APC in E2, a Woodpecker SPAA in C1 and finally a Thumper SPA in B1.  They also have 3 Moggy IIs arriving on turn 6.

To the right, off map at the start, a company of QT74  MBTs, a company of Bumpy IFVs with infantry loaded and a Kyuteyusha SPA.  One airstrike is also available.

The first two activations for the attackers see them bring all their units on board.  The tanks take up position to fire in support of the Bumpy's advance on the village with the Kyuteyusha in a safe position to the rear.

The third activation sees all three tanks and the artillery fire on the village.  The defending infantry disappears never to be seen again...

The Thumper tries to knock out the lead Bumpy while it is still loaded with infantry but has no effect.

The two infantry units  on the left flank advance towards the hill and wood while the Woodpecker advances into the woods they vacated.  On the right the Bunny pulls back to hide behind the hill.

Two activations are used to call in the airstrike on the Woodpecker.  Half the squares around it contain targets so there's a good chance of multiple hits.  The woodpecker fires at the plane and misses.  Bombs away!

The dice see the hits scatter to an empty square then back in on the Woodpecker, for no extra effect.  One chance to hit and it misses!

The third activation sees the Bumpys advance and two of them drop off their infantry, one occupying the village and the other moving to where it can attack an ATGM infantry next turn (Infantry may not fire and move in the same turn).

The fourth activation sees the Bumpy's combine fire on the ATGM and miss.  If the Infantry had been able to join in it would have cancelled the terrain modifier for being in woods.

The first action by the defender is to fire the ATGM at the Bumpy next to the town for free but it misses.

The infantry on the left flank continues to advance and the Woodpecker and Thumper combine fire on the village to no effect.

Poor dice see the turn end after only 2 activations.

The Bumpys attack the ATGM again, this time with infantry support but fail to hit them.

The tank company with artillery support opens fire on the infantry on the hill and blows them away.  That's twice they've attacked and twice they've destroyed their target.  Unfortunately this made me a little over confident with them...

They come charging forward to sweep all before them, or so they think...

The ATGM takes a free shot at the tank and rolls an 11.  BOOM!!!!

The other ATGM tries to take out a bumpy but harassing fire from the adjacent enemy infantry throws their aim off.

The Bunny pops back up onto the hill it was hiding behind and sends an ATGM at the tank company commander.  The Thumper and the infantry adjacent join in and BOOM!!! there goes another tank.  So much for the unstoppable charge...

The Woodpecker fires on the village to no effect.

A third attempt to clear the ATGM unit from the woods is finally successful...

And the infantry unit advances after combat.

The infantry in the village advances up the road.

The surviving tank pulls back onto the hill where the tank company started their disastrous charge from.

The Bunny fires at the HQ Bumpy but misses, then pulls back beside the Thumper while the surviving infanty on the left flank advances onto the hill.

The Thumper tries to hit the infantry on the road but misses.

Realising it's all down to the mechanised company now they push forward, the one with infantry left on board unloading them next to the remaining ATGM infantry in the wood.

The tank, artillery and adjacent Bumpy fire at the infantry on the hill but to no effect.  The infantry on the road misses the ATGM infantry too.

The woodpecker fires at the closest infantry and destroys it, clearing the way for the ATGM infantry to blow up the Bumpy they had just dismounted from.  BOOM!!!

The Thumper misses the infantry on the road again.

The third activation sees the Bunny move back onto the hill intending to fire on the HQ Bunny as the fourth activation, but the turn ends before it can.

The infantry on the road fires at the ATGM and misses, as does the Bumpy firing on the Bunny.  The infantry in the woods moves up.

The Bumpy in the village fires on the Woodpecker.  BOOM!!!

The Bunny on the hill falls back next to the Thumper again and the reinforcing tank company arrives in line on the right flank and concentrates fire on the Bumpy HQ.

And misses.

The Infantry on the road move to protect the village from the infantry on the hill.

The HQ Bumpy and the infantry in the woods fire at a tank each.  Combined fire on one target would be more likely to get a hit, but this is a time for hoping for ridiculous luck to turn the tide.  They both miss.

The ATGM misses the bumpy in the village but three tanks plus artillery make short work of the Bumpy HQ.  BOOM!!!

The infantry on the hill destroys the infantry next to them...

And advances next to the village.

Tank, Bumpy and artillery combine to punish the victorious infantry but miss.

The Bumpy pulls back down the road.

And the infantry falls back through the woods.

The tanks advance to form a line centred on the village.

And combine to knockout the last tank.  The surviving attackers hightailed it out of there at this point.

I think the rules worked perfectly, they gave a fast moving exciting game and after the first couple of turns I didn't have to refer to them during play.  Converting them to a square grid seemed to work out ok too.  I need to paint up the rest of the units I have and make some more terrain tiles so I can try a bigger battle next time. :)