This hobby area is going to feature articles on games that we have played including Frostgrave, OtherWorld Fantasy Skirmish, WH40K, Combat Patrol and many others
The latest 28mm modern AFV kit to be released by Sloppy Jalopy is the Soviet T-62 MBT.
The kit was cleanly cast, and very straight forward to put together. Their was a very thin film of resin between the wheels that was easily cleaned up with a hobby knife and a small file.
After gluing the tracks to the hull, the next thing to do is to glue the Turret Mountings to the hull as shown to either side of the turret apeture.
The only other pieces to be added to the hull are the optional supplementary fuel drums which are glued in place as shown.
The pieces that combine to make the turret include the hand rails, hatches, searchlight, machine gun and gun barrel.
The mounting holes for the handrails are cast in the turret, but I found it better to open these up a little with a pin vice to get a more secure fit. While I did the pin vice out I also drilled into the end of the main gun.
Once the glue had dried, I sprayed the hull and turret seperately with some spray primer. As I had some I used Dunkelb Yellow as I planned to paint my T-62 as in Syrian rather than Soviet service.
The tank was very easy to paint. In fact I only used 3 colors and 1 ink.
1.Vallejo VAL819 Model Color - Iraqi Sand was painted over the whole model apart from the tracks, leaving the darker 'Dunkelb' spray viable in recesses.
2.Vallejo VAL863 Model Color - Gunmetal Grey was painted on tracks, machine gun and front of searchlight.
3. Army Painter Soft Tone Ink was watered down and painted over the whole model including the tracks with a large soft brush to shade and add contrast
4. Vallejo VAL976 Model Color - Buff was drybrushed over the hull, turret and wheels with a large drybrush concentrating on the raised detail.
Finally I brushed some MIG weathering powder 'Gulf War Sand' over the model, particularly the tracks to dull the finish down and weather it in.
The Sloppy Jalopy T-62 kit has just been added to our web site and will be available from us at the wargames shows that we attend.
After meeting at Salute some months ago, Sally4th and NonSense were immediately impressed with each other’s ranges and thought that it would be great to collaborate.
Sally 4th has a great range of modern building interiors in their Terra-Block range and Nonsense have some nice miniature gangs and SWAT teams to populate them together with a set of skirmish rules, Death Valley to bring them together. Death Valley is an easy to learn set of rules, inspired by the ‘Doorkickers’ computer game that will provide a great game using a handful of gang or SWAT team figures together with some detailed interior terrain.
It is great to be able to work together to bring a collaborative gaming vision to the tabletop.
Click here for free download of Nonsense - Death Valley Rules
Click here to take a look at Terra-Former Kick Starter where we have combined deal on Miniatures / Terra-Blocks / Bunker Tile
A couple of weeks ago, Lewis and I had our first game of Congo, Adventurers in the Heart of Africa by Studio Tomahawk. We both really like this 'super-skirmish' style of game with 30-50 miniatures per side, great terrain and a bit of a story line. We had previously played quiet a bit of Death in the Dark Continent so I easily rebased some figures from multi-figure bases onto individual bases using Sally 4th Clear Perspex bases.
For our first game we played 'The Treasure of Makoko Mbe' with 70 point columns, to get the hang of the games system.
This scenario sees two groups, an Archaological Expedition and a group of Antique Dealers from Zanziba searching for the lost treasure of the last king of Teke which is buried at a sacred site in the centre of the table and guarded by some fanatical warriors.
Our intrepid explorere cautiously advances through the jungle accompanied by a unit of Askaris and Ruga-Ruga.
Meanwhile the Zanzibaris and Ruga-Ruga from the Antique Dealers Column explore some dangerous terrain. Each time a group enters some dangerous terrain, a role is made on the dangerous terrain table to see what happens, some events are beneficial, for example loot is found, many more are 'dangerous', as one would expect. In this particular scenario their is a hidden clue marker in each piece of dangerous terrain that indicates which table corner the group can exit with the treasure.
The treasure is hidden within the sacred site at the centre of the table which featured the sacrificial pit and totems and was guarded by four sacred warriors.
The Archelogical Expedition included a group of Soldiers. These are a usefull troop choice as they are armed with rifles rather than muskets so do not need to spend a turn re-loading and ignore the effect of shooting stress tokens.
The jungle is represented by terrain pieces which are either 'high' or 'low' terrain, which defines if they block line of sight or not, and 'dangerous' or impenetratable'.
Congo is typically played on a 4' x 3' (120cm x 90cm) gaming area. We have used 12 Terra-Former boards to make our gaming area. These are terrain boards made from polystyrene within a MDF box with strong rare earth magnets to hold them together during a game.
All measurments are made using measuring sticks which are small, medium or long. Small is used for movement, medium for thrown weapons and long for bows and firearms. Card movement sticks are included with the rulebook. The measuring stick shown is made from White Perspex and is from Sally 4th's Congo Accesory range.
Congo uses a rather elegant shooting mechanism. Each troop type has a different dice to represent their training (D6, D8, D10). 5+ is a success. The defender rolls a 'save' depending on the thickness of the cover that they are in. They can elect to 'go to ground' when shot at which gives them an extra save dice, but at the cost of having to take a stress token. The soldiers in the photo have 'gone to ground' and we can see that they have drawn a 'movement stress' which reduces their mobility. Card tokens are supplied with game. Token shown is an engraved token from Sally 4th's Congo Tokens.
Lewis played the Archeologists and made it to the sacred site with his Askaris and dispatched most of the sacred warriors but failed to find the buried treasure.
We had a great time playing the game, which was won by Lewis, but neither of us managed to dig for the treasure so will have to return with larger columns shortly. We really enjoyed the game which has lots of innovative mechanisms and great scenarios which are so much more interesting than games that are just about lining up and shooting the opposition. We liked it so much that we played another scenario from Congo in the afternoon, which I will write up soon!
Click here to take a look at our Congo store that includes Congo game rules, miniatures and gaming accesories.
On Sunday Lewis and I had a game of one of our favourite miniatures games, Mantic's 'The Walking Dead - All Out War'.
I choose a themed group of survivors based around the Grimes Family, Rick, Lori and their son Carl together with the loner Michonne. Lewis went for a group led by Patrick, backed up by Shane (who had obviously left the Atlanta camp when Rick had reappeared, unable to contain his jealousy).
The game started, as is normally the way with both sides trying to collect as many of the easy to reach supplies as they could, while avoiding a nasty death from the walkers. By the time the threat level made it to high, Rick's group had collected 5 supplies and Patricks group had collected 2. At this point events took a dramatic, 9and for me unexpected) turn....
I could not believe this turn of events. Dramatic, and a good story line maybe, but shooting Lori down in cold blood in front of her husband ans son for a couple of bags of groceries! How low can you get? Lewis reasoned that it was the end of the world and my characters dropping those supplies turned the game around from a 6-2 win to me to a draw!
We both had a fantastic time, TWD is definately in our top 5 games, so highly recommended.
The miniatures have been rebased onto Sally 4th Clear Bases, click here for details.
Almost forgot, we designed some handy new measuring sticks that we tried out for the first time in this game and they worked very well.
They are made from 3mm clear perspex and have a handy cut out that fits around a 25mm base for easy and accurate measuring.
We have just released our 28mm pillbox range to prepare for the release of operation Sealion by Bolt Action. These are made from layers of 3mm MDF so when built has a wooden look to it. As they were built from concrete during World War Two we painting and te4xtured them to give them a more realistic look.
For this you will need Sandtex masonry paint, which you are able to buy from any DIY shop. An added bonus is that they come in tester pots so you don’t need to buy a big galleon can from the shop. You will also need an old brush to dry brush, and another old brush for PVA glue and some sand.
Step 1: Coat the pillbox in a thin layer of PVA glue around the pillbox. Avoiding the door and the top of the pillbox.
Step 2: Then sprinkle the sand over the pillbox trying to keep it away from the door hinges so it can still open and shut. Also on the inside of the pillbox keep the top of it sand free so that the pillbox roof can still fit it.
Step 3: Once dried we use a chocolate masonry paint to undercoat the pillbox. We recommend using water to thin the paint first so it's not to thick and can get in between the sand,
Step 4: We then use “Mid Stone” masonry paint and dry brush the pillbox. To dry brush put a small amount of paint on the brush then using some old card/paper towel get rid of any excess. Then lightly brush the pillbox so the raised areas get painted.
Step 5: Then we use an “Ivory Stone” masonry plaint for the final dry brush on the pillbox to complete the concrete look.
This is a nice and easy technique to paint the pillbox even for beginners. It took me about 30mins to do one pillbox form start to finish. Hopefully this guide will help you get the realistic pillbox look for yours. This technique can also be used for other modern buildings to get the look of concrete.. I’m currently working on some African buildings, for these I’ll need to a dry dirty look so in my next post I’ll take a look of weathering techniques.
For further details see: WW2 British Pillbox
The May 2017 issue of Wargames Illustrated includes a Falklands War sceanrio using Combat Patrol WW2 Skirmish rules plus the free downloadable Falklands War supplement.
Here, Buck Surdu, author of Combat Patrol gives as an introduction to Combat Patrol.
Combat Patrol™: World War II is a set of World War Two skirmish rules featuring unique mechanics that provide a streamlined, intuitive experience. Cards are used for unit activation as well as combat resolution and morale, eliminating the need for consulting numerous charts and tables.
Players typically play the role of a platoon commander. At the beginning of each turn players roll a six-sided die for each officer and NCO. This is their activation number for the turn. Cards are drawn from the Activation Deck to determine the order in which teams activate. Under certain conditions, leaders may swap command dice with their subordinates to give players a little more control over their forces. The use of the command dice and the Activation Deck usually allows several players to be acting at the same time. When a team activates, the figures within the team may move, shoot, reload, un-stun, or perform other actions. While a figure can only perform one action per activation, the figures within a team can perform different actions, in the order desired by the player.
The heart of the game is the Action Deck. Each Action Deck contains fifty cards that look like those in diagram below.. These are multi-functional and are used to resolve small arms, anti-tank and indirect fire, melee, and morale tests. It looks like there is a lot of information on the cards, but after you have played a couple of turns of a game you focus on the appropriate part of the card, and they provide a fast and streamlined mechanism. Small arms fire, for example is a two-stage process; first we identify if we have hit a target then we identify the results of that hit. Like in real life, fire is directed against a target area rather than a particular unit. All of the usual tactical modifiers are incorporated in the system, such as training, range, and whether the target or shooter are moving.
To resolve a shot, the player draws a card and consults the hit indicator section of the card., looking at the symbol that corresponds with the accuracy of the firing figure. Shifts to the right are applied for tactical modifiers such as range to target. If the resultant symbol looks like a bullet hole, the shot was a hit; if the resultant symbol is a dark circle, the shot was a miss. When a hit is indicated, the shooter draws another card and consults the middle section of the card to determine which figure in the target area was hit, whether he was wounded or incapacitated, and whether the figure that was hit is protected by cover. Cover is represented explicitly. If the figure hit by the shot is behind a tree or in woods and the tree icon is on the card, the cover protected the target figure and instead of being wounded or incapacitated, it is stunned, or ducks back behind the cover. Fire is conducted into an area, not at a specific figure. In this way, players may not snipe at key figures. Firing into an area in other systems sometimes creates ambiguous situations in which some of the target figures are in cover and some are not, so what modifier is applied? In Combat Patrol™, if the randomly selected figure is behind cover and that cover icon appears on the card, the figure is protected. Once players get used to the unique method of conducting fire in Combat Patrol™, shooting is resolved very quickly.
Any time a figure is hit, even if cover saved the figure, the unit accrues a morale pip to represent the effects of coming under effective enemy fire. When a unit activates, it must make one morale check for each morale pip accrued. Players do this by drawing a card from the Action Deck for each morale pip and reading the bottom portion of the card. Once all morale pips have been removed, any figures in the team that did not move or fire as a result of the morale check may then perform actions as normal.
One of the attributes for each figure is Reaction. This is used to interrupt enemy movement and is a simpler mechanic than the opportunity fire rules in many other systems. When enemy figures move through a figure’s arc of fire, it may make a reaction test. This is done by drawing a card from the Action Deck and consulting the “hit randomizer.” If the result is less than the figure’s Reaction attribute, it may fire at the moving enemy; otherwise, it may not. Since there should be some risk, a “roll” of 5 not only means the figure was unable to react, but it is also pinned. The figure fumbled or froze.
On April 1st I attended a GBHL tournament in Ripon called “Of Dice and Men”. There were 20 people attended the event using the same scenarios as the Grand Tournament. However the catch with “Of Dice and Men” was that the warbands increased to 24 warriors per warband, monsters limited to one for every 10 warriors and everyone got a free Alfred from the old rulebook.
My army for the weekend was that of Spiders. I took Druzhag, Ashrak, Shelob and the Spider Queen leading 26 venombacks, 2 Mirkwood spiders and batswarm.
For my first game I played Louis Aplin and his Dwarf army led by Thrain for a game of domination.
With the Deployment set it looked like the Spiders were greatly outnumbered. Luckily due to the heavy density of terrain on the board, I was able to make use of the bottlenecks to stop the spiders getting swarmed by dwarfs.
Thrain led the charge to try and secure the centre point from Shelob. However she got enraged by Druzhag and killed Thrain and held back the dwarfs. While the spider queen and some helping spiders came from behind the dwarfs line and started to kill them, and the vault wardens also started to suffer from the spiders killing them quickly. However, on the other flank, the dwarfs led by a siege captain were starting to wound the spiders. I was slowly running out of the wound counters I brought to keep track of all the 2 wound models.
As the game drew to an end, the siege captain and his flank of dwarfs reduced in numbers made it to the centre. W hen we worked out the VP’s in turned out to be a draw.
Game 2 was “To the Death” and I played against Matt Weilding and his Isengard army. It was berserkers backed by 2 pikes and crossbows. With a Gollum and the ring.
As it was modified for GT we could deploy anywhere in our half. He set up near the edge of the board and tried to get a few rounds of shooting off and killed a few spiders.
When the spiders met the Uruks they unfortunately did not last long, however an enraged Shelob managed to get a 12” hurl off and threw him through the mob of Uruks forming around the poor spiders. Luckily I had a lot of prone markers as many were hit but failed to kill many of them. The low defence of the Spiders meant his 4-attack line was able to beat me. I ended up losing my second game. The Spiders First outing wasn’t going to plan.
My 3rd Game was against JT. He had a Mordor list led by the mouth of Sauron and 3 Orc Siege Bows. The scenario was Hold Ground, which meant maelstrom deployment.
Luckily for me I managed to deploy my army close and in cover of the siege bows, except Shelob who deployed on the other side and had to walk across the board to meet the army.
My first priority was the to kill the siege bows and then try to secure middle. After the first bow fell I sent 4 spiders across the board to hit the second, while my spiders fought a fierce battle to the centre. After managing to break through and get a few spiders to the centre the orcs fell slowly. Shagrat War Leader was heading towards Ashrak (my general) and his 2 spider bodyguards. Luckily as the flanks fell more spiders were coming to the centre.
The Mouth Of Sauron and some orcs trapping him charged one Spider, but somehow he managed to win the fight and kill The Mouth Of Sauron. Meaning that he was broken and the orcs started to flee when courage tests were done.
The game ended and I had more models in the centre and due to protecting my General so I won the game.
So at the End of Day 1, I had 1 win, 1 loss, and a draw.
Over the last couple of months I have been collecting, painting and basing a 28mm scale WW2 Dutch Army for wargaming with Bolt Action, Combat Patrol and Chain of Command.
The miniatures that I have used are the highly accurate figures produced by May 1940 Miniatures. May 1940 Miniatures is run by Sander, a keen WW2 Dutch Army Re-enactor, so we can be sure that the uniform and personal equipment is 100% historically accurate.
Here's an overall shot of the complete platoon (plus attachments). All miniatures have been painted using Vallejo acrylic paint, dipped using Army Painter Quick Tone and then mounted on Sally 4th clear perspex bases. Click here to take a look at our quick and easy painting guide or click here to take a look at Sally 4th clear bases.
Platoon HQ contains a 2nd Lt and Sgt together with stretcher bearers and medic.
No 1 Section: Rifle Section containing, Section NCO and 2I/C, Lewis Gun team and 8 rifles.
No 2 Section: Rifle Section containing, Section NCO and 2I/C, Lewis Gun team and 8 rifles.
No 3 Section: Rifle Section containing, Section NCO and 2I/C, Lewis Gun team and 8 rifles.
Attached 81mm Mortar
Last week Doug and I played the 4th game in our Pulp Alley - Tomb of the Serpent Campaign.
Sideshow of Horrors sees my French Foreign Legion league going up against the Servants of Apothis in a desperate hunt for an ancient relic, The Ring of the Pharoahs.
Click here for details of Pulp Alley Tomb of the Serpent Campaign
We've had a few questions about the tents and caravans.
The round multi-colour tents are our medieval jousting tents kits, click here for details, the ridge tents are from our modern range, click here for full details. Caravan will be released in the next couple of weeks!
Multi-player Pulp Alley chaos at Hammerhead 2017. We had five cut down leagues consisting off a sidekick and three allies.
The scenario involved these teams searching for clues relating to an ancient artifact believed to be hidden in Casablanca.
We used 8 minor plot points, and nine reward cards. One was a Red Herring, meaning the plot point had to be returned to the table 6" away.
The leagues included a French Foreign Legion League headed up by Lieutenant Bernard Girard, the evil Germans led by the sinister Franz Scneider, and three international archeology teams led by Cassandra van Pelt, Jane Brook-Smythe and Dr Bill Conrad.
We had two types of perilous areas. In the centre of the Souk, the snakecharmer has left his snake unattended, this is extremely perilous! I also ruled that entering a building via a door subtracted 2" from your move, but entering via a window was perilous because their could be a police officer, security guard, house owner or guard dog on the other side.
Entering via a window seemed to be the most populat tactic, and we saw lots of allies going down, as things went horribly wrong. One gamer commented that it was working out more like 'Keystone Cops than Pulp Adventure!
Some gamers had incredibly bad luck. I guess I should not have said, "It's a gift, all you need is one success using any skill"!
Their was a lot of fighting between the different leagues, some easy plot points were overlooked while others were fiercly contested.
Dr Bill Conrads league heads to the Souk.
The second game saw some fierce rivalry between Lewis and his Dad Kevin.
And our youngest gamer was very certain that he wanted to play the evil Germans and played very well and certainly displayed Teutonic ruthlessness.
During the last turn off the last game, we saw an excellent piece of Fortune Card play when an opposing character is knocked into the perilous area surrounding the snake and fails the challenge and health check!