This area of the website is my hobby blog, it contains articles about games that I have enjoyed playing together with paining and model making articles.
I like to make modular terrain, with as many pieces that can be re-used for different purposes, different periods, different genres, as like 99.9% of all wargamers, I have limited storage space for miniatures and terrain. This is why I developed the Terra-Former terrain system. Terra-Formers are 12" square, precision laser cut frames with a wide range of profiles for modelling hills, rivers, streams, canals, beaches etc. In fact there are over 30 different tile profiles available in the Terra-Former range.
I backed the fantastic Precinct 187 3D printable terrain system from Z1 Design on Kick Starter last year, and since then my 3D printer has been printing building components most days. The set that I like the most is their Docklands. This includes dock edging, warehouse buildings and two boats, including the fishing boat that features in these photographs.
The great thing about 3D printing is how easily you can modify the designs to print them for a different figures scale or to crop or resize them. As I already had a large collection of Terra-Former terrain, including harbour sections and sea tiles, I wanted to make my 3D printed harbour compatible with the existing terrain tiles so these could be reused with the new Precinct 187 harbour. The original Dock design has the height of the dock and piers at the same height as their building tiles (approx 55mm) and they have some 'hill' tiles to make steep roads to integrate with the rest of their terrain. This is a great concept, but I wanted my Dock to fit with my modular terrain tiles.
In the software that I use to translate the 3D design files into code that the 3D printer understands, I have the ability to crop and resize components. If you cut 36mm off the bottom of the harbour walls and the wooden piers, and stretch them width ways by 101% to make them 6" wide, two of the harbour walls will fit exactly into a Terra-Former Straight Canal Tile.
The picture below gives you an overview of the Precinct 187 3D printed scenery with my existing Terra-Former tiles. I also decided that I would use my existing plain urban tiles which are plain tiles with coarse 'wet and dry' paper stuck onto them as a tarmac surface, instead of printing out road tiles. The pavements and the flagstones that are part of the harbour are all 3D printed pieces from the Precinct 187 range.
The motorboats were all free designs, downloaded from Thingiverse. The miniatures are from Spectre Miniatures and Nonsense Miniatures and they have all been re-mounted onto Sally 4th Clear bases so that they blend in nicely with all of the different terrain that they might be placed on. I do this with all skirmish figures these days to avoid the rather off look of a figure standing on a road or inside a building surrounded with grass and other foliage.
This is a picture of some of the harbour and beach pieces that I had already made from Terra-Formers, set up for an 18th Century pirate game.
This is a picture of the same harbour 'dressed' for a WW2 commando raid scenario.
The next thing that I am planning to do (apart from 3D printing a stack off the Dockland buildings is to work out how to resize / modify some of the Z1 dock edging to fit on to the Terra-Former canal / quayside corner and external corner boards, which you can see in the photo of the WW2 harbour for even more variety.
If you'd like further information, click the links below:
using Urban Blocks from Sally 4th
Last weekend Ann, Lewis and I decided to try out Zombicide board game using the newTerra-Block: Urban Block modular gaming terrain. Each block measures 300mm square, costs around £20 and can be set up in a different layout for each game. Like the flat tiles that come with the board game, each tile will join up with all other tiles in four orientations, but what makes Urban Blocks so flexible is that the layout of rooms within the buildings can also be different each time you play as the Terra-Blocks that make up the building can be laid out differently
Ann, Lewis and I had two Zombicide characters each. The mission is to get from the starting corner of the board to the opposite corner of the board to escape this zombie infested town in the only servicable vehicle left in this neighborhood.
The Landrover is the exit zone, our only chance to escape the zombie hoard!
... but in true Zombicide style, it was not going to be as easy as just walking across the block. The keys for the landrover had not been left in the ignition ready for us! Their were six possible places where the keys could have been left marked with objective markers, five red 'herrings' and a blue marker that was the all important bunch of keys.
We opened the door to the first building. The doors in Terra-Block terrain actually open, so it is easy to see which doors have been open yet without an extra counter on the table. Zombies were spawned.... and on reflection we made a mistake here that helped us out big-style. This board had in effect two buildings on it, as the top room is not connected by an internal door. When we spawned zombies we drew an abomination for that room, and it is the only abomination model in our Zombicide collection and as it was in a different building we did not open the door to that building so it was trapped their for the game making life a lot safer on the streets. We will not make that rules mistake in future games!
Spawn zones were set up and we used some spare bases to represent man-hole covers. The team split up and started searching buildings for the keys.
Searching became harder as the game went on and more zombies were spawned and headed toward the noise.
A combination of team work and scavenged weapons held the hoard at bay. We played using one of the Zombivore expansions. The 'Lost' comrades proved to be some of the toughest threats to deal with, needing 5 hits to take down... however the ability to search through the equipment deck for a weapon of choice made it all worth while.
As the game progresse the number of possible places where the key could be reduced, but it was not until we searched the fifth location that we found the keys.
Team photo opportunity... All six survivors made it to the landrover in the end. Four had experienced near death experiances... good job we brought a medic with us!