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.
Last weekend Lewis and I got together to play a platoon level WW2 set in the Pacific campaign. The Japanese had dug in around a small farming settlement. The USMC Platoon was tasked to launch a deliberate attack with the aim of dislodging them from the position around the farm so that there Company could continue their advance inland. We played the game using Combat Patrol. These are our favourite rules for platoon level 'skirmish' actions. The rules deliver realistic results, are fun to play and very easy to use. What makes the rules unique is that all of the detail that often slows a game down with referencing tables and data in rulebooks are incorporated into a multi-use action deck. These cards are used for resolving small arms, anti-vehicle and HE fire, melee and morale.
We based our game on the excellent scenarios that feature in the 'Disposable Heroes' set of rules. I find that the right scenario is as important as a good set of rules. I like to either play a historical scenario or one of the two scenarios from Disposable Heroes. The premise for their scenarios is that for a Platoon Commander there are really only two different types of battle that you would be involved in, attack/defence or meeting engagement. We played the attack/defence scenario. A platoon in defence would typically have a frontage of 100-200 metres, while an attacking platoon would assault on a frontage of 50-100 metres. In both cases the platoon would typically deploy two sections forward with one in reserve. This means that the defending platoon has two section plus platoon HQ available but one section must be held in reserve. The attacking platoon has a full platoon but one section is held in reserve. Defenders deploy up to 12" in, attackers up to 6" in. Both attackers and defenders place 5 potential deployment zone markers on the table ensuring that they at least 12" apart. A note is made of which deployment zone each unit is to be deployed to. When the unit is actually deployed on to the table it is placed within 6" of the marker.
The USMC plan to attack the position by encirclement going left and right flanking. Here we see No 2 section deploying onto the table at deployment zone '5' and making best use of available cover.
No 1 section has sprinted in an attempt to make it to the relative safety of the tree line. Combat Patrol allows a unit to make a double 'sprint move'. Instead of drawing one card for movement, two are drawn but a 'stun' marker is placed on the unit, signifying that the next time they activate they need to recover from there exertions before they do anything else. Unfortunately they do not quiet make cover!
No 2 section came under effective mortar fire as they advance down the sunken road from a weapon sighted around the farm. Platoon HQ move forward to try to neutralise it.
Unfortunately for No 1 section, a Japanese section was deployed facing them and managed to move forward through the jungle before they could reach it. A fierce close range fire-fight developed with the Japanese taking casualties and a lot of 'morale markers'
When a unit is activated that has taken 'morale markers' because it has come under fire, the first thing it has to do is to resolve the morale tests. This is done by turning an action card for each morale marker and applying the morale statements from the card. The morale statements are often dependent on the training/morale level of the troops and if they are in cover or not. Because the Japanese behave so differently to western troops they have a unique action deck which represents there distinct approach to life, death and honour. With the amount of morale cards they needed to apply, I expected them to withdraw to cover or become pinned, but being Japanese they responded by launching a 'Banzi Charge'.
Winning the melee, the Japanese Infanty fall back to regroup in cover.
On the USMC right flank, No 2 section take casualties from mortar fire, but continue to push forward, reaching one of the Japanese deployment zones. This triggers the release of reserve assets for both sides.
On the left flank the marines occupy one of the Japanese trenches, but the Japanese soon make an aggresive counter-attack to reclaim it.
The Marines reserve No 3 section deploy on the left flank and move forward to clear the jungle.
The Japanese wipe out the Marines who occupied there trench and retake the associated deployment zone.
However, the Marines clear the farm house and nearby plantation and by turn 6 have occupied three of the defenders deployment zones which were the criteria for an attacker win.
This was another very enjoyable Combat Patrol game and has encouraged Lewis and I to paint up a few more units for our next game.
Links for further information
Rules - Combat Patrol
Scenario - Disposable Heroes
Terrain - Terra-Former Terrain Tiles
Additional Combat Patrol battle reports
Sunday was Fathers Day. Lewis came over and we chose to play an exciting game of Pulp Alley, one of our all time favourite games.
For the last 6 months David has been publishing a fantastic series of 'Scenario of the Month' scenarios. The game that we played was the second in the series, titled 'The Four Faces of Dr Fang', set in Vice Alley somewhere in North Africa.
Over the last couple of weeks I've been working on some bits and pieces to help keep all my Pulp Alley bits and pieces together in a single 'Really Useful Box' for storage and taking to shows. The Pulp Alley dice tray is part of the set. Designed with compartments for holding different dice types and a felt lined compartment for dice rolling. When not in use the token tidy sits inside of it for storage. If you're interested in further details, you can take a look by clicking here.
We set our game in a quayside area with arab markets, narrow alley ways, roof top bridges and a tramp steamer alongside.
The Tramp Steamer is the latest addition to our Pulp terrain range. Click here for further details, and loads more photos!
Instead of playing our normal leagues, we decided to use some of the lovely official Pulp Alley Miniatures manufactured by Statuesque Miniatures. Lewis' leage was the Raven Squadron. My league was made up of Mak O'Reilly, Gauge, Bosun and Ramjeet Singh. I took the company of heroes league perk so fielded them as four sidekicks with Mak nominally the leader.
My league deployed in the bottom left corner and the Raven Squadron deployed in the top left corner. The plot points were all clues leading to discovery of a murderer and included a blood trail, and ancient altar, a drunk, a beggar and a musican. Each of these plot points yielded a clue, when a league had collected all four clues they could reveal the murderer!
Bosun and Mak deployed by the quayside and waited for an opportune moment when the local police were not to close to start there investigation.
The local police were also investigating the murder. Each officer was a moving extremely perilous area. Here we find the Raven Squadron have retreated to a rooftop to wait until the police have stopped talking to the 'drunk' who is the witness they want to interogate.
The coast is clear and No 1 has a chat with the old beggar but he takes a dislike to her and she goes away empty handed.
As the police move off, No 2 moves in and talks to the drunk but fails to make sence of his ramblings.
Lewis, feels that the answer must be on the cards, and has a good look at his Fortune hand. Mak and his chums have solved all four clues and move in to confront the suspect, the old musican.
Bosun confronts him in an alley way beside the quayside.
Imagine her surprise (and horror) when the kindly looking entertainer transforms into a be-tentacled, slavering fiend from the nether worlds.
The rest of the crew rush to her assistance.
However, Raven Squadron No 1 has taken up a vantage point on a roof top and with calm determination brings the beast to the ground in a hail storm of hot lead.
An interesting and exciting game. Mak O'Reilly and his crew painstakingly follow the trail and solve every clue and then the Raven Squadron muscle in right on the last die roll and steal the glory by felling the hideous creature!
This years participation game at Partizan was 'Dice another Day', Spy-Fi action set in a port somewhere in North Africa.
The game had a number of different locations (mini boards) where different scenarios could be played. These included The Marina, The Commercial Port, The Souk, Rick's Cafe, The Embassy, The Dig Site & Professor Evils Underground Bunker.
The game was played using Pulp Alley, which is a hugely flexible set of rules that can be used for plot-point driven, skirmish action in any time period from cavemen through to science fiction.
Apart from the 3D printed harbour walls and the die-cast cars, pretty much all of the terrain used is from various Sally 4th ranges. The base boards are built using Terra-Former terrain tile kits and the Arab buildings are from the Outremer Middle Eastern range.
Here we get an overview of the commercial port to the left and the marina to the right. Behind the port is the souk area. The flat roofed Middle Eastern buildings are linked at the roof top level using some of our lattice sided arched bridges.
The first scenario was set in the Souk Area. The objective of this scenario was to talk to Mohammad Ghazi, the local underworld boss who knows the location of Professor Evils bunker. Unfortunately he is a very secretive character, so two other contacts need to be interrogated to uncover his location. This was basically a train of clues scenario, the contacts were minor plot points, Ghazi was the major plot point. Major plot point could not be attempted unless your league has solved two of the minor plot points. Easy enough, apart from the guard dogs. Guard dogs were mobile, extremely hazardous areas. Each turn they get to move D6" in a random direction.
... and as is often the case, the terrain proved to be one of the major hazards, with the pesky dogs thwarting plans on a number of occasions.
Here we see Spectre agents in action. Blofield has a discrete chat with the contact while Jaws charges, the minions start a fire-fight and No 2, looks on knowingly.
Rules : Pulp Alley
Terrain : Terra-Former Terrain Tiles
Arab Buildings : Outremer Range
Ships & Boats : Tramp Steamer Kit
Marina / Harbour: Large Quayside Platform
Miniatures : Copplestone Kiss Kiss, Bang Bang
Next time we run this game, we are planning to use some of the excellent Brigade Games 'Spies and Patriots' miniatures as well.
Sally 4th are going to be carrying these at shows and on our web site. At the moment they are on pre-order at big discounts until 21st June, click here for details
Having just about recovered from Hammerheads huge participation game, on Sunday the table was cleared to start putting together the games table for our Pulp Alley participation game for Partizan 2018 - 'Dice another Day'
I'll use this blog to keep you all updated with characters, leagues, scenarios and terrain as it develops.
The plan is to have the equivilant of 6 Pulp Alley table set up on a single big table with different scenarios for each. These will include The Marina, The Commercial Port, The Souk, Dr Evil's Lair, The Embassy & Ricks Cafe (because every body knows Rick, and Rick knows everything!)
A view of the marina. Blofields luxury yacht is alongside on his private jetty
To the left of the marina is the gritty commercial port.
Another view of the marina
The narrow, winding streets of the Medina.
Last night Doug, Paul & I got together to have a playtest of one of the Pulp Alley 'Dice another Day' Scenarios for our Partizan participation game. We had three leagues MI6, SMERSH and SPECTRE.
Runors have it that Professor Evil has perfected a 'Death Ray' and is threatening the world that he will take out the main relay satalite that is beaming the 'World Cup Football' around the world. The worlds intelligence agencies have sent there finest to try to foil this dastardly plot and Blofield has also heard about it and fancies a bit of the action for himself.
In the dockside medina, it is rumoured a fellow called Big Ghazi can be found and that he knows a man, who knows a man who put the airconditioning in for Professor Evil. This is a lost keys scenario, with 4 potential witnesses that can reveal the location of Big Ghazi. We also used 4 dogs that moved D6" at the start of each turn in a random direction, dragging a 3" radius extremely perilous area around with them.
'No2', Blofelds best lacky has a chat with the guy by the coke machine, but is distracted by the dog that has jumped up and is worrying him.
At the far side of the Medina, 004 moves into position after already getting the low down from a local. In the foreground Rosa Klebb crosses under the arch, she looks very cool considering that she has just used her steel tipped shoes to pick to death a Spectre associate who was already down and on the ground.
Blofeld succesfully gets a lead from a local, right under the nose of a MI6 agent. Unfortunately at that point pretty much any MI6 or Smersh agent in the Medina takes a dislike to him and he goes down in a hail of crossfire.
Meanwhile in the market place Spectre's minions are whittled down by the angry gogs. It is not good being a minion, activating in a perilous area!
A great time was had by all, and we eagerly await next weeks test game and the big event at Partizan.
Over the last week terrain making has gone into overdrive and I have completed a Tramp Steamer for the commercial port and built three boards to go around Professor Evils Lair. Professor Evil's Lair is built using one of the Sally Terra-Former Bunker tiles. These are standard Terra-Former spec tiles that fit together with all of the other terrain tiles in the range with there embedded rare earth magnets. The tile has a 250mm square interior that is designed to take Terra-Block 50mm square interior blocks (or 50mm square blocks from other manufacturers such as Dwarven Forge).
The first wave of US Marines head for the jetty in assault boats.
Blofields Yacht alongside on its private mooring. What's that in the big crate on the fore deck? The carge manifest states 'humanitarian relief supplies', but I'm not convinced!
Sally IV, alongside the commercial quay begins to take on supplies. This is the first build of Sally 4th'sTramp Steamer kit. 600mm long, 100mm wide with access to all parts of the interior. I've added standing rigging to the fore and aft masts and derricks. This is an optional step, the model works with out it and it requires some round nose pliers and side cutters to bend and cut some wire staples, however I think it finishes the model of nicely.
Behind the bustle of the busy port and city is a dig site. The 'excavation tile' is just made from a standard Terra-Former Plain Tile.. As the tile's are filled with 50mm deep polystyrene it is easy to create features below ground as well as above ground. I printed some top sections of Egyptian statues to appear half buried in the workings.
The cliffs hide a secret entrance to the disused and supposedly abandoned cold war bunker. However it appears that the new tenants are hard at work inside.
Here we see the concrete retaining walls of the main entrance to the disused bunker, and inside Professor Evil and chums put the finishing touches to their shiny new 'Death Ray'. I painted this up last week as well. It is the ''Dr Prometheus & his Death Ray' and 'Dr Promethius Electro Laboratory' sets from Pulp Figures
Links for further details:
Rules : Pulp Alley
Terrain : Terra-Former Terrain Tiles
Arab Buildings : Outremer Range
Ships & Boats : Tramp Steamer Kit
Marina / Harbour: Large Quayside Platform
Miniatures : Copplestone Kiss Kiss, Bang Bang
Sloppy Jalopy have recently released a very detailed kit for the workhorse of the Israelie Defence Force (IDF), The MUTT.
The kit contains a crisply cast resin body and white metal pieces as shown.
I started off by washing the resin body to get rid of any mold release residue and cleaned up all the castings with a small file.
I assembled everything using Industrial Strength Super Glue (which I pick up from my local builders merchant). Glue wheels to axels and glue axels in to position and then leave to dry.
I then glued all of the accesories to the body of the MUTT apart from the Machine Gun, TOW Launcer and TOW rounds that are best added after painting. The bar that sticks up from the bumber is an anti-wire device, and the curved pipe is part of the deep wading kit.
After priming black, I gave everything a base coat spray with British Green to give a good base to work from.
Israeli vehicles are painted in a color refered to as Sinai Green. The best match I found was Vallejo Green Grey, after painting the whole of the MUTTS body with that I applied a drybrushed highlight of Stone Grey.
Seat covers, radio, RPG & Hel.met were then picked out with Brown Violet
Webbing, Weapon bags and other canvas items were painted in either Stone Grey or Buff.
Tyres and bumper were painted black, machine gun, spade and any other bare metal was painted in gunmetal and wooden items such as butts and handles were painted with Brown Beige.
Sloppy Jalopy also have a nice pack of IDF crew to go with the MUTT so I painted them at the same time.
After cleaning up and sticking to temporary painting bases the figures were primed black and base coated British Green.
Staring at the top, helmets were painted with either Brown Violet or Green Grey (when you look at photos of IDF soldiers there uniform is often 'mix and match'). Hands and faces were painted next with Sunny Skintone.
Continuing with the 'mix and match' theme, jackets and trousers were painted either Yellow Green or Green Brown.
Lastly chin straps, webbing and putees were picked out with either Stone Grey or Buff.
To finish off the miniatures and TOW launcher was dipped in Army Painter Quick Tone, and Quick Tone was brushed over the whole vehicle. This is an excellent product as it both shades, outlines and protects with a strong varnish.
After leaving the Quick Tone to dry for 24 hours, the crew, MMG, TOW Launcher and TOW rounds were glued in place and everything was sprayed with Army Painter Anti-Shine Matt Varnish.
Click here for:
When Sloppy Jalopy told us that they were going to make a set of 28mm Canal Folk we were very excited as both Ann & I have done a lot of messing around in boats over the years and within Sally 4th's portfolio we already had canal sections, canal bridges and a nice British Pub that would make a lovely towpath side Inn.
The Sloppy Jalopy Canal Folk are great value at £15 for 12 x 28mm scale figures. The three female figures have cast on heads, the 9 male miniatures have seperate heads so if you buy several packs you can get a lot of variety with these miniatures. I will be using mine as part of my 'Peoples Army' for Very British Civil War (VBCW) gaming as well as for Pulp gaming using Pulp Alley & 7TV. Sloppy Jalopy has also released 20 packs of seperate heads to give even more variety. Each pack contains 5 heads for £1.25
One of my favourite miniatures is the lady with a basket full of Molotov Cocktails. The other female figures are armed with a pistol and a rifle. One of the male figures is kneeling with a rifle, the rest of the gang are armed with a mixture of pistols, smg, rifle and shotgun.
Two of my favourite poses are standing in the cockpit, one has a heaving line with a grappling hook on the end and the other has a boat hook. Very boaty!
When I heard that the castings were on their way, I got to work to design some canal boat kits to go with them as canal folk need some where appropriate to live and work. I was supposed to be making a single canal boat kit, but got a bit carried away so we ended up with three!
The blue boat is a working canal boat. It has seperate cabin / living accomodation and a hold for transporting cargo. The cargo area can be left uncovered or you can model a removable tarpaulin to cover some or all of it.
The 'red boat' is a recreational canal boat. This would have been converted from a working boat. This features linked cabin and living accomodation. The two roof sections lift off revealing lots of gaming space inside.
The 'green boat' is a bit of fun, as one of the games I am going to be using my canal folk in is the ficticious Very Britsh Civil War set an an alternative 1930's timeline I thought that an armoured barge would be a bit of fun. This might be used for transporting troops or logistics up to the front line. In the kit we've included a sprue of Renedra Plastic Sandbags, a 37mm deck gun and three MMG's on mounts fromPulp Figures Deck Weapons Pack and some Plasticard model corrugated sheeting.
The 'George and Dragon' and the terraced houses are all from our 28mm photo-realistic building range. These were designed for VBCW gaming and feature sturdy MDF shells and easy to apply, realistic professionally printed cover sheets.
We always get lots of questions about our figure bases. I mounted the canal folk on '25mm diameter cross bases', these are from our range of 80 different clear perspex bases, which means that the figures look right when standing on stone paths, wooden bridges and boats. The cross design means that the figures can be placed closer together and they fit into boats, vehicles, buildings and terrain clutter far better than if they were on square or round bases.
Probably not a new approach for many, but definately a new approach for me.
Over a decade ago I started collecting miniatures to game 'The Punic Wars' using Hannibal Ad Portas & Archon from the Piquet series of wargame rules.
I collected the Republican Romans and a friend started collecting the Carthaginians. Then I moved, and the Romans have languished on the shelves ever since. Over recent months Nick & I have talked about gaming the Punic Wars. Initially I was less than enthusiastic as I could see that there would be 4-6 months of painting and model making to get a Carthaginian Army ready for the tabletop.
Then I thought, one of the things that we sell hundreds of every week is movement trays. What if I assemble 12 units of miniatures, base coat them in main color, stick them onto 25mm round MDF bases and use some of theSally 4th Movement Trays to hold them until they get painted and based permanently? This seemed to offer the best of both worlds, we could start playing and learning the rules before our enthusiam waned but as the figures are on individual painting bases in movement trays, I can pull one unit out of the army at a time to paint up properly until they are all done.
Last week we had our first game. Obviously it did not look as good as if both armies had been painted and based, but it did allow us to enjoy a game and start learning the rules and the tactics.
I played Carthage. Carthage has a very mixed bag of unit types. The only ones that can really slog it out on an equal footing with Roman Legions are Hannibals Veteran African Spear. However I tried holding my best units in reserve to soften up the Romans with my lighter troops. My Army Morale reserve dissapeared very quickly.
The miniatures that I used for Carthage are from the Victrix Plastic range and they are superb models. I used gthe excellent multi-part plastic kits from Victrix to build this army including Warriors of Carthage and Carthaginean Citizen Infantry.
Lewis and I recently played 'Buried Secrets' from the Pulp Alley Tomb of the Serpent campaign.
The action takes place in and around a 'dig site' in the desert. I've put together some terrain using Sally 4th Terra-Former terrain tile kits. All of these tiles have been made using the 12" Standard Tile. The kits make a sturdy 12" frame which is 2" high and contains 8 rare earth magnets to hold the tiles together. A piece of polystyrene is dropped in and sculpted. This makes it very easy to make a board with 'below ground' features such as the excavation. I've modelled the dig with statues being uncovered. These were 3D printed and I just printed as much of the top of the statue that I needed for the place it was going on the board. After texturing the board with sand, I added the wooden shuttering, which was made from scaps of balsa wood. The market stalls and goods are from the Sally 4th Exotic Location range. The palm trees were scratch built from 'teddy bear' fabric, florist wire and sisal string, the statues are aquarium ornaments. The ridge and bell tents are also Sally 4th kits.
This terrain worked really well for the plot points identified in the scenario which included half buried statues, a deserted campsite and some sealed jars.
Lewis' Manfred Leage deployed in the market place. Those Hell Hounds he brings with him always look a bit intimidating!
Dr Jones (from my Royal Archeological Society League) hurries down the ramp to check out a statue and comes under fire from Manfred who's 'Fighting Dirty'.
The rest of the Archeologists follow him into the dig site where some interesting urns were also spotted, however they soon become transfixed bt a weird force eminating from Lewis' witch.
Don't you just hate it when you get your own stuff used against you? Professor Rockstompin' gets charged by Manfred's Hell Hound who 'Sallys 4th'...Ouch, that hurt!
Yet another Hound charges Ms Cook, who draws a hidden .45 and takes it down. Pow, Pow!
Manfred's sidekick finds an interesting looking vase in the market place, she trys to swipe it put is challenged by the stall holder, (she failed the plot point challenge).
However, in the deserted campsite Manfred has a little more luck and finds some important papers hidden inside a packing crate.
Down in the excavation 'Snuffles' Manfred's favourite Hell Hound worries Ms Cook and Ms Fothrington. It is amazing how disintrested these beasts are in the diggers, NPC's obviously do not taste as good as Followers and Allies!
Manfred's sidekick is still attempting to make away with an ancient vase from the market stall.
Unfortunately for her, the fatal words "You've got it, how can any one fail one sucess with might finnese or cunning" were uttered.
Manfred skilfully negotiates the perilous terrain to make it down the wickety wooden ladder down into the dig site to take a look at another archaic piece of pottery. Meanwhile his witch is temporarily disarmed.
Professor Snow & his local guide Mohamad take advantage of the temporary respite from the witches eldritch powers and move in to deal some good old fashioned 'two fisted action'
... while at the other end of the excavation Dr Jones & Mr Cook confront Manfred over the vase, "That vase belongs in a museum".
In the final turn the stall keeper is distracted by the snake charmer and his pet and the artifact on his stall is spirited away for a win by Manfred with two minor plot points collected compared to just the one recovered by Professor Snow. Another fantastic game of Pulp Alley. It never fails to deiver an enjoyable afternoons gaming!
Click the links below for further information on:
Doug and I were keen to put a scenario together and give the game a go.
The scenario featured an Imperial Base which the rebels needed to infiltrate. Once inside they had three possible mission objectives, rescue the prisoners, destroy the mainframe, assasinate the base commander. The imperial player did not know what the rebels objective was.
The imperial player had a couple of squads of Stormtroopers 'dug in' outside the entrance as a first line of defence, prison guards, armed tech support and a couple of squads of reserve Stormtroopers.
The sneaky rebels included a squad infiltrating the base through the network of tunnels in disguise as 'Snowtroopers' led by 'Chewy' who they were pretending was there prisoner.
The alarm is raised and the perimeter defence Stormtroopers redeploy back into the base. Combat Patrol uses a great little unit activation mechanism. At the start of each turn each leader has a D6 rolled and assigned to them for the turn. The activation deck contains cards with Black 1-6, Red 1-6 and some special cards like end of turn and 'Heroes'. When an activation card is turned, all leaders that have a dice assigned that matches the number on the card can activate there squads. If a squad has become pinned, they only activate on the black number (reducing there combat effectiveness by 50% until they are rallied)
So in any given turn a squad could activate zero, one or two times, however a leader can influence this. In Combat Patrol (like in real life) there is a chain of command and any commander can swap his (or her) activation dice with a subordinate (so long as neither has acted yet), to get that part of there command in to action first.
The rebels move through the first cave of the system pretty much unopposed as the Imperial player frantically redeploys to meet the threat.
The first Stormtroopers appear on the scene and a fierce firefight gets under way.
Doug considers his deployments and objectives. The terrain is all built fromTerra-Former kits. These are precision, laser cut frames that make 12" terrain tiles with embedded rare earth magnets that align the boards and hold them tightly together. The game board we have put together for this game includes bunker tiles, cave tiles and cliff tiles together with some plain tiles for the outside of the base, some of which have had Sally 4th Trench Formers set inside them.
Rebels mass outside the control room bunker. The 'techs' are aware of this through survailance images and have gone onto 'Overwatch' mode to allow them to react without taking an activation test once the rebels break through the door.
Stormtroopers assigned to guard the rebel prisoners redeploy to take a more active part in defence of the base.
Out in the caverns the rebels become outnumbered.
Princess Leia defeats the Stormtroopers facing her in melee, breaks off and uses an activation to sprint for cover. Running allows you to move double normal movement rate but at the end of the move you take a 'pinned' token to show that you can not act again until you have taken an action to rest and remove the status.
Casualties mount up on the rebel forces. The red 'splat' tokens represent morale tests. Each time a unit comes under effective enemy fire (i.e. takes casualties or would have if cover had not saved them) the leader collects a morale token. When the unit next activates, the first thing it must do is resolve these tests by drawing one card for each token it has collected and apply the results. The results are dependent on morale type of the unit and if they are in cover or in the open.
The rebels break into the HQ / Comms room. The 'Techs' are making good use of the pillars for cover. In Combat Patrol you draw a card to see if you have hit a target, your odds are modified by tactical factors like range to target, have you moved? has target moved? etc, then you identify which figure in the target group has been hit by drawing another card. Now you know who has been hit you can see if the figure is behind cover. If they are and the card turned had the appropriate cover icon on it the round hit the cover rather than the target. The target then takes a stunned marker rather than taking a wound.
The rebels have collected a sizable pile of morale tokens for resolving next time thay activate.
Hans Solo and his hand picked team of freedom fighters have gained control of the prison corridors and are ready to bust the prisoners out.
Stormtroopers have moved forwards to reinforce the 'Techs' in the control room, and have caused some serious damage to the rebels.
Meanwhile back at the prison the rebels demolition charges went of sucessfully and the prisoners join them to fight there way out of the base.
However, things are not looking so good back in the entrance caverns. Princess Leia has been overwhelmed in hand to hand combat and has been taken hostage by Imperial forces.
The same thing has happened to the Rebel General. Maybe not such a bad things seeing the pile of morale tokens he would have needed to resolve on his next activation!
The Rebels objective had been to rescue the prisoners, so technicaly they had won, however the price they paid was heavy with Leia and the Rebel general now prisoners and needing rescuing in some later game.
Doug and I had a great couple of evenings gaming Star Wars Combat Patrol, which provides an excelent set of rules for sci-fi gaming.
If you're interested, click on any of the links below for further details of:
Four weeks to go until Hammerhead 2018 (Saturday 3rd March 2018), so time to start working on the terrain in earnest. Yesterday we put together as many of the pieces that we have to get a first lokk at how the table will look. The key features are the Port of Umbar with it's impossing harbour wall and wooden jetties. Behind the Port is the walled City itself. Key locations in the city are the Sultans Palace, the market place and the arena / slave pits.
At this point most of the structures have been made and just need final painting and detailing.
In this photo we have an archeological dig site standing in for the arena / slave pits. This will be a board set below ground level with a stone wall around it and gateways in each side. The arena is surrounded by stadium seating.
Over the next 4 week's I'm planning to update this page to show progress on the table. I hope that not to much off it gets done the day before the show!
Products we are using include:
Terra-Former tiles, these are 12" square terrain tiles with embedded rare earth magnets to hold them together. These come with different profiles for roads, rivers, canals, cliffs hills etc.
Middle Eastern / North African flat roofed buildings from Sally 4th Outremer Range
3D Printed Harbor Wall
Over the last week, particularly last weekend I have been very busy developing the set of scenery for our Lord of the Rings participation game at Hammerhead on 3rd March 2018.
The main updates for the week have been building the arena pit, the base for the lighthouse at the harbor entrance, adding four additional sea tiles, 3D printing city walls and texturing and base coating 15 North African buildings
This is our new gladiator pit / arena. This was a very straightforward tile to build. We based it on a '2" high standard terra former tile' added a solid base which we covered with PVA glue and sprinkled sand over. The stone walls were made using textured Plasticard. This is a very useful product for cladding MDF structures. We have recently added a 'Builders Yard' section to website that contains Plasticard sheets, roof tiles, doors and windows etc..
All of the Arab / North African buildings have had first stage of painting / texturing applied. Using a tub of ready mixed filler, and my fingers, I smeared filler on to walls to create a bit of an uneven surface and over the corners of the buildings to hide joints. When this had dried, everything was sprayed with a textured spray paint called 'Rust-Oleum' Desret Bisque'. The spray takes a few hours to dry, but has a lovely texture. When it had dried the buildings were drybrused using Sandtex 'Ivory Stone'
The roofs have all been covered with PVA glue and fine aquarium sand has been sprinkled on to texture them. Some of the roofs have had extra details added such as domes, awnings and pottery from the Renedra Mud Brick House Accesories pack.
Here we can see work on the city wall. The wall sections, gateway and redoubt are 3D printed and the large tower to the left is the Renedra Tower kit. The main work for this week is to build a platform to sit the city wall on to raise it to the height of the GW Mighty Fortress so that the wall height matches the ramps on the siege towers.
The photo above shows the rocks and foundations for the lighthouse. The first couple of storys have been 3D printed already, so hopefully will be able to show some more progress next week.
An over view of the harbour, showing the extra sea tiles that I have made this week. The tile on the left has a small rocky island. This is built up on a standard sea tile using cork bark and polystyrene.
This weeks activities have been all about the city walls and the siege equipment that the attackers are going to be using.
All of the walls and redoubts needed to be raised by 30mm so that the ramparts are the same height as the Games Workshop Mighty Fortress and Helms Deep because the Sally 4th Siege Towers are designed to be compatible with them. I made 30mm open boxes out of 3mm MDF and clad them with stone textured Plasticard.
The attackers have a wide range of equipment available to help them over the walls and through the gates, including Siege Towers, Penthouse with Ram, ladders from the hasty assault pack, mantlets, wheeled siege ladders and covered ways. Click here to take a look at the Siege Equipment models.