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.
Sally 4th are the show stockists for Lucid Eye, so when we heard about there collaboration with rules writting legend Rick Priestley to publish 'The Red Book of the Elf King', we were keen to get a demo table together. The 'Red Book of the Elf King' (RBEK) is a set of skirmish rules set in an Elven civil war. Each side has a leader and between 9 and 18 followers
The landscape that I had imagined for RBEK is mystical / fairie in nature with a waterfall cascading over a high cliff face into a pool that feeds into a mountain stream that winds it's way across the valley floor, with plenty of rocky outcrops, caves and forest.
We built the terrain using Sally 4th Terra-Former tiles. We will not go into the detail of the build here as we have promised Wargames Illustrated an article on our techniques. However, we can say that as well as Terraformers we used the excellent range of landscaping products designed by Lukes Apps. These are foam based rather than static grass or the traditional sawdust meaning that the glue is absorbed into the product, sets solid and does not shake off all over your car or house. Click here for full details of Terraformers or here to find out about Lukes Apps landscaping products.
If you would like a gaming table of this standard, give us a shout. We offer a full custom terrain making service at great rates. Click here for details
Alloysian of The Marshes is one of the warband leaders. I decided to mount all of my miniatures on Sally 4th 30mm round clear perspex bases because I like the way the miniature blends in with the terrain it is standing on. The RBEK miniatures are supplied with 30mm diameter black plastic bases.
Here we see the Thane Meksant Farseer and some of the elven companions. All of the Elven companions are armed with long spears. They may also make ranged attacks, but they favour magic rather than anything as mundane as an Elvish longbow,
I have my first game scheduled for this Thursday evening, so will add a full games report at the end of the week.
Last night, Doug and I got together to have a first play through of Red Book of the Elf King (RBEK). We have played many fantasy skirmish games between us including Lord of the Rings, Frostgrave, Otherworld Fantasy Skirmish so was very interested to see how RBEK compared. Games are played with a Thane (Leader) and 18 Companions, which is quiet a mangable number to paint, even if you have to paint both sides. The introductory scenario is even easier to get on the gaming table with a Thane and three groups of three companions per side.
I have painted four Thanes up so far, so we decided sides by drawing a Thane stat card at random. Doug drew Alloysian, Lord of the Marshes meaning that his companions were particularly skilled at ranged combat, getting to roll one extra dice per unit firing. I drew Saylian Trollblood, meaning that my companions were adept at moving and shooting, so they did not take the normal down one modifier for moving and shooting. The fact that the companions skills are associated with the Thane that leads there warband is a great feature. I was a little concerned that armies would be to similar, as they are mainly elves and all the elven miniatures are armed with shield and spear. As well as different special abilities each Thanes companions stats are slightly different, for example Saylians troops are more accurate at shooting while Alloysians companions are better armoured.
We both thought that the activation system was particularly good. In a similar way to Bolt Action, tokens are placed in a bag and drawn to determine activation sequence, however here the similarity ended. Rather than having one token per unit, both sides roll a D6 and someone rolls a common D6. Your roll plus the common roll determines how many activations you get. The minimum you can get is two, the maximum is 12. Activation chits, once drawn are allocated to a unit. Each unit must have one token before a unit can be given a second token. The clever bit is how this interacts with the morale system. If a unit takes casulaties it needs to take a courage test. If it fails, it picks up a penalty token meaning that it can not activate until all the other units on your side have been activated once. At the end of the turn, units with penalties take a courage test. If they pass the tokens come off, if they fail they are exhausted and one token is left on, meaning in the next turn they also can not activate until all units on there side have been activated once.
We deployed our 'armies', on opposite sides of the stream and advanced to contact. The engagement started with some ranged combat. In RBEK elves spurn the traditional elven longbow in favour of an 8" range magic missile, called 'Rud Magic'.
Ranged Combat and missile combat is carried out using D10's. If your attack value is 5 for example you need to roll 5 or under to hit and if you charge your stat get a +2, so you would hit on a 7+. When we discovered this, melees broke out across the table as we were both keen to charge, rather than being charged.
The first scenario lasted for four turns, Saylians troops had destroyed a unit of Companions and his troops had taken casualties also. Doug concentrated on keeping a unit of companions in front of his Thane to protect him, as losing him lost you the game. In the final turn I managed to concentrate the attacks of my companions of Alloysians body guard and eventually pushed them back away from there leader. At that point (the last activation of the last turn), Saylian charged Alloysian hoping to deliver a killer blow. He did, but unluckily for him Alloysian managed to mortally wound him as well. We both lost our Thanes, so I took a minor victory as I had eliminated more companions.
All in all, a very enjoyable evening. We have already arranged for a second game using the complete 19 figure armies on Monday evening, so I will update my blog next week with details of how that game went.
If you have not seen the game or miniatures yet, click here to take a look!
Following on from last weeks game, Doug and I decided to play a scenario using the full warband of 19 models, a Thane or Leader and six groups of three companions.
As both sides are Elves and are made up from the same 6 packs of Elven Companions armed with Long Spears I had taken the practical step of painting 18 companions with blue shields and the other 18 with red shields. These would then serve which ever thane we decided to play with on the day. We decides for the sake of fairness and variety to select Thanes as random from the ones that we had not played with before.
Doug drew Meksant Farseer. He is the most powerful magic user in the game. Magic or 'Glamours' as it is called in the game world are a key feature of the game. Thanes have access to a wide variety of Glamours that they can cast as an action. Each Glamour has a casting number which the Thane has to roll equal to or under on a D10, so Glamours with higher numbers are easier to cast. Numbers range from 1-9, so a 10 is always a failure. The Thane gets to add there Glamour rating and Merksant's is 4 so he is pretty much assured to be able to cast most Glamours.
I drew Vachel Goldenhand. He is the worst magic user in the game with a Glamour rating of 0. However he is pretty good at hand to hand combat . Surprisingly although Vachel is depicted as being heavily armoured and Meksant not wearing any armour, they both have a good defence rating of 8. Meaning that on 1-8 on a D10 they save hits. I guess Meksant must have some sort of bubble of magical protection!
We played scenario 2, The Red March. This is a very basic scenario, both sides deploy on to the table. Killing the opposing Thane is the primary objective, if this is not achieved the winner is the side who has killed the most companions.
Both sides advanced to contact. Meksants Companions favoured a single line across the width of the table, with Meksant lurking at the rear. Goldenhand deployed on a lesser frontage hoping to be able to get into melee quickly and with some local advantage of numbers.
As Goldenhands companions are very poor at ranged combat (needing 1 or 2 to score a hit compared to Meksants companions who hit on 1-7), it was important to close quickly and get into hand to hand combat. One of the unique features of the game is that these are the only elves that I have ever come across that do not own a longbow! Instead of firing arrows they fire short range 'magic missiles'. This is called Rud magic. I think the reason for this is that Rick did not want it to be a game of long range sniping, which an elf on elf game could easily be, so invented this background and set the range of missile fire as 8".
The 8" missile range is less than the 10" charge range which creates an interesting game dynamic. If you use 'Rud Magic' you do not risk yourself in a melee, but if you are charged your opponent gets a hefty +2 charge bonus, so it is better to be the one initiating a melee.
The first five turns saw both sides advancing, manouvering for position and charging where it seemed there was an advantage. Goldenhand was keen to get stuck into the up close and personal action, right up to the point that he suffered his third wound (out of four), at which point his companions closed ranks around him as protection.
Meksant on the other hand spent most of the game at the rear using long range magic attacks. In the closing turns I managed to get a couple of groups of valiant companions in range to charge him. Which they did and even managed to score a couple of wounds. Charging a Thane with companions is always a dangerous option as they are all armed with mighty magic weapons. Companions have a defence value of 5 or 6 meaning that if they are hit they have to roll under that number to 'save' however the strength of the opponents weapon is subtracted from there defence, so my Defence 6 became Defence 3.
At the end of the game, neither of us had managed to kill the opposing Thane, although they were both seriously wounded but my side had caused one more casualty (on the last melee of the last turn!), which gave us the narrowest of marginal victories!
This was a fantastic game, exciting down to the last die roll. The mechanisms arer as well!) very straight forward, sensible and easy to remember.
We will have a demo game with us at Claymore next weekend, so if you are around do come and have a look!
A year and a half ago I backed Mantic Games Kickstarter for Terrain Crates... loads of lovely bits and pieces for D&D style Fantasy style gaming.
The models did come in some nice carboard boxes, but in my opinion you would need to do a lot of rumaging to find the bits that you needed during a game, and as I am planning to paint the models I wanted to be able to store them so that the paint work would not get damaged and the pieces would be easy to find.
Firstly we have a selection of fences, walls and hedges. The stand up perfectly in a 35mm high Really Useful Box Tray.
There are quiet a few large pieces including tents, horse & cart, bookcases and big piles of treasure. I decided to use a 70mm deep Really Useful Box and put a 'Vehicle Insert' into it. Although the insert was designed for dividing trays up to hold WW2 model tanks in 20mm and 28mm scale, it is useful for all sorts off other purposes where you want to be able to change the size of compartments around or just divide the tray in to different sized areas. The insert has a set of teeth that you glue onto the long sides of the tray. You then slot the dividers into the teeth to divide the tray up.
Most of the small & medium pieces are stored in two 35mm high compartment trays. The one pictured above is a 10 compartment tray, having one large area and nine smaller areas. THe large area was perfect for holding all the pieces of mine railway track.
The last tray used was a 15 compartment tray. This was perfect for sorting out all the small pieces like chairs, tables, rats, skulls, maps, camping equipment etc.
You can use the Really Useful Box trays by themselves, as they stack up nicely on a shelf, but I like to use mine inside a 9 Litre Really Useful Box as it provides a good waterproof / dust proof enviroment for my models and makes it easy to grab a box of stuff to take down the club or to a friends house or a convention game.
Sally 4th has a huge range of games / miniatures storage soloutions including inserts for pretty much any base size ever invented plus complete storage soloutions for games such as zombicide, Conan, Wings of Glory, Sails of Glory, Star Saga, X-Wing and many more.
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!
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