Project Update

Bolt Action – I have plans for a panzerpioneer platoon for Bolt Action and have scored some armored infantry & a Panzer IVh model!  I am doing some light conversions on these to give some of the panzergrenadiers camouflage smocks and helmet covers.  The Warlord Games German halftracks are fantastic models!

Warriors of Chaos – I am revising several of my Warrior units to add some large model unit fillers to bulk out these units.  I also am aiming to getting my blood Demonprince finally painted!!

11th Hussars for Flames of War – The 14 odd Humbar and Daimler armored cars for my British in the Desert army are mostly assembled.  These should be a blast to play.  I need to finalize my 1500 point list and get some games in while I am painting this.

PAVN for Flames of War ‘Nam – I’ve been painting a bit of PAVN armor which has been fun.  What I really need to do at some point is to get my support teams for the infantry locked down.  I have some materials for some Vietnam Terrain as well which  needs to be built.

Slannesh Chaos Space Marines – I got these guys up to a table basic paint scheme for Adepticon, but they are taking a back burner until I get some of these other items settled.  They are off to a great start however so I can’t wait to continue on them.

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Warriors of Chaos: Return of the Prince & Chariots

There is a new Warriors of Chaos book out for Warhammer Fantasy Battle.  They have dragged me back in!  The good news is that this has motivated me to get back into some of the half-baked models that I created for previous incarnations of my WoC army.  Several of the previous conversions and sculpts that I created are going to get some attention, some new details, and finally… painted!  The two first items in the hopper will be the winged Tzeentch (sometimes Slannesh) Demonprince.  I love this model.  It’s one of my favorite creations and now with the new book actually has a great deal of utility in the game.  The flying Tzeentch DP was my MVP in the one game that I have played in the new army book.

One new item added to the book is the Gorebeast Chariot.  I have the perfect model for this unit!  When I initially got into doing WoC I determined that having chariots pulled by evil looking monsters would be fantastic, so I made this guy;

Apparently GW agreed with me and gave the warriors a new type of chariot.  This guy is going to get a bit of an overhaul.  New base, new riders (who don’t look like they are about to fall off the chariot) are going to happen.  I will probably add some more armor here and there to give the chariot some more meat.

It has been very satisfying to get back into the WoC, I am not going to lie.  It is also good to get back into this army and try to get it completed after many years!

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Bolt Action!

As someone who is an avid armchair historian on the 2nd world war, I’ve made the natural progression to a new game: Bolt Action!  I had been avoiding this one like the plague since I viewed demos at Adepticon.  Dear Lord I do not need to spend time with another game… sigh…

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After hearing an outline of the rules for Bolt Action on Bolt Action Radio, I started to become intrigued.  I am a fan of Hail Caesar, and while the rules aren’t related, I feel that there is a similar vibe, and style to the way that the two games (both from Warlord Games) were developed.

The heart of the rule system is a random dice activation system with a robust pinning/suppression mechanic.  When a player fields a unit (represented by either a squad of troops, a single vehicle, a heavy weapon and it’s crew, or a singular specialist with their ‘retinue’ like a Medic, or senior officer) that player gets an order die for that unit.  These dice are put in a bag/hat/box and drawn randomly to see which side gets to activate a unit.  This alone was enough to get my attention.  Once the die is drawn it is placed by the unit that the owning player wishes to activate.  That activation is resolved (in most cases) by having that unit preform one of the actions available to it such as moving/shooting, running, setting an ambush, ect.  Once that activation is complete, the next player draws a die… repeat.  This allows for a situation where one side may get to activate several units in a row.  This is an elegant way to represent initiative and fog of war.

The second mechanic that helps this game stand out from others is it’s pinning mechanics.  Most ‘Wargames’ that have a historical bent tend to have some kind of pinning mechanic to represent suppressive fire, but few integrate it into the flow of the game as universally as Bolt Action has.  Each time a unit is attacked by an enemy unit and at least one hit has been scored on that unit, it receives a pin counter.  Each pin counter makes makes the unit less accurate at shooting and the like, but also potentially paralyzes the unit in the way that it integrates with the dice activation ‘orders’ mechanic mentioned above.  Units which have pin markers need to pass a common leadership test (2d6 vs a leadership value) to be able to perform the order given to it when their dice were drawn.  Naturally there are ways to shed these pin counters, but that requires energy that could have been spent attacking or maneuvering your unit.

Hopefully after the holidays I will have an opportunity to get some Bolt Action in and I will post a proper set of thoughts about the game!

 

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Flames of War: Soviet DShK AA Truck

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I recently completed an anti-aircraft platoon for my Soviet Army.  I have always been a fan of this model and when I had faced Soviet players in the past found that the AA gun mounted on the back of a truck really added a unique element to an otherwise rubber-stamped feeling army.

Defensive tactics

One thing that I like about this unit is that it is actually very versatile.  I have found that I really appreciate anything in FoW that can fill several roles or can be modified to fit a scenario before the game starts.  Obviously this platoon can be used to scare of aircraft… it’s an AA unit, but thanks to the mobility of the truck that it is mounted on and FoW’s ‘portee’ rules, this unit has some utility if there are no aircraft around.  The gun team can dismount and become a AA man packed gun team.  This feature of the unit allows AA gun teams to integrate with an infantry force nicely.  As man packed gun teams the dismounted DShKs can be dug in to a Strelkovy line to add defensive fire support, or help hold an objective.  The fact that one of the platoon’s gun teams is the platoon commander gives a small buff to the unit as the command team cannot be isolated by enemy fire (priority target: infantry teams).  The DShK is a a proper heavy machine-gun.  Being part of the .50 family it has an AT of 4 and a firepower of 5+.  This means that it can be a threat to armored cars, light tanks, and even medium tanks in defensive fire.

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Offensive tactics

On the attack the DShK can contribute a bit to shooting out dug in infantry as well.  Its better than 6 firepower and it’s 4 rate of fire give it a slight edge over other infantry weapons for shooting teams in bulletproof cover.  If dismounted these guys can keep up with an infantry advance, or if kept on their trucks, they can act as an additional maneuver unit.  The platoon has only 3 teams, so they are very fragile and can be an easy kill for your opponent.  This shouldn’t be underestimated.  It would be easy to accidentially throw these guys away, and unless you are gaining the benefit of saving shots from something more critical by sacrificing the AA MG Platoon, getting them shot off the table for no reason really needs to be avoided (duh… easier said than done).

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Great fit for all lists

Most AA units in FoW are very cheap, but this one is a bargain points-wise even by those standards.  At 60 points they are an easy fit to round out an army, bringing you up to an even amount of platoons.  If you can neutralize a light armored attack or an airstrike they quickly start earning those points in your list.  If you can use them to jump a target of opportunity, or support an attack on an objective then you really are seeing them prove their worth.

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Building & painting the models

As I had mentioned before I like the way this unit adds a visual dimension to the rest of a Soviet Army.  Having a couple of trucks in an infantry or armored battalion really adds character.  I opted to employ the popular technique of magnetizing the gun to the base via a sub-base made with a bit of the plastic from the blister that the unit came in.   The sub base has a bit of metal in it which allows it to stick to magnets mounted in the base as well as the bed of the truck.  If I were to do this unit again, I would use larger magnet – the magnetization as is not isn’t very strong.  The 1/8th” magnets I used are adequate for the job, but it would be possible to shake the gunner loose from the base or truck with little effort.

I avoided adding grass to the sub-base, but did paint it brown and texture it with sand.  The goal here was to create a surface which wouldn’t be dramatically out of place on both the truck bed and the actual gun team base.  I may pull more highlights out of the greens in the truck paint scheme.  On the fence with that at the moment.  I opted to mount the truck to a base to give it a bit more stability.  I don’t usually do this with my vehicles, but I think that I will be from now one with the ones that have separate metal wheels.    It really helps the truck feel finished and keeps it stable on the gaming surface.

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Kingdom Death Interview & Kickstarter

I’d not discovered the site pins of war until tonight.  The content that drew me there is this interesting interview with Kingdom Death’s founder Adam Poots.  I’ve been following Kingdom Death for a while and some of what this interview reveals is very interesting.  Check it out!

http://blog.pinsofwar.net/kingdom-death-interview/

The concept of a co-op miniatures game has appealed to me for sometime, and I had often wondered why there weren’t any out there.  Good for KD.

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Open Fire

Battlefront is getting into the starter set game with ‘Open Fire!’  This seems to be a intro box with all the gear folks need to play the game.  In addition to miniatures, (I assume) dice, and hobby book, this box includes a new wave of plastic miniatures.

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Para troopers supported by British Sherman tanks face off against the Wermacht infantry, guns, and Stug tanks.  There also appears to be a V-2 rocket launcher!  I am guessing that this is something of an objective, or mission plot point.

I like the idea of these starter sets.  They really give players a way to get into the game, and with Flames of War, that may seem like a daunting task.  The continued evolution of BF’s plastics is exciting as well.  These are some of the most appealing plastic infantry that I have seen to date, and are much cleaner, and effective than some of Battle Front’s metal line.

I’m a bigtime FoW fan-boy, so I am excited about this release, and I can’t wait to see where it leads!

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New Tutorial: Sculpting Bird Wings

This tutorial was actually an experiment. It was initially published on Twitter in a series of tweets. It was a struggle to fit the text detail into a tweet after the image was attached, but I believe that the descriptions were effective.

Check out my tutorial on how to sculpt bird wings with greenstuff putty! Click Here!

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