Let’s start this Wargaming Week, a weekly look at what I’ve got up to over the last 7 days in the hobby, covering the 11th through to the 17th of June.
It’s Humvee time! The start of a new project needs a big post and this initial impressions piece certainly fit the bill (coming in at almost 3000 words). It was however quite fun to write!
No news this week – come back next time to see what’s coming up.
Nothing this week – I’ve still got tons of stuff to work on.
The main hobby this week was my Tuesday evening, spent assembling and taking photos of the recently arrived HMV kits. It was one of those great hobby occasions where a plan is in effect and there is a key task that needs doing. I just got to sit back, put some TV on and spent the time cutting, gluing and photographing. The only downside was having to rapidly put the rest of the article together due to how little time I had to get the writing side done due to work and travelling time.
Apart from that, I haven’t managed to do much else. My Friday and weekend were spent down in Leeds seeing family for the Father’s Day festivities so apart from assembling a rough plan of my next Humvee order there was not much hobby.
That’s it for this update, expect more updates next week!
You know, after the 9 posts that was Project Technical, I think it’s safe to say that pickup trucks with guns mounted on them are pretty great. On the other hand, there is something to be said for a vehicle that is actually designed to carry a group of infantry over rough terrain while carrying a heavy weapon and not assembled in some backstreet workshop. The Humvee is an icon of the post Cold War conflict, be it on the streets of Somalia, the dusty highways of Iraq or attempting to climb the mountains of Afghanistan.
I’ve talked to Spectre for a while and when they mentioned they were looking into making a range for the HMV, I was immediately interested. This interest grew with every update, especially when they showed off the various elements to the range. More importantly, I started planning out all the various combination of turrets and weapons I would need, gather reference material (see below) and soon enough the realisation hit home that this would be a brand new project.
As with all projects, we’re starting with the initial impressions. We’re going to take a look at the basics of the range in their rawest state and act as a basic primer before moving on to tweaks and painting in future posts.
First up, the basic details. The HMV range is mainly produced in resin with the only required metal parts being the various guns you attach. From talking to the Spectre team, I discovered that this is the first product that Spectre have produced in resin in-house, primarily as a way of fixing the supply issues previous resin releases have had and allow them to do more in that area. In fact, if you check the vehicles collection page, you may notice a lot more things in stock.
Most of the finished product is great, with nice deep detailing in most cases. I did noticed a few air bubbles and slips (including a chunk out of a bumper) but no more than you might see from other similarly sized producers. In most cases I was able to hide the issues during construction or fix later with green stuff or thin plasticard. As with all resin models, I recommend cleaning them in warm soapy water (especially the wing mirrors). There was a fair amount of cleaning up to do with most pieces and some of them (such as the doors) were very easy to crack or damage while removing from the sprue. Overall, the experience was pretty much what I would expect when buying a wargaming ready kit – it rewards a little bit of careful planning ahead.
Of course, all vehicles have to start somewhere and even in a modular system there is a core set to buy. In this case, the HMV package includes what is in the picture above. Most of these parts are used in all variants although some, like the rear bumper are replaced in various upgrades. As always – DRY FIT EVERYTHING BEFORE PICKING UP THE GLUE.
Once assembled it looks like this. Immediately you can see just how detailed the vehicle parts are. I have my doubts how long the wing mirrors will last under constant gaming use, but there is at least more material to glue together with these compared to the metal bits in the technical sets. I’ll talk about the turrets more later but it’s great to see them spinning pretty freely.
The rear view shows off the special piece you add just for this version. The armoured section behind the cab turns this truck into the light cargo hauler/utility variant. Not one you’d always see in combat but it could be useful in a convoy situation. With the right turret setup, it could also be pretty great for various NGO forces that want something tougher than an SUV while offroading.
One comment is that this kit is only £16 for a good-looking vehicle. Combine this with Upgrade Alfa and a M2 and for around £20 you get a classic Humvee all ready for somewhere not many people are going to shoot back at it.
Of course, as cool as the basic version is, it’s highly likely you’ll be needing more than just a 4×4 pickup truck. So to help this out, Spectre have three upgrade packs available that take advantage of the modular design
HMV Upgrade – Alfa
If you’re wanting to make the classic design, this is the back you need. Sloped back covering the boot (or trunk) and a front mounted bullbar for smashing your way through any obstacles you might meet such as parked cars or insurgents getting in the way.
One simple install later and the shape seen on a thousand news broadcasts arrives. I can see this upgrade is probably going to be quite popular.
HMV Upgrade – Bravo
If you’re finding the Technicals to be a little too vulnerable for karting your operators around, than Upgrade Bravo is certainly worth looking at. Like Alfa it upgrades two parts of the vehicle, adding an IBIS TEK style front bumper (for even more smashing potential), a new rear bumper and an armoured open-topped box to surround the cargo bed. This box also includes a new rear hatch, allowing assualters to quickly mount and dismount when on operations.
Assembled and you can really see the change in shape that the new rear section adds – perfect for adding stowage to (either inside or on the sides). Additionally, the front bumper looks mean although the sheer size of the thing might make turning a little interesting.
HMV Upgrade – Charlie
The last upgrade pack is an interesting idea. Rather than new chassis, this just adds some new extra detailing elements. These are:
2x Smoke Grenade Launchers
Spare Tyre mounting point
Additional weapon mount
Microwave Antenna (for jamming primarily)
2x aerial mounting point
One thing with these is that most need a fair chunk of material removing before they were ready for use on the vehicles – the actual items are actually quite small so take care when preparing them.
When mounted on the vehicle, these elements really add the little bit of extra detail. The aerials go into slots at the rear of the common hull, meaning they can be used across any vehicle – the second aerial base went on the other Humvee I’ve been working on. The additional gun mount simply adds another post with the mounting system many of the newer weapon systems have while the spare wheel just looks cool. I had mounted the smoke grenade launchers on the vehicle (you can see the super glue marks) but they were removed so I could spin the larger turrets 360 degrees without the front shield clipping.
This pack feels like it’s designed to go with Upgrade Bravo, but I think it could be used with other variants. For example the spare wheel mount could go on the back of the boot panel and the additional weapon mount could go inside a turret for mounting some close in firepower. I really like the fact the aerials fit into slots on the base chassis making them incredibly useful.
A key part of the Humvee throughout it’s life has been the arms race between where the vehicle is deployed to (and what people shoot at it) and what sort of armour it carries. This has led to some interesting changes in visual profiles of the vehicle as more and more armour has been added to what was designed as a utility vehicle. Luckily, Spectre have included some options to let you up armour your vehicle.
By default, the core vehicle comes with lightly armoured doors moulded into the chassis. These doors have lots of detail on them and look pretty great, even down to the towing hooks needed if the doors are jammed shut. In most cases, these doors should be pretty great. The only comment – these doors are flat sided which means that a basic level of armour is on them. They are very much designed for post 9/11 and onwards. Depending on your local group, you might have a few people pulling faces if they turn up in early ’90s Somalia.
However, if you are rolling into serious trouble, you might want to invest in the more heavily armoured doors. There are two version available:
Door Armour Alfa (left) upgrades covers the windows, making them bulletproof while still able to open for troops inside to shoot out of.
Door Armour Bravo (right) covers more of the door making it more resistant to damage although it does prevent the troops inside from shooting out
As much as I like these additions to the vehicles, I did find the doors troublesome when removing from the excess material. There wasn’t a major cut off point visible to say “this is model” and “this is flash”, leading to some irregular edges and some overzealous trimming. It might be a case of me using the wrong tool for the job so I recommend being careful, otherwise you’ll be hanging some damaged armour off the side.
Of course, the other major feature on these Humvees is the turret on the top. As wargamers, this is probably the most important detail for us – we need to know what heavy weapons we’re rolling in to games with! The main common fact is that these turrets all have the usual notch that all the Spectre modern weapons fit into. I haven’t managed to run a full test of all the weapons to see what fit but it’s safe to say most of the sensible ones will work just fine.
All of these turrets are quite light, with only a thin ring to attach to the vehicle rather the plug some other companies use. I’d recommend being very careful when moving vehicles around off the table, lest the turret drops off and onto the floor. Adding a crew figure and some other upgrades should help to rebalance them. Speaking of crew, the distance between turret ring and the “floor” of the turret section is relatively short so expect the crew to be trimmed slightly, probably at the knees. Also, several pictures on the Spectre website show a plug covering up the turret ring. This is currently unavailable but may be released soon if you’re wanting to make a more civilian looking 4×4.
Final point, be careful when accessorizing your vehicle – positioning certain upgrades (like smoke grenade launchers) may stop the larger turrets from swinging freely.
Included in the base variant, the turret ring is super simple to set up, with only two parts (turret ring and hatch). The hatch design is common across all the turrets and although it doesn’t close completely (the front half of the hatch is moulded onto the other half) you can still assemble it buttoned up or open.
Building on the turret ring is Turret Alfa, including a half height armoured panel and a gun shield. The gun shield fits onto the rest of the turret really easily with a big solid bar and socket. I also mounted the basic M2 .50cal – although it’s not designed for the half circle mount like the more recent guns, it has plenty of resin to bond to.
For proper armoured protected, Turret Bravo is the way to go. Based on the OGPK kit, this system has bullet resistant glass in both the gun shield and protective turret, giving the gunner both protection and visibility.
For this turret I added the SF version of the M2. As you can see, the under weapon light makes it a quite tight fit with the armour shield but as you can see – it looks pretty beefy.
All this analysing is cool but what am I doing with my vehicles? I haven’t yet got round to painting or adding the stowage (that will come later in the series) so for now, here are my first two Humvees.
Vehicle 1 is the first of what will be at least a pair of “Patrol” Humvees. This style is probably the most common in use and can stand in for pretty much any force. The Patrol Humvees will probably end up wheeling around US Army or Marine troops, especially if I get round to playing some of the Skirmish Sangin scenarios I’d previously avoided due to lack of Humvee. Similarly, the turret I built with it is all about being the most used setup I’ll go to.
Vehicle 2 is expanding out the SOF vehicles I have in my collection, giving them something a bit sturdier than the RZR or Technicals. It’s using both Upgrade Bravo and Charlie which, combined with the armoured doors, make it perfect for getting into the midst of the action and dropping off the assaulters on the X.
The original plan was to mount a minigun in either the turret or the rear section but due to stock issues I settled on the SF M2 in the turret (also a test to see if the two extremes of large weapon and massive turret would work) and one of the M240s from the twin GPMG mounts. The idea was to make it look like a proper mount and more like one of the troops had put their own MMG in place for the ride in before dismounting it later. I also placed it close to the spare tyre, working off the idea that it will provide a little cover. This is a vehicle that will definitely need a lot of extra stowage added to it.
Of course, no vehicle is ever used by itself so I’m going to do the photo comparisons and talk a little about cross compatibility.
EDIT: I realised that I missed out a photo showing off the vehicle compared to infantry figures. Here is the Spectre Humvee with a Empress SEAL (WIP) and a Spectre Ranger.
Can’t have a new release without some comparison shots. First up we’re looking at the Spectre vehicles, in particular the SF set. As you can see the Humvee is massive compared to the RZR and still chunkier than the Technical.
Looking at another Humvee available, you can see the Empress and Spectre vehicles are pretty similar from a distance. Up close, the Spectre vehicle is slightly larger, both in length and width. The M-ATV continues to dominate over all comers.
Speaking of other makers how do the Spectre parts compare? Well I’m not sure I’m rushing to replace all my turrets just yet. The Empress turret rings are slightly larger and, although the Spectre turrets fit and mostly cover up the hole, it’s not quite as smooth as the original. However, this could be easily fixed with some plasti-card.
Going the other way, I think the Empress vehicle crew will work well but you will need to build a floor up for them as they are cut off at the waist and maybe a little too short for your liking.
So after a first look, what do I think of the range? Well, the HMV set is the set to get if you want the most detailed Humvees currently on the market. Apart from a few minor issues (and those flipping doors) everything was really easy to get out, clean up and build. The end results look great, and I can’t wait to break out the paint and get them on the table. It would have been nice if all the weapon systems had been in stock on release day and a few new crew figures would have sweetened the deal. I’m interested to see what is coming next for this range – hopefully extra weapon systems (like a MK19 for the less SOF looking teams) or maybe a few smaller weapons (like a PKM or a M107 on pintle mount) ready for mounting in the back of the Bravo upgrade.
That aside, what’s coming next in Project Humvee? Step one is going to be looking at adding the stowage and getting painting on these vehicles. Next month I’ll also be picking up some more turrets (and hopefully crew for them) to give me all the options I might want. I’ll also be picking up two more vehicles to build. One will be the other Patrol Humvee but I haven’t decided what to do with the last one.
Some people have made some really cool mothership Humvees laden down with cargo for other vehicles but I’m tempted to go a little more “Middle Eastern Militia” with my fourth vehicle. Battlefield 3 has a really cool DLC called Aftermath which included some jury rigged vehicles. The Humvee based system, the Phoenix, has a MK19 launcher in a forward facing turret in the back of the vehicle so I may work from this and create something suitably bodged. I’m going to have a think, but keep your eyes open for more updates from Project Humvee coming soon!
Let’s start this Wargaming Week, covering the 4th through to the 10th of June.
Last week’s post was looking at Empress characterful Mercs, getting them ready for the tabletop. Expect to see these guys backing up my other mercs when things get really hairy.
As you may have seen in Friday’s post, I’ve done a little experiment with the images. I take my photos on my phone, with no fancy lenses or tweak-able settings. Most of the time I’ve used the raw photos straight from the camera which look okay but can also mean the main figures take up a tiny space. Instead, I’ve decided to try following advice and trimming the photos down to focus on the subject. On the one hand the photos are a bit more informative and show off the figures better. On the other hand, it does show off all the small mistakes I make while painting. I’ll freely admit, I don’t think of myself as a good painter – merely good enough for the tabletop. I’m still playing around with the best setup to get the best photos so expect some tweaks in quality over the next few posts.
After spending a whole news post of Spectre Humvee and them not actually releasing, they are finally out! You can get to them on the site in the rather busy Vehicles collection page and I wouldn’t be too worried about the resin bits going out of stock. To be slightly down, a few of the weapon systems you might want are out of stock (minigun humvee will have to wait) and the crew figures are not here just yet and I really wish the bumpers were not bundled in with the rear sections. Apart from that though, just look at them! Fantastic detail and I can’t wait to get my grubby paws on them and get building.
Well guess what this week’s purchases are – Humvees! I mentioned on Lead Adventure that I was splitting this impressions up (to make sure I stick within my hobby budget for the month) and building two vehicles this month and two in the next order. Order 1 is going to let me build two vehicles:
SOF Humvee (Upgrade Bravo and Charlie) with Door Armour Bravo and mounting a GPMG in the back (probably a single one from the twin GPMG pack) and a Bravo Turret with a SF M2 in it
Normal Humvee (Upgrade Alfa) with Door Armour Alfa and mounting Turret Alfa with a M2.
I’ll be able to take a look at the default variant covering all the basic construction options by just not gluing certain pieces in place while taking photos, meaning a small order can still cover all the important points.
Unrelated but seeing as I’m starting work on my Empress SF (both SEALs and US Army Special Forces in combat kit) as well as a few special figures that fit the range, I realised I was actually missing a model – US11, an American sniper in Crye precision gear. This is a figure I haven’t seen in the flesh and so grabbing some more pics would be great.
This week’s hobby was (shockingly) limited but I did manage to finish off the four mercs ready for last week’s post. I’ll freely admit they are not the best paint job I’ve done (not helped by the cropped photos) – a part of me was just sick and tired of seeing them sat on my workbench. That said, I’ve left them unvarnished so I can go back and do some touch up when I have some time. Apart from that though, usually great quality sculpts from Empress
In what ever other time I had, I started repainting the Empress SEALs and Sniper ready for redoing in the new method of multicam. As part of that, I did some tweaks to the standing version of the American Sniper. The example pictures show the rifle slung vertically. However, I am a cack handed fool and long vertically protruding elements do not last long. So, to prevent bent sniper barrels, I pulled the gun off his back and re-positioned it pointing down. Hopefully it doesn’t look too bad and means he may actually stay in once piece for longer. I’m looking forward to repainting these figures – they were some of the earliest I bought from Empress and it will be cool to see if I’ve improved.
With the rest of my hobby, I ran around a field most of this weekend dressed in my new Tigerstripe combat uniform and wielding my SR47 doing my best operator impression at the yearly Airsoft Club reunion. Haven’t been in ages, writing this while everything aches.
That’s it for this update, expect more updates next week!
Although most modern wargamers take inspiration from current events, it’s fair to say it’s not the sole jumping off point. Games, TV, books and film all play a part in whetting the appetite for wargaming. Empress have noticed this and decided to give us a group of four mercenaries inspired by a certain group of films focused. As someone who plays really small scale games, adding a few outlandish characters was something that just had to happen and I picked them up.
Of course, when painting up more characterful figures, you really need to find a way to fit them into your games in a bigger way than just some standard profiles. Seeing as I’m already writing a setting with multiple PMCs, adding a few hired guns to be hired when things go wrong made perfect sense. I also decided to change up their pant schemes – although all kit black looks classicly cool, and Typhoon camo is a neat design I really didn’t feel like painting them in the same style as their onscreen counterparts. Instead, I went for the same plan as my other mercs – solid colours.
This rear shot shows off some of the extra kit each of these guys is wearing such as various knives and sidearms. A great bit of detail and possible jumping off points for ingame rules to make these guys feel like real heroes.
Ex-American Special Forces, veteran of several operations in Val Verde. Keen interest in politics.
I really like this guy – but then again, I say that about anyone wielding an AA12. Combine this models height with the calm, shotgun held at the waist pose and you’ve got the perfect merc to slowly advance down the street while you make the slow “CHUNK CHUNK CHUNK” sounds of the automatic shotgun.
The polite term for Cortez is eccentric. But he brings a surprising amount of agility and luck to a team despite his ways and advancing age. His other nickname is Zorro.
Another cool sculpt of someone not quite wearing the usual amount of kit. I could see this guy ending up actually with the various insurgents or pirates thanks to his slapdash and low profile look. Obviously his 416 was “borrowed” from somewhere.
American Special Forces veteran, recently returned from a contract in Myanmar. Keen boxer.
Well you couldn’t do the team without the big boss. AS well as the pimped M4 in his hands, he has two pistol holsters on his legs and a big old knife behind his back. The crest on his beret showed up really well despite only painting it in the single colour and then washing. Much like Cortez, I could see this guy being used among the pirates/insurgents as a leader figure.
Former Royal Marine, expert in knives and guns. Weaver’s right hand man.
Probably the most useful of the figure, thanks to his uniform – paint it in camo and you’ve got a great figure to act as a trainer for the ANA or other forces. Not sure how you’d explain the knives to the CO but it could be useful when trying to mentor troops on the table top
As you’d expect from Empress, these are some really nice sculpts. You can easily see the inspiration when you pick them up and the level of detail is great as usual. When you spot the double holsters or the pair of knives, its obvious that the sculptor really did study the inspiration well and brought over the kit that makes the characters stand out.
The real question now, will we be seeing any more of the crew? Perhaps a Swedish Grenadier or an American with half an ear and a SAW. Heck we might even get the young bloods seeing as this group are all wearing kit from the finale of that film. I’m excited to see what else Empress releases that isn’t quite 100% historical.
You may have noticed I’m trying something new with the images – doing some post production work on them (i.e. trimming off the excess around the photo). I think it shows the models off better but does reveal all the little bit. What do you guys think – prefer images this style or the wider shot? Tell me in the comments below!
It’s also the start of a new month so time for a quick reminder. I run a Ko-Fi page where, if you like the stuff I write, you can throw me a few bucks. You can find it by clicking the button above or by going their directly at https://ko-fi.com/chargeblog
This photo from the Instagram shows off the SOF version accompanied by other vehicles like the Razor and a SF Technical. I must admit, I’m looking forward to running some mixed vehicle patrols, maybe even with the M-ATV. And speaking of M-ATV, I’m interested in seeing if the rear of the SOF vehicle could be used to speed up assembly of my M1245, saving on me having to detail all the panels at the rear. I’m not 100% on it but it will be work taking a look at.
Currently none – just waiting to pick up a pile of Humvees.
The main hobby thing this week has been getting the three pedestal mounted AA guns finished. Honestly, the paint job is very simple but it was more just pushing to finish them.
Speaking of pushing to finish things, I finally started painting up the Empress Mercenaries I picked up before Salute. Having just watched the inspiration, I realised that I really didn’t want to paint a load of guys in just straight black. Instead, I looked at my Commando Global Solution figures (the SAS from Empress) and tried to work out some schemes that kind of match while still being distinct. So far, I’ve only finished this chap with an AA12 and a german sounding name but I’m working on the others soon.
That’s it for this update, expect more updates next week!
One of the more interesting systems you’ll see on technicals is the use of anti-aircraft guns. Requiring a bit more engineering work than a simple PKM or a HMG (unless you want to flip your vehicle) these AAA guns are pretty useful to an irregular force seeing as they are able to easily engage a whole host of targets from infantry to light armoured vehicles to helicopters and aircraft. Spectre have three of these weapons in their range and I’ve finally got round to finishing them off.
A common element of all the AAA weapons is the square pedestal mount. When it arrives from Spectre, each of the four legs has a slight cut out so it fits into the slots in the cargo bed. This makes sure that it gets a proper fit when glued into place. However, with me wanting to hot-swap the elements, this locator lug would probably start ripping through the paintwork. So, as with all my other weapons, I decided to mount on plasti-card pieces
I have three pedestals (one for each of the guns) – for two of them I simply cut out the usual “I” shape out of plasti-card so it fits around the wheel arches. For the final pedestal though, I had something else in mind.
By default, you can fit the pedestals into the cargo bay of the Technical Bravo chassis by either sticking it on top of the cargo bay or by trimming the legs and sliding it into position. However, both these options are pretty permanent. For hot swapping, I had to do something else. The plan was to cut down the pedestal to fit inside the cargo bay while still having a method to lift it out when changing weapons.
Unfortunately, my cutting wasn’t as precise as perhaps it should have been and so made a bit of a mess. Worse, the trimmed legs ended up not fitting correctly as I had worked off the wrong height for the wheel arches. So I had to re-do it; The intact legs would now rest on the wheel arch while a plasticard framework would hold up the other end. Overall it’s a cheap nasty fix but seeing as I’m close to finishing this project I kind of just wanted to get them done.
As you can see the it works pretty well, with most of the bad construction hidden by the cargo bed. It does mean I can’t mount all three weapons on Technical Alphas but it’s unlikely I’d be using all three of the heavy guns without having access to a Technical Bravo chassis.
The ZPU-2 is a two barreled version of the 14.5mm KPV machine gun I mentioned in one of the earlier posts. The dual mounting upgrades it with proper anti-aircraft sights and large boxes for each gun to feed from. As you can see above, when it first arrives, there are plenty of pieces to put together. The main thing is getting the central section around the gun barrels and on the base and then work up from there.
Once assembled, the painting was pretty simple. I worked up from various metal shades before topping off with the usual Russian green. I painted the figure up while assembled although I can definitely see the advantage of painting him separately.
If the two barreled version wasn’t nasty enough, the four barreled variant is designed to get as many rounds as possible down range in a short amount of time. With two massive ammo caskets on either side feeding each barrel and firing 4x the fire rate of a single gun, this is a nightmare to go up against in Spectre and other games.
I covered the basics in the first technicals post so I’ll focus on the painted side. Its the same process as the other Russian guns – metal and Russian uniform. Unlike the other guns, this one has a gunner already attached to the main body of the mounting.
The ZPU works by getting lots of rounds on target. The ZU-23 works by getting rounds on target that cause massive damage to whatever they hit. Rather than slinging the 14.5mm round, this dual barreled auto-cannon fires 23mm rounds with a variety of ammo types such as high explosive and armour-piercing. In game, this makes it very effective against groups of infantry and can even damage light armour and APCs. A real danger to most modern forces.
As with the ZPU-4, this was covered in the initial post back in 2017. One point I didn’t mention is that I seem to be missing the AA sight that sits in front of the gunner – luckily with these being for insurgents it’s easy to imagine it was snapped off at some point. Painting up was similar to the other AA guns.
The AA guns are another way to help give the Insurgents a bit more firepower and increase the challenge for the more regular forces. A quad HMG or auto-cannon can really wreck a squad’s day, forcing them to actually use cover and smoke to prevent being caught in the open. It also gives the militia something that can take out vehicles with a bit more reliability than poorly trained troops popping up and firing RPGs. Finally, much like the improvised weapons from last week, these are also something that screams “militia” – they look gloriously ragged on the back of the pickups.
And we these finished, I have now painted up at least one of every weapon system offered by Spectre for their technicals. I’d say at this point, this is the final main Project Technical entry. From working away on these posts, I hope I’ve shown off what you can do with the range, from the conversion to add a PKM gunner for the MENA Regulars up to the heavily laden SF technicals and their massive selection of weapon systems. I’ve now got a nice selection of weapons that I can easily jump into most scenarios and pick out which weapons I want to use depending on the situation at hand. It also means that, I think, I can now fill a board with vehicles.
The real question is what modelling project to work on next. If only there was another range of modular vehicles coming soon to form a project I could really sink my teeth into…
I’m going to tweak a few things with the blog over the next few weeks – seeing as work is getting busy, my hobby/gaming time has really taken a hit. I still want to do a new feature every week but we’ll have to see depending on work load. I’m definitely keep writing Wargaming Week – it’s handy to keep track of what I’m up to and what going on with the modern wargaming world.
Meanwhile from Down Under, Knights of Dice have been showing off more of their upcoming Tabula Rasa releases. Most of the board is filled with the new ruins, perfect for wargaming any modern urban area that’s been a battlefield. They look really nicely done, with a useful varety of sizes and shapes. However, I’m more excited by the bulk of one of the new apartment buildings on the right hand side. Looking at it assembled, you get a much better sense of size. I am REALLY excited to getting my hands on it – after all, Bazi City does need some high density housing.
I’m being a little careful with money at the moment so no purchases. There is also a small matter of the pile of lead that needs painting. At the moment, my only purchasing planned is to pick up a few Humvees when Spectre release them for project work and buying some detailing elements for Project B-Town.
Apart from finishing off the technical weapons, not much happened this week. Undercoated a few models, did some basing. Took a squad of Germans to work with me everyday this week but ended up not having time to sit and start the camo’ing work.
Perhaps more exciting is that I’m starting work on the final Spectre part to Project Technical (maybe?) – I’ve started assembling the base to AA guns including working out how to base them on the Technical Bravo.
I also managed to do some writing on the rules I’m playing around with, at some point I’ll need to get the concepts on the table
That’s it for this update, expect more updates next week!
Ah, time to go back to old faithful. It’s safe to say that writing about pickups with guns has been pretty successful so far. This time, I’m taking a look at three new pieces of gear designed for the more modern of the technical models offered by Spectre, Technical Bravo. The Bravo has a much smaller cargo bed than the Alpha which can make mounting certain weapons (like the rocket pod) very hard. With some careful planning though, you can use this disadvantage to make some really cool weapon setups. Here are three that work best on the Bravo chassis, all purchased from Spectre Miniatures.
The ZPU is a 14.5mm HMG usually used for AA purposes. Spectre sell three variants using this gun, from the quad version down to this single gun.
When it arrives, it comes 4 pieces; the gun, tripod, gunner and seats. The gunner figure actually has a seat built in making it easier to assemble. If you don’t mount the seat, the gun can freely turn on the central pivot.
Assembly was simple but took a little bit longer than expected. A bit of force was needed to line up all the pieces so the gunner had his feet on the footbars. When building the hot-swap base, I had to add some extra height – this was so the gun would clear the rear gate on all vehicles when it was closed, letting me use it on all the vehicles and not just the three that have lowered gates.
And there we are done. Obviously this gun is only going to cover the rear arc, but it might end up being pretty handy covering the rear of a convoy or setting up for a hit and run ambush. HMGs are pretty handy in every game for both infantry and vehicles and the 14.5mm ZPU can be really nasty.
A recoiless rifle designed for killing armoured vehicles, the SPG-9 is common sight around the world. From skiffs off Somalia, to fighting positions in the Ukraine to the back of technicals almost everywhere, these weapons are a step up from the RPG. Although not quite as powerful as the M40, it’s still no push over.
When it arrives from Spectre, the SPG-9 comes in two pieces – the launch tube and the low profile tripod. This setup is great for a stationary support weapon (and is perfect for some of their crew figures like Echo and Delta) but limits it’s use on vehicles. So I decided to use some spare bits (the stand from one of the M2 .50cals I used on my Empress humvees) and built a slightly higher mount.
Luckily the bottom pin on the SPG 9 fits perfectly into the top of the stand. After gluing, I added some green stuff to add some support. However, to prevent it breaking, I also used a Crew Alpha figure to help support it. I also added a Crew Echo figure (seeing as I hadn’t used one in my collection so far) to help balance the weight and prevent it toppling over during gameplay. You can also see here that I originally planned this as a full-size weapon system. However, I soon realised I could clip the base in half and tweak the wings to turn it into one that would fit on both types of vehicle.
Here it is mounted up and ready to go. This weapon system actually fits in different directions depending on the vehicle – on Bravo it faces forward but, due to the height of the mount it only faces backwards when used on Alpha (meaning that the crew cabin would get wiped out if fired in this setup). No matter how it’s setup, it’s going to be a cool way to give the insurgents some AT firepower without wheeling in the Heavy Ammunition in the form of the M40 and TOW.
MENA Regulars PKM
The final item has already been teased in the MENA Regulars impression. Designed to give the Bazistan Army some backup before their Humvees arrive, a pickup mounted PKM should give some good covering firing and give an opportunity for some simple conversion work.
When I built my SF weapons, I used the high mounts for all the weapons leaving me with a pile of smaller but structurally stable looking weapon mounting positions. By combining this with the PKM gunner, a simple vehicle mounted system could be made. There was only one problem – the PKM figure is really leaning into the gun. So to make sure it actually fitted on the base and attached to the mount in front of the box mag, the gunner had to on a slant. Additionally, I had to put the pintle as far forward as possible. Without some tweaks it still didn’t fit correctly. In the end, I trimmed flat the front side. This means on Technical Bravo it looks like pintle is partially bolted into the back of the cab but can be a bit strange on Alpha.
Once assembled, it was looking good. Unfortunately, putting the crewman on the slant shifted the centre of weight making it likely to fall off the back when moved. To correct this, I added one of the boxes from the stowage pack and painted it green, ready to stow all the loose belts of 7.62x54mmR for the gunner to grab.
Finally here is the end product. The crewman and weapon are painted up in the same style as the rest of my MENA Regulars while the mounting pole was the usual metallic paint plus some roughly applied green paint. Overall I’m really happy with how this guy turned out – it’s going to be great putting him on a normal technical and rolling alongside the SF Technicals or Humvees in convoy.
That’s three more weapons for me to pick from when assembling a group of technicals. The fact they work great on the both technical models really opens up the types of forces I can make, expanding the options available (which is kind of the point of the whole project). As with all Spectre technical bits, there is a really nice level of detail on all the parts and it was great fun assembling, converting and painting them up. Keep your eyes open for when I wheel them out of the armoury.
And speaking of armoury, here is how the options currently stand. From the Insurgent heavy weapons to the SF options to the piles of kit, I’m really happy with how the whole hot-swappable system has been working. I’m actually looking at what else I can add to the technicals using this setup for other purposes, like water tanks or covered cargo bays. I might even add a few more weapon systems in there.
Keep your eyes on the site for another Technical Project article coming soon and focusing on the last weapon systems I currently need to paint – the AA guns!