Let’s start this Wargaming Week, covering the 7th through to the 13th of January.
First up, I got a battle in on Thursday! As you can see on the post, it was an interesting game, both to organise and play. I’m looking forward to getting some more in!
Also exciting was seeing that I’ve been playing Skirmish Sangin for 4 years this week. You can tell how much I like it by the fact it’s still my go to. I’m also seeing all the photos of my first painted models which are :|.
Interesting news from Warbanner this week. They and Special Artisan Service Miniatures have partnered up to help bring SASM to the UK and the EU and make it easier for our American cousins to get their hand on Footsore and Warbanner. Warbanner also has a very good relationship with Sarissa, which could mean great news for anyone looking for more modern terrain.
I’m not going to add my own comment to this news – but I wish everyone involved the best in this endeavour.
New release wise, Spectre has popped up with another IFV. Perfect for backing up your Russian SF or as aid to your local regime, this upgrade to the BTR should be a pretty major threat on the battlefield while still carrying a squad of guys to grab the objectives.
Nothing! The BTR82A is very tempting but I think I want to clear off my lead pile a little bit (and maybe finally get round to selling the stuff
This week was a lot of little things. My original plan was to get this all done for Thursday but as part of my new plan for 2019, I decided to slow it down, take my time and get them right. As I mention in the battle report, some scatter would have really helped to break up the sight lines. Well,
The other stage was breaking out the rattle cans and getting the Sarrisa North African buildings undercoated. I covered them in some previousposts. But now I get to add some details, to get them ready for the table. More details coming soon.
Humvee Number 4 has been assembled! For this one, I decided I needed another less well-equipped Humvee for the local forces. So rather than antennas, I decided to use good old stowage. There will be a full post coming but most of it is from the Empress pack.
Finally, I assembled some WW2 figures. There will be a full post on these guys in a week or two once I nail down the concept for the platoon. But for now, a teaser as to what they are.
That’s it for this update, expect more updates next week!
Okay, this game was an exercise in improvisation. What was originally planned as an all-out assault on a rebel fortress (cancelled due to lack of painting time) became a massive multi-person game (until we lost some players due to double booking) until finally it was down to a tight, three person game. And what a game it was.
US MARSOC Team Sabre has been separated and immobilised behind enemy lines. Radio communications report their Humvee was damaged in an ambush and the team has sustained casualties.
ISAF-AP forces are directed to recover injured personnel and destroy assets. Local National Forces are available to assist.
Enemy militia forces are on site and moving to the target location. Motives unknown. ISTAR has spotted unknown forces among the Militia units.
Objectives: ISAF-AP must fulfil the following objectives: MARSOC Team must be escorted off the board – MARSOC team cannot move until contacted by friendly troops MARSOC Humvee must be destroyed by the use of incendiary devices – This must be placedby hand
The MARSOC team consists of four guys. Well three guys for me to activate. A team leader, a LMG gunner and a final trooper carrying his injured buddy around. This last trooper was unable to run while assisting his buddy and only armed with a pistol (the rest of his kit left behind in the humvee.)
Coming to rescue them was a combined force of US Special Forces and local Bazistan Forces. The four operators had light body armour and were armed with a mix of weapons including assault rifles, combat shotguns and an LMG. The local force were in heavy body armour, 5 soldiers armed with assault rifles and another totting a PKM.
Against them was a sizeable insurgent force. Although lacking body armour they did have an RPG and PKM to help put the fire down, as well as a total of 8 soldiers. Interestingly alongside them was a group of bandana-wearing operators. These guys only had assault rifles and light body armour but were rolling hard with grenades.
Seen from above, you can see the battle zone. ISAF-AP are entering from the the top left, while the insurgents would move on through the fields. In the centre of the map was the construction site where the MARSOC team have dug in, their damaged Humvee outside.
As both teams start to move, two of the operators from the rescue party work their way through the quiet streets.
The lead scout of the Bazi Army squad rushes up to an abandoned vehicle to use for cover.
Meanwhile on the other side of the board, the contractors wait as militia fighters begin to advance.
Thanks to their high body rating, two of the operators bombed froward to get into a position overlooking the damaged humvee.
They aren’t the only one getting into position. Two of the contractors move into a position to rush, one of them popping a smoke grenade to cover their advance.
Concerned by this, the MARSOC LMG gunner started scanning the horizon. After spotting an engaging a militia fighter, he relocated to behind the engine block of the nearby pickup, hoping those fuel drums on the back were empty.
Dodging the machine gun fire, one of the contractors pops smoke to block line of sight and then moves up into the cloud.
Meanwhile, the Bazistan Army were moving up as a squad. The PKM gunner started heading for the roof.
A third smoke grenade filled in the gap, blocking the humvee from any of the US-SF guys. Just in time for one of the contractors to bust up and get close to the intel inside the humvee.
Despite the firing around him, the contractor manages to wrench the door of the Humvee open and recover the data disc. Looks like payday for this merc!
Seeing the enemy getting closer, one operator decides to drop a second smoke in order to build up. However, rolling a 100, the smoke grenade simply rolls out of his hand and goes off directly in front of him.
The nearby insurgents decide to back this hero up, not having seen the fumble that just occured. They also rushed passed one of their comrades who had been hit (the cards hiding his current condition until someone checks on them).
The Bazi Army hold back and hammer rounds down range, except for one brave soldier who rushes forward to make contact with the stranded MARSOC team.
Good news for the ISAF-AP team! The injured Marine and his buddy managed to meet up with one of the US-SF guys. The rest of the MARSOC team were still engaging the agressors, hammering 5.56mm whenever the militia would popup.
But tragedy strikes! A grenade, thrown to take out machine gunner on the roof scattered into the open and bringing the US-SF team leader into it’s blast radius. The armour absorbed some of it but he was still knocked unconscious, sliding down the wall behind him.
After running through a hail of gunfire, the contractor with the data managed to get back to his buddies. This actually started shifting the militia’s objectives. They started falling back, popping off some suppression to make sure the data was secure.
The US Marines still in the fight managed to put fire down, pop smoke and fall back through the building. They were probably happy to see the Bazi Army soldier frantically giving them the Jambo as they ran past.
However every moment of joy for ISAF-AP was tempered by something sour. And oh boy, was this sour.
In one of the last shots of the game, the RPG gunner who had moved to flank managed to get onto the rooftop. With a super low chance to hit, he fired and rolled a critical. With a single super powerful shot, two of the operators were taken out, one KIA and the other critically injured.
The sole remaining US-SF operator, having heard his team go down, rushed after the fleeing merc carrying the data, desperately trying to catch up with him. With the final dice roll, he shot and missed. The Merc kept running, successfully escaping with his prize.
Who knows what shenanigans someone could get up to with that classified material…
At the game’s end, the MARSOC team had been successfully rescued, with the loss of three veteran operators rendered combat ineffective. However, the classified material was now in the wind, possibly setting up a future game.
Overall, it wasn’t the game I originally planned but everyone involved had a good time. There was some comments about getting some more cover to break up the sight lines, so I think it’s time to base up all my scatter. Come back next time for more events in Bazistan.
Looking ahead, I do also have some thoughts on my Killteam Day that I should write up at some point. Also this week I should be running a game so keep an eye out for a battle report on Friday, as well as other posts if I get anything extra painted and ready for it.
Of course, just because I took a break didn’t mean everyone else did. So there was a bit of news waiting for me when I got back to my blog writing desk.
Black Site Studios, who will be sharing a stand with Spectre Miniatures at Adepticon, have shown off some previews for next year which is quite exciting. As someone who has been playing a lot of Insurgency Sandstorm, that second building could be very interesting to fight through.
Spectre Miniatures came in with a triple threat of new things. First up, and probably the biggest news, they have announced V2 of Spectre Operations coming this year. I’ve actually had a few opportunities to play with the WIP changes and they really help to polish off the sticking points I have had with the rules, especially with vehicles and larger games. The new additions will also help to extend the game with some new features.
Next up was the arrival of the Chinese in Spectre’s range. The first of two releases is the Assault Team. These guys are equipped in a similar way to many Western SF units and carry a modular rifle system complete with all the usual toys you would expect. Much like many of the other squad packs Spectre has released, this pack includes figures suitable for some other roles, such as a marksman, grenadier and an SMG to assist with stealthy eliminations.
The second SF team is a bit more of a specific role. Named as Jungle Squad, these guys are ideal for fighting through the dense rainforests around Chinese interests in some part of Africa. As well as bullpup rifles, there are also some truly unique weapons such as a M79 clone, a crossbow and, perhaps most worrying, a flamethrower. There are also some neat touches on the models themselves, such as the gaiters around the boots, to really make them ideal for their role.
Table Top Tactical Simulations continue to add releases to their range – this now includes US gunner figures matching their Army range and ideal for their trucks.
Tiny Terrain, fresh off their Kickstarters, has shown off something new coming next year. They are working on a 1:50 scale T62 – ideal for a whole host of conflicts. I’m really looking forward to it so expect news when it’s available for purchase!
So this popped up on the Modern Miniatures group. After doing some digging, this description came up:
in Fire Team Echo1, players take on the roles of an elite force similar to Seal Team Six. Game play is scenario based and extremely deadly. If a downed PC isn’t stabilized before the end of the mission he’s KIA… and combat skill don’t carryover to the new recruits.
each player takes on a role. The enemy is ran by the games tactics. The game can also be played solo as well.
This seems like a really interesting idea for a game, especially for someone who prefers the more RPG esque systems. I’ll be keeping an eye on it.
Finally some great news from Full Battle Rattle about their LAV-3 which went up for pre-order last year. Trenchworx has finished their first master and (aside from a few tweaks) are heading to production. Good news, we might see Canadains in Bazistan sooner than originally planned.
It was Christmas! So I got a few presents. Sadly the Broken Toad brushes I asked for were unavailable meaning the only gift from family I got related to wargaming is Leigh Neville’s new book. I have been eagerly awaiting it since it came out and I’m looking forward to sitting down with it properly. And then remembering all those little birds I need to finish getting ready for the tabletop.
And then there is this Christmas present that my long time wargaming buddy/opponent bought for me. Just a reminder – do not talk to your buddies about future projects you MIGHT be interested in doing in the future at some point even though you have a literal pile of other models to paint. Because they will remember.
But seriously, I am incredibly excited to sit down and build this. The Churchill is my favourite tank and there is something exciting about making one and then detailing it.
Of course, you can’t just have a single tank – it needs some infantry support. So I went to the Warlord games site and picked up… some things. I’ll be writing up a blog post at some point with more details on what I’m planning to do. Here is a hint – I’m watching Fury to get a feel for the tone of the platoon. There is going to be a lot of conversion work.
Finally, I picked up Spectre’s new Chinese SF Assault Squad. These are going to be a fun team to use on the tabletop and I’m a big fan of the poses. I haven’t picked up the Jungle team – I’m not quite ready to jump across the Red Sea to Zaiweibo yet and want to do a clean out before I reach that point.
Just before I left for my holiday break we had a big old Back of Beyond fight down at the Wargames club. As you might expect, it was a ridiculous 8 player bloodbath. Pictured above is the White Russian commander counting their pile of loot.
I painted some Space Marines! My Deathwatch Killteam has been sat unpainted for a while and I have the silly idea of speed painting them in time for the Killteam day my friends were running over Christmas. And then I started painting and realised that I actually wanted to take my time with them. So I painted the base, skin and arms and marked them as ready.
They were not ready. They did… not well. More details when I write up the post.
That’s it for this update, expect more updates next week! And Happy New Year!
As you might guess from someone who plays a lot of Skirmish Sangin, I don’t play wargames as a competitive exercise. Winning is nice, but at the end of the day, I’d much rather tell a good story, immerse the players in the setting and scenario. I’d rather make the players concentrate on making the decisions the real commanders would have to make.
Chain of Command from Too Fat Lardies is a game all about giving you the feel of being a platoon commander in the 1940’s. It’s about giving you the tricky choices while removing some of the more formulaic elements, beating into you the problems and issues your historical counterparts would have to deal with. I love the Too Fat Lardies motto – “Playing the Period and not the rules”. These are not a ruleset for competitive play. These are ruleset designed to evoke the feel without it turning into a horrible grind.
After having played it a few times at the club when I first started going, I’ve been desperate to play it again. Luckily, my usual York-based wargaming buddy Peebs Gaming Nonsense is a recovering Bolt Action fan with a platoon of both 8th Army and DAK. So what better way to start off my Christmas break than getting a game of it in.
Somewhere on the road to Tobruk. 1941
The desert sun glared down on Sergeant Kerridge as he stood on the roof of the farm, his beady eyes glaring out over the landscape around him. This part of Libya was greener than he expected, good enough to grow crops, the surrounding land covered in palm trees and shurbs. If it wasn’t for Jerry, and the questionable antics of the Lieutenant, it would be a perfect place to be posted.
Suddenly, with a cry from the sentries, his morning was interrupted by the arrival of a pair of Cheverlot trucks, each laden down with equipment and kicking up a plume of dust. One rolled straight past but the other rolled to a halt at the entrance to the compound, three troopers jumping off the back with ammo cans in hand while another two started to quickly work at dismounting the Vickers MG from the pintle position. To a man, the entire team seemed scruffy and out of regs, wearing the local headgear. They pushed past him, heading towards a position on the roof of the main building.
Kerridge was having none of this. He strode across the square, heading towards the commander’s seat, almost shaking with annoyance.
“What the hell is the meaning of this? Which unit are you part of? Don’t any of you know protocol about coming through lines.”
The man standing in the passenger seat turned to face him, the scraggly beard still covered in dust from the road. The sight of his rank slides caused Kerridge to click to attention, his boot heels slamming together. The Captain just smiled, throwing a casual salute before leaning down to him.
“Ah, there is a man in charge. Look here old chum, we were just returning from a patrol when we got into a bit of a scrap with some bosche just a mile or two back down the road. Looks like part of a probe and they heading straight this way. Now, we’re going to leave Williams and the old Queen here with you chaps to help give them what’s for while the Boy and I head back to somewhere with a radio to get the news out”
The Captain returned to full height, eyes scanning the horizon.
“Looks like you’re in for an interesting morning”
We decided to go for the second scenario Probe, with a DAK platoon of moving up to look for a way through British lines close to central farm.
Support wise, seeing as I was on the defence and just about had enough points, I went for a Vickers MMG team – hopefully it would help me to strike back at the masses of MG34s I was about to go up against. On the Germans side, my opponent went for an adjutant (to make up for the single Senior Leader the DAK platoons get) and a satchel charge (which went unused for the entire game).
After the dance of the patrol phase (a feature I particularity love), we had the above setup for the jumping off points. My positions let me setup up in several good pieces of cover, anchoring my defences around the main defensive position. The Germans had started their probe from my right flank, spreading their kicking off locations to a reasonable spread of locations.
Once the game kicked off, Jerry deployed two squads. One moved into the palm grove at the board edge, the other began to advance to the closest edge of the compound. In response, I deployed one section up to the low wall (both to protect the JOP and to prevent a flanking move) while the other appeared from the table edge and began advancing on
Sadly the second British Section made the fatal mistake of being caught in the open by two MG-34s which managed to rip them to shreds, dropping the NCO before pilling on the shock. This squad was eventually reduced down to one solider in each team, pinned down in the wadi.
Speaking of machine guns, the Vickers deployed in the position on the roof and started brassing up the Germans in the trees. The light cover of the undergrowth helped to reduce the casualties (although the NCO did take a hit) but they were covered in shock and unable to advance. They could, however, keep throwing potshots a the MMG that was pinning them down.
The next major deployment of troops was the Germans bringing their senior leader and the third squad to assist the advancing teams. The officer managed to get things moving en-mass. To fight back, I deployed my final section into position on top of the main compound building, able to put rifle and Bren fire down on that flank.
At this stage I made a critical error. Rather than keep my squad on the left in cover or trying to flank left, I decided to get more troops in the centre to engage more of the German offsensive. To do this I had to cross the open road which despite being done at the double, ended up with most of a squad stuck in the open. Two LMGs later and the NCO was done for, as well as several riflemen.
A phase later and I managed to get the 2inch mortar up to pop smoke and cover the crossing. Alas too late.
We ran out of time and had to call it there but where does that leave us? Well, I think it’s safe to say the Brits are in trouble. They managed to stop the probe and prevent it from breaking through the line, but they were now in serious trouble after my error. The Germans were taking shots but could possible had advanced down the right flank (using the other squads to put fire on the Tommies).
All I can say is that the cavalry better get there soon or else there might not be much to rescue.
I will admit, I can get why people don’t like Chain of Command and prefer other WW2 set games. If the dice hit you the wrong way, if Field Marshall Friction decides to make your troopers club footed fools, then yeah, it can throw your plans entirely out of wack. But nothing has quite matched the feel you get when reading histories of WW2 or even the modern day – where things can go incredibly wrong. In other words, I will be coming back to Chain of Command soon. Maybe even sooner than I expected when I started writing this post.
That said, I am very interested to try out the new WW2 rules from Radio DishDash.
Ah time to catch up on some of those side projects…
As you might have guess by the slow down on the main blog, I just didn’t have time for very much other than moderns for the last little bit and so my fantasy adventuring plans have gone literally nowhere. I still have a pile of unpainted models on my desk and I have yet to even play a single game of Open Combat.
However, that wasn’t going to stop me picking up some sprues and creating a few more adventurers to go into the dungeons. Kicked off by the arrival of single spures on ebay for the new female soldiers, I quickly grabbed some off eBay and got to work.
ghost archipelago Crewmen
Hailing from the more tropical realms of Frostgrave’s sister game Ghost Archipelago, these 5 figures have a bit more of a tropical pirate vibe to them. However, I think they would work pretty well as the townsfolk of this northern town once they are indoors or in the underground. For this reason, I decided to go with the less “sea dog looking heads”. These are going to be the poor peasants or workers, suddenly interrupted by the appearence of cultists or barbarians (or maybe worse)
Assembly wise, it’s obvious there is the same feel to them as the other Frostgrave kits. I didn’t try any cross assembly but it might look a little unusual with the difference in clothing styles.
Let’s take a look at what I assembled, going from left to right
Simple bowman – maybe someone to be encountered out in the woods near the city, moments before something nasty appears.
Big axe, bag on back – either another woodland dweller or maybe a merc hired to cut through obstacles before grabbing the loot.
Bandana, beard, sword – simple cannon fodder. Ideal for a bar fight.
Mohawk, sword, simple clothes – another sailor ideal for throwing into the mix
Okay, this guy is my secret favourite. Floppy hat, club in hand, closed fist. I am willing all my luck
I’m actually tempted to pick up some more sprues of this, especially if I decide to add some docks to the city for the opportunities. So expect to see more of these guys.
I’ve been looking forward to getting my hands on these girls for a while, especially after seeing the original previews. I really like the style they have gone for, continuing the wrapped up warm look that the original figures had while being sculpted to still look feminine. These all look like tough practical fighters working in winter conditions.
Options wise, there is the same mix of kit as the original spures, everything from bows and crossbows to various swords and spears. There is a great selection of heads
So lets look at who I assembled. Again going from left to right
I went for a classic adventurer look here, here striding forward, resting on her spear as she treks into the mountains.
This one is probably going to be used as the leader of the adventuring party. Cape hanging off there back sword held low as she advances, her mouth covered in a cloth against the environment.
An experienced fighter, axe in one hand and a bow in the other
Big lady with a big axe. This figure also has the two-part ponytail head, slightly moved to give her some motion
I think the hood and crossbow makes her look like some form of tracker, ideally suited for living up above the snow line
Overall, this is a really nice alternative to the normal soldier sprue if you want some additional variations. There is a good selection of parts and they do look different to their male variants – it’s definitely more than just a headswap.
So where do we go from here? I really like both of the sets I’ve take a look at, and I’m tempted to play around with the crewman sprues a little more to make some more civilians.
And just as I get back, I immediately go away again for my Christmas break. There will be a new Wargaming Week on the 7th of January but I might try and drop a few things during the break. For example, I think the last figures for my fantasy project should be arriving today so I can at least get them glued together.
Empress has revealed their plans for the next year. As well as showing off some late war British figures (which are really making me think about building a force for crossing the Rhine) they also mention some of the other ranges they will be adding to. For Ultramoderns, I am very excited about the prospect of some Kurdish Freedom Fighters. With so much variation, it will be exciting to see what they are equipped with.
Now owning a BMP 1, it is only a matter of time before it takes a hit, spews smoke and sends the crew running for cover. So, I needed some crew! I ordered some of the Chechnya War AFV crew from Empress and they arrived super quickly. These guys might be a little overdressed for operating in the desert but they should do for now.
I finally finished Ember team. Turns a month and a bit off from painting the models means you’re a bit slower when you come back. On the other hand, not rushing to get these guys done means I had a lot more fun painting them.
I’ve also started to look forward at what I’ll be doing next. There are a few forces I should look at (including that platoon of Brits that’s hanging over me) but I really like the latest undercover operator. I’ve been playing a lot of Overwatch and I think I’ll be taking some inspiration for her based on one of my favourite characters who is also from the MENA region.
Kind of related to wargaming, but I’ve been playing a lot of Insurgency Sandstorm. This game is one of my favourites at the moment, perfectly blending high-speed shooting play with the requirements of a tactical game (and customisation that lets me dress up in some really good looking Tigerstripe). But more importantly, it has a really nice variety of environments. I’ve been taking a look at them, capturing screens shots ready for the next stage of painting up B-Town. I’m going to try to pull out some of the graffiti just to put it on the Sarissa buildings I have.
The gameplay is also an interesting idea that could lead to a simple participation game, letting players drop in and out while working through a map. Now, I just have to build a load of structures to push through.
That’s it for this update, expect more updates next week year!
To say I have an interest in Black Powder Red Earth is putting things mildly. I think it’s an incredible series that, despite having a few issues with the pacing sometimes, details the activities of a PMC named Cold Harbor operating in international hotspots, all detailed in a striking (and sometimes very unpleasant) art style. It feels unlike any other comic book, presenting a realistic take on the world packed full of action and operators operating operationally.
More importantly, I love the look of these operators. Equipped to the nines with the latest military kit, their faces covered by bandannas, these guys look operators. Hearing that Spectre had managed to sign an agreement with Echelon Software to bring these guys to the wargaming table made me very happy indeed.
The first pack represents several operators from Ember team, a force shown in the Black Powder Red Earth Yemen series. This set includes 6 operators, all equipped with heavily modified 5.56 carbines. As someone who has an interest in all the latest gear (such is the curse of the airsofter) it was easy to spot that these guys are covered in all the latest and greatest kit. The carbines are decked out with parts that you may recognise if you have been on the BCM website recently, including cool details like offset red dot sights alongside short dot scopes or upgraded stocks and rail kits. The operators themselves, over their civilian clothing, have Haley Strategic rigs and belts. Even their side arms, a tiny detail, are setup like they are in the comics, in custom holsters and with red dots on their slides.
It’s important to note that this pack includes the NOD sprue – you don’t need to buy additional packs unless you want to swap some of the two tubes out for the panoramic versions (maybe your operators got a particularly well paying client this time).
As with all these Spectre figures, the posing is one of the unique features that sets them out from other manufacturers. This pack has a neat variation in terms of poses with two in the firing pose, two in the rapid movement and the last two readying up. Out of all of them though, I really have to say I’m a fan of the guy using his backup optics (pictured here in his red shirt). However, all of them look as cool and dynamic as expected.
It’s well worth looking at the selection of operators currently available from Spectre and showing off the different options each of them provides.
From left to right:
US Rangers – Much more uniform look. Everyone wearing the same uniform with similar kit
Task Force Operators – Varied style of uniform and equipment. Everything from full-sized plate carriers down to low profile chest rigs. Also the widest selection of weapons and poses
Ember Team – Civilian clothing mixed with a very specific set of gear and weaponry
Tier 1 Operators – Military-style clothing (can be painted as camo or plain colours), a wide selection of modern weapon systems, chest rigs and soft headgear.
SWAT – Older style of kit and weapon however still pretty uniform.
Painting wise, I decided to set these guys up as the QRF for my other Tier 1 guys, having stopped long enough to grab their helmets and NODs before going out on the street. As part of this, these guys were once again treated to the irregular force painting scheme I’ve used before, By picking a small number of colours and making sure each is used in different locations on a few models, it helps to make the team look a little more unified. With these operators, there was also a third region (as well as the shirt and trousers) with the bandannas to populate and I’m pretty happy with the overall look.
So what do I think? Well, I think Spectre has done a fantastic job of capturing the style of the Ember team operators. These guys look exactly like the team from the comics, and if you go hard on the original scheme you could make some really impressive looking models.
If your warzone doesn’t include Cold Harbor, then these guys would still be ideal for any number of heavily armed and well trained groups, from private military contractors to special operations forces. And best of all, you get to put the very latest in gucci kit on the board
I’m also looking forward to what comes next from this partnership. Ember is from the Yemen books but there are other operators from the earlier books that are also pretty stylish looking, especially as someone who loves the baseball cap and ear defender look. This first pack also only includes troops armed with assault rifles – it would be handy to get some alternative weapons for different situations. Either way, I’ll be keeping a close eye on them.
So remember – All Kill No Capture.
As an aside, I also recently ordered the Ember team ID patch from Echelon Software itself. And when it arrived, this spilled out of the packaging (along with a few stickers).
Let’s start this Wargaming Week, covering the 2nd through to the 9th of December.
Oh look, blog stuff is back.
Okay, after my lovely time away I’ve been doing some thinking about this blog. As much as I have loved writing a feature post every week, it’s safe to say it’s knackered me out. So I’m going to change how I’ll be running posts.
Monday posts are remaining the same. It gives me a good place to check in and update how I’m doing. I also know a few people who don’t use Facebook read this and so it’s handy to pass on new releases and such. Also, I like writing them.
Instead of a feature post every week, you’ll be getting a bit of writing every time I finish something. So what this means practically is that some weeks all you get is the Monday news update while others you might get a pile of posts to read. They will still be going up at the same time (12pm GMT) to make sure you get something ready to read on your lunch break or first thing in the morning depending on where you are.
This is not me giving up on the blog – far from it! What it is is a re-arrangement – this isn’t my job and if I treat it like such I’m going to grow to dislike it. It also means I get some more time to do other projects than riding the painting train to hell – including writing more scenarios and rules! I’ve already been testing a rules tweaks so maybe you’ll hear about them soon.
EDIT: Okay, false here. I actually (after setting this to be scheduled) went and picked up a sprue of the new Frostgrave female soldiers and a spure of the Ghost Archipelago crewmen (and bases) so I can finish off assembling figures for my fantasy project.
Not much movement on the hobby front this week unfortunately – it’s been a week filled mostly with video games thanks to a few key releases coming out. However, there was a little bit of progress on the BPRE operators, mainly neatening up some of the colours and getting the detailing in place. Fingers crossed, you’ll see these guys finished this week.
In other news, my latest order arrived. I’ve already got to work basing the new figures. I’m going to plan out a few ways to base the walls and brick piles, ideally to create interesting features rather than just gently placing them on the tabletop.
And also there is the small matter of building another Humvee…
That’s it for this update, expect more updates next week!