This was fun to do although it was a bit of a rush to get it done. Focusing on getting figures done, including 4 in a brand new art style, was a neat challenge. I was really happy with painting all of the US guys in one evening, so it bodes well for getting all my US Infantry Platoon when finished.
Nothing, still focused on writing stuff
I managed to sell off some duplicate figures I have and reinvested in some more stuff
A second Foxhound so I can deploy an entire section by them. Also means we can run convoy missions more easily
The rest of the Empress SAS to finish off that force
A few missing Spectre models, including the undercover agents. I’ve been a little lukewarm on them but having seen some more examples of them painted up I’m coming round on them.
I’ve also paid for my hotel in Cardiff for the Spectre weekend. It ended up a lot cheaper than planned so I’m also eyeing up a few more buildings. I’ve also heard something cool might be coming out soon that will be a day 1 buy.
So, in the process of painting the British crew using the updated multicam pattern and also looking through for duplicates, I started to find more and more figures whose paint scheme just doesn’t look that great. Safe to say I’ve come on a long way since I first painted my models (mainly in precision) and so a refresh needs to happen. The main thing is replacing all my multicam guys with the style used on the vehicle crew above as well as making them a bit neater looking.
Of course, the biggest group of guys in the old style of Multicam is my British Army platoon. Seeing as I picked up some more support weapons, it means I can repaint the original guys to match the new style and also fix some of the poor posing I did when I first assembled them.Before i strip these, I need to pluck the static grass off them.
The first few figures have been stripped (using acetone) but I’m going to try something else – it seemed to lose effectiveness very quickly after only 9 figures.
As funny as this to be making more work for me to do (someone mentioned “Painting the Forth Bridge” when I told them about it), I think I’ll be much happier when everything is updated.
That’s it for this update, expect more updates next week!
When you start to add vehicles to the tabletop, it’s just a matter of time until you need crewman figures thanks to some lucky rebel with an RPG. For light vehicles the standard line infantry will do but as you start to get to the heavier end of the AFV’s available, crewmen start wearing different helmets and vests.
Luckily, Empress have just released some packs to help you out. Available for both the US and the UK armed forces, each nation gets both a mounted and dismounted version. As I haven’t got any vehicles waiting to assemble, I just picked up the dismounted version.
I then made a fatal mistake. Rather than just relying on unpainted figures, I decided I could get all of my figures painted in a week. WHAT COULD GO WRONG? Well, the delayed posting time on this should tell you all you need to know
The US Crew has a pretty even split weaponwise, with two armed with M4 carbines and two with just pistols. There is some nice variation in the poses although the injured crewman clutching his arm reminds you that this is very much a scenario pack rather than figures for a standing army. The crewman with the pistol has a bandana across his face, similar to images you can find online. As you can also see from the photo above, three of the figures in the pack are multipart using Empress’s usual system of a pin and hole.
There seems to be some variation amongst US Army crewmen as to if they wear coveralls or camo uniforms. To keep things simple, I went with the ACU pattern I used for rest of my troops, relying on the different poses and helmets to distinguish them.
Of course now I really need to paint up an AFV for them to use – the two Strykers I picked up at Salute will be perfect for them to use.
The British crew is much more ready for a fight, with three soldiers with L22 AFV carbines (a tiny variant of the standard L85) and one with a pistol. Two of the figures have separate arms but it’s only one arm rather than the matched sets. Interestingly, with the right paint job the British Downed Pilot set that Empress do (BRIT07) would fit in perfectly, giving you two additional figures.
When the models first arrived, my initial thoughts was to use the old method of MTP painting. However, Spectre have released their multicam guide so I finally bit the bullet and tried. The process was easy and I’m really happy with the end result. I made a few alterations to the listed method:
Used larger brown areas to give it a browner tinge
The dark brown and white patches were thin lines rather than smaller squares.
I like the scheme enough that there is going to be an interesting part to Monday’s Weekend Warfare.
Overall these are fantastic models. They are obviously designed to standout on the battlefield. I don’t think you would use these models in every game but they really help to make scenarios standout, giving you something more interesting to defend than just a counter. The fact they match up to their mounted counterparts is even better. If you have any AFVs and there is even a chance that it might need bailed out crew, these models are a must buy.
If you are on the Russian side, Empress already does some Russian AFV crew on foot as part of their Red Star range. I don’t have these models but from looking at them at shows and on other people’s’ blogs
A bit of bad news, I’m not going to be ready to run my demo board at Claymore in August. Between work, holidays, going to the Spectre weekend in July and wanting to have some free time I just won’t be able to get it done. Its a shame, but I’d rather the first showing be okay and not horribly rushed.
No gameplay yet working on hobby stuff instead
Still nothing but eyeing a few things up.
Week 2 of proper painting at work is going well. Three days spent painting (I had a day off and one busy lunch) and four figures done. The two boiler suited gentlemen were painted from undercoat up to finish in one lunch time which was a bit of a rush but pretty cool to get done.
The other two figures were Empress Insurgents. One was simply painting up the RPK gunner to match my other Russian Contractor but the sniper was something else. Now, based on the figure he may or may not be inspired by the antagonist in a film about crashed jet. However, cheap tracksuits are not very Bazistan and so I wanted to make him look a little different. This, of course, led to me grabbing some green stuff and trying not to make too much of a mess.
Now, I am not a great user of green stuff (there is a poor GW Arwen somewhere with a terrible cloak) but I’m pretty happy with the end result. Here are my steps:
1. Basic cloak covering back of torso.
2. Add the shape of a hood at the top, scoring a single line
3. Add layers of green stuff and then while still wet scoring vertical lines
4. Repeat step 3 until the entire back is finished
5. Add a few leftover scraps to wrap around the gun barrel for decoration
This might be the first step to me trying some more sculpting – the post on it prompted some useful tips. It would be an awesome skill to have so I might try and spend some time on it.
That’s it for this update, expect more updates next week!
In my previous Scatter Terrain post, I looked at everything resin. Now however, we move onto the world of MDF. Some of these may hit the boundary of what you class as scatter terrain but are included anyway.
Some of the cleverest design for building crates, these are made of flat sided 3D shapes with an detail layer sat on top. Perfect for filling warehouses or loading onto vehicles. Instructions can be found on their site.
Found everywhere, these are my favourite pallets. As well as the cool loader, the five pallets just look perfect and can be assembled super quickly. The instructions for both the pallets and the loader can be found on their website.
Easily assembled, this pack contains three stalls and six tables. The stalls are simple to build and can be easily tweaked by adding a cover to the top rail. However, the stars of the show are the tiny tables. They can be glued down but a better idea is to leave them free to move, perfect for your troops to flip when the bullets start flying.
Perfect for setting up obstacles and marking out the exterior of a facility, this site fencing is really great. The packet contains a load of sections (10 in total) and plenty of parts to link them together. The total length is quite long making the set a great deal.
When building your industrial site, you’ll need somewhere for your guard to sit out of the rain and to check car entering the site. The office has one interior room and also includes two stop barriers. Simple to build and great looking on the board.
Somewhere else for the guards to hide from the rain, this little office is simple but effective. I really like it as kit. In addition, you can place it inside a large warehouse to add some more detail.
As you might expect, my scatter terrain collection will continue to grow. Expect more parts coming soon!
Let’s start, covering the 5th of June through to the 11th of June.
A new Weekend Warfare is up! We’re taking a side step from the adventures of CGS as I need some boards to play on what I have planned for Episode 3 and 4. It was a fun game and I’m thinking of doing some more vignettes as solo scenarios. I also attempted to video it but I’m not 100% on it. I need to find some better ways of doing it.
With the election last week, my usual gaming session was move to Tuesday. Finally being able to get out and game thanks to work/book/stuff calming down, I was looking forward to rolling some dice. What I was not expecting was 1:50 scale American Civil War Ironclads. Welcome to the Battle of Yazoo Bend.
One of the club members is hard at work on a ruleset for Ironclad scraps and wanted to do some more testing. Now, normally the game is played with a more sensible scale but he had these wonderful multipart ships in his collection. As a stress test, we used the same rules (scales and distances) but just on a larger scale.
Now I don’t know much about the tactics of this time period but I get the feeling that we as the Confederates were being incredibly inept. Taking command of a Confederate ship (The Jackson), my plan was to steam up the flank, distract the Union monitors and allow our steam ship a chance to escape. My ship was the slowest and least nimble on the board, but it had a good mix of guns. However, it also had an exposed paddle wheel so it was just a little bit vulnerable. Also the captain was horribly inexperienced.
The plan started well but then the shots came in. Turns out the Monitors having turrets are incredibly powerful and the Rebs got hammered. The lead ship was eventually sunk, my ship ended up running aground after being set on fire, the rudder shattered and half the guns knocked out. The cargo ship we had to protect got surrounded and battered. Last we saw of the Reb sailors was them fleeing past the ineffective shore batteries, while the Union held the bay
If you want to see more other people’s reports on the battle, three other people have written up reports.
Bill (Rules author): http://blenheimtoberlin.blogspot.co.uk/2017/06/28mm-acw-naval-action-on-yazoo-river.html
Overall, I had a real good time playing and rolling dice. The rules are something different to my usual taste but it was cool to play. I look forward to seeing more of it.
In the past few weeks I’ve been painting at work but so far it’s been limited to only bases. However, I’ve decided to escalate it and get more actual figure painting done. As part of this, I’ve started lugging some of my paint collection to work everyday. In the last week I managed to paint on 3 out of 5 days work, but on each day I’ve managed to finish off a figure. Now, so far it has required both the lunch break and about 30 minutes at home to do the final touch up and washes. Out of those three figures, two are Spectre Undercover Operators (ready to deploy to the field) and the last is an Empress Insurgent. I’ve done him up as a contractor ready to join CGS, perhaps to play the role of an ex-CGS member rejoining the team after a time away working for another country. Or maybe just to give CGS a bit of anti-tank firepower.
More advances on building the C130 so expect a post in a few weeks once I’ve finished on the baseboard. But things got clue together.
That’s it for this update, expect more updates next week!
Part 3 of Weekend Warfare steps away from the adventures of CGS (don’t worry, more reports are coming soon following those lunatics). Instead we look at a side story, based on events that took place in Bazistan before Commando Global Solutions arrived. These stories are based off Intel requested by officers in the company
Argo Corporation maintains several depots in Bazistan. These depots will often contain Argo made products getting ready for local distribution but can also act as storehouses for Argo Black Ops in the region.
6 months ago, -REDACTED- discovered Argo was stockpiling gear and preparing to move contractors in country. -REDACTED- hired a team of freelance operators to break into a depot and document the hardware that was in place.
The freelance operators chose to break in before the contractors arrived, when the only personnel at the site were an overnight crew not expecting trouble.
The freelance operators comprised of four characters
“Hawthorne” – Elite with SMG
“Compton” – Elite with silenced SMG
“Alameda” – Veteran with assault rifle
“Hollywood” – Average with assault rifle
There are two interesting points about these guys – the first is the range of experience. Two are elites ready to roll but the others are less well-trained. I presume they found Hollywood in a bar somewhere. The other thing is the lack of gear. None of the guys are wearing body armour and only one of them is using a silenced weapon. In other words, they are not in the best state for the mission they have signed up for – the plan is to rely on not getting spotted.
Against them are 8 guards. The four with M16s are all fully trained (rated Average) and start off duty in the sight office. The four armed with pistols are renta-cops (either Novices or Average) and begin wandering set paths inside the warehouse.
The goal of the game is for the Operatives to place trackers inside 5 ammo boxes spread throughout the warehouse. Depending on how many are tagged will determine if the Operative succeed in their mission, each tracker placed improves the final roll by 20%. If they need to set off the alarm off to do this task, it doesn’t matter. However, due to a lack of numbers and armour, it would be best to be avoided
As the game begins, all is quiet with the guards continuing their patrol routes. Hawthorne and Hollywood are the first to enter, sneaking up to the shelving and coming to a halt. Hawthrone, keeping his eyes open for movement ahead of him, finds the first of the ammo cases and cracks it open. Placing a tracker inside, the first part of the objectives are achieved.
Compton, the second in command of this little group, then enters the warehouse. Walking through the half-light of a dark interior, he spots movement and a flashing torch ahead of him on the ground floor. However, his attempts to spot the exact source fail. In contrast, one of the guards (Waters) peers over the gantry and spots someone who doesn’t seem to be wearing a security guard’s uniform. A flash of a torch and Compton has been spotted. All it would take is a radio call and suddenly the rest of the guards would come rushing in.
Sensing his hastily planned mission is about to go awry, Hawthorne now decides time is of the essence. He sprint up the board and runs head long into Jones, another guard. Hawthorne throws his weight and slams Jones backwards. However, Jones isn’t knocked unconscious (instead running back behind a shelf) and the noise of the scuffle sets alarm bells ringing. With the rest of the guards now getting into combat positions, Hollywood finishes placing a tracker, pulls his gun and starts to rock and roll. Spotting Waters up on the gantry, he raises his assault rifle and sends a burst flying down between the shelves. It misses but forces him to duck for cover. This movement attracts Compton’s attention and he also hammers a burst of 9mm rounds up towards the gantry. These rounds hit and cause a lot of damage, knocking Waters unconscious with a Critical wound. One guard is now out of action.
More worryingly, the reaction team begin to enter the warehouse, sprinting for cover (one of them even flips a table over thanks to too many action films) or rushing up onto the gantry. However Alameda, the final operative has also entered the proceedings and rushes to cover near his boss and long time friend.
The guards start attempting to spot the intruders and for a little while the battle turns into a two-way shooting range with both sides trading fire for not much result after everyone dived for cover. There are some close calls (including a shot missing by 1%). The main result is the slow progress of the operatives up the board, with a third tracker placed by Alameda.
On the guards side, one memorable moment is when Baptist (one of the reaction guards) draws a bead on Hawthrone. He spots, aims and shoots. Its unsure what happens next but probably inspired by the action film they had been watching in the hut and maybe related to an unauthorised modification to a trigger sear, but Baptist proceeded to mag dump all 30 rounds into the wall. Even worse, he seemed to have misplaced all his spare magazines and would have to go grab one from one of this buddies (translated: he rolled a 100 which is a fumble in Skirmish Sangin).
Compton rushed up to cover and almost barged into Jones, still recovering from that first melee attack. Compton however quickly responds putting two shots into Jones chest before a final shot to his head to finish him off. However, exposing himself to get there draws the attention of the guards and a hail of fire flies over his head, almost pinning him in place.
Other guards continue to hammer fire at the rest of the operatives. One, by the name of Brown, pulls up his pistol and scores a hit on Hawthorne. It’s only a graze, a light wound. In return, Hawthorne swings around and puts a burst of accurate fire at Brown. The hits pummel Brown and falls unconscious from the shock. This sudden violence shocked many of the other guards letting up the fire slightly.
Hawthorne, watching the clock, realises that it might be time to cut their losses and flee before the rest of the reaction force turns up. Giving clipped orders, the operatives start to peel away with Hollywood taking the lead. Alameda followed, popping off a shot to pin down any pursuit. Compton even managed to brave the fire and begin his own withdrawal. However, before Hawthrone could join them, one of the guards popped out from behind his table and dropped the leader of the operatives with a short burst (the hit was a massive 17 damage on 2D10).
Despite this last act of defiance, the Operatives had managed to fulfil at least part of their objectives and escaped into the night leaving only one of their number behind. Now they just had to hope the trackers were working….
So final count:
3 Guards knocked out of commission
1 Operative KIA and left in the warehouse
3/5 trackers placed giving a 60% chance of the trackers actually working as intended. Rolling the dice I got a 25, meaning that the mission was overall a success and -REDACTED- now know where the Argo mercs are heading. Starting point for a future mission maybe?
Overall it was a fun game. The testing of stealth rules was rumbled by a valid detection and instead it turned into the test of fighting through the TTCombat Warehouse. There were a few places where I was struggling to fit my chunky gamer hands but it’s a great place for just a simple battle through it if you don’t fancy laying out an entire board. The multiple levels and bays, as well as the shelves you get in the kit. The only downside is that there are limited chances to flank without exposing yourself. Having smoke grenades or adding a small outside area would help solve the issue.
Additionally, the lack of people with body armour led to much more cautious play, sticking to cover and using suppression. However, when someone got hit they normally dropped down hard. A 1D10 pistol becomes a lot more horrifying when there isn’t body armour to block it.
I also really like Skirmish Sangin for such a small game – each character feels like a separate person with their own skill level. For example, Hollywood’s rifle skill in this was almost as good as Alameda but Hollywood did suffer from a lower morale due to being Average rather than Veteran meaning he was more likely. In your mind’s eye, Hollywood becomes the skilled new guy who may be more likely to run away than the seasoned old-timer Alameda.
I’m coming to the end of a few things, and hopefully with have my terrain boards back so expect more Weekend Warfare soon!
I played a solo game on Sunday to test some stealth rules. It started out pretty stealthy but then went downhill and into a 2 way shooting range. Full battle report coming on the weekend.
So as well as building MDF things and continuing work on the plane, I also had the bi-weekly painting session. This time, I managed to get 8 figures and 5 crates.
Spectre’s Sicarrios. Black hoodies and balaclavas with variously coloured gear and trousers and armed with a mixture of SMGs and assault rifles. Having so much black on them meant my drybrushing style was used in much more of model which I have mixed feelings about. However, the actual models are super cool and I look forward to using them more on the tabletop.
My security guards got some backup with four lawmen equipped with M16s. These are more Crooked Dice figures and I’m still pretty happy with them. They have a nice level of detail to them and fit well with other figure ranges. In addition, I also had to work out which colours I had used several months ago on their pistol armed brethern
I’m also starting work on my buggy from Spectre. The crewmen are sadly cast in their seat – a sensible option but one that means my already completed buggy is going to be crewless. No matter, I’ll paint it up so it can be used to represent an infiltration point for my Task Force Operators.
That’s it for this update, expect more updates next week!
Normally when looking at buildings for wargaming, the focus is on making the outside look great. The inside becomes a second thought. However, TTCombat’s latest release is a visual treat both inside and out. It’s also ridiculously huge.
The Distribution depot is designed to be a centrepiece of a game, allowing gamers to play both inside and out, fighting through the cargo bays and across gantries. As an airsofter, it already feels like some of the urban sites I’ve played through. It’s on the more premium side of TTCombat’s releases and it’s obvious a lot of design went into it
Before I get into the impressions, you may have noticed (if you follow my Facebook page) I had an issue with the baseboard for the depot. However, within a day of telling the folks at TTCombat I had new one in my hands. Interestingly, the broken original arrived as a single piece while the replacement was in two pieces like the baseboard for the extension. I’m not sure how this happened and it’s quite possible I got something that missed QC. However, big positive on customer support.
Additionally, I haven’t got round to adding all of the cardboard detailing panels to hide the joins so excuse them missing from the photos below.
So the first thing I advice before building the depot is to read through all the instructions for the various bits you may have picked up. There are quite a few ways to assemble them, depending on if you want the office connected to the rest of the depot or separate, or if you want to use one or more extension kits.
As with all MDF kits – YOU NEED TO DRY FIT EVERYTHING. This is the biggest and most complex MDF kit I’ve seen (ignoring the truly gigantic galaxy building) and so there are lots of places where it can go horribly wrong. I really recommend not rushing it and taking your time as you assemble it.
Across all the buildings, the construction is primarily MDF with cardboard detailing panels. The most common use for the cardboard is covering up the various places where the MDF slots together and bridging the gaps in the roof. I think this is a very clever use of the materials but as a final step it is a little bit laborious as you slowly but surely add the straight pieces after having just assembled an entire thing. Both the MDF and Cardboard are quite securely on their sprues, require them to be cut away rather than simply “popped out”.
The depot is the key to the entire setup – there is no reason to purchase the other two kits without first getting this one. By default the depot has two cargo bays and a double entry door at the front. There are also two other exit doors, one at the rear and one in an end wall. The internal area is about 40cm x 20cm.
As you can see while building, the basic structure is a two piece baseboard, two single part end pieces, and two long pieces made of triangular roof pieces added to wall pieces. These form the key structure with each clipping into the other and providing a good framework. From here, you start adding additional elements, fitting the sliding shutters (moveable in their rail container), adding the front loading steps before adding the shade over the bays. This shade shows off using cardboard to cover joins as well as the numbers that mark out which bay is which.
Inside, most of the floor space is left open but there is a gantry level. It sits quite high off the floor level, easily letting you fill the ground floor with containers and more. The gantry is assembled from MDF base pieces with a layer of cardboard on top. Both pieces are expertly cut out, making it easy to fit them together and allow additional elements such as ladders to be put into place. Around the gantry are is a railing, that holds the gantry’s surface up. The gantry also include another ladder heading to the roof.
As you would expect, the roof is removable to let you access the interior. The roof has some nice details such as fluorescent lights and open panels. More importantly for something you’ll be moving on and off, they feel really solid. I don’t feel concerned about putting them down while playing.
For all the great parts of this kit, there are one or two little issues. I think the instructions are useful but there are lots of places where it took a while to work out exactly what is going on. There are also some strange issues with parts. I seemed to be missing parts of the stairs; instead having shorter stair props, I instead had duplicates of the stair with banister. This was easily fixed, requiring a quick snip to prevent them covering up the front entrances but was a little unexpected. In addition, there is a set of four holes in the backboard which look like somewhere you would normally attach the banisters to but are not used. Finally, as with other TTCombat kits there were one or two places I had to trim a part or two, most notably on the banisters where they connect to the front wall. Another reason to test with dry fits.
But wait there is more! The depot also comes with some additional bits to help fill the large interior.
I really like the fork lift included in the set. It’s just about the right height for my 28mm figures and is packed full of character. There is a slight downside in that they only really work well carrying the TTCombat pallets – anything heavier on the forklift just tips over. Even so, just look at it!
The depot also includes three shelving sets. These are really cool and help to fill the interior without blocking all the lines of sight. The gap between the shelving is perfect sized for the various crates you may buy, including a large pack offered by TTCombat.
I’m less excited about pallets. After having assembled the entirely MDF Knights of Dice ones, these are just disappointing. Rather than made out of just wood, they are instead combinations of MDF “legs” and a cardboard top. Having made a few of them, I have little faith in them maintaining their structure as they seem to flex a lot..
More exciting is the ramp that lets you wheel things up to the level of the front doors. MDF side pieces hold up a cardboard surface. It looks very cool. The only downside? It would have been nice to have a second one to allow for one to be placed on either side so vehicles could drive in and out of the depot or have them lined up at both bays.
Okay so the depot is big. But what if you need it to be EVEN bigger?
Fundamentally, the extension kit is another set of front and back walls with a slightly different layout and a method of attaching to the original building. The kit does require you to use the end wall from the Depot meaning you can’t easily switch between a single depot building and one that is extended. The new layout moves the gantry into going only along the back wall and increases the number of bays from two to three. Everything else, from initial frame to assembling the roof is made using the same techniques as the main building.
As with the depot, the extension kit also includes three shelving units, a ramp and a pile of pallets. These are the same as the main depot so check above for my impressions.
Finally, after looking over the plans (and realising how far the detailing numbers go), it looks like you could easily extend the depot to have even more bays simply by adding another extension kit in between the original depot and the kit you have assembled with the end wall. It’s a cool idea, but seeing as the depot + extension is almost 3ft in length, you will need a giant board.
Going from the huge buildings in the rest of the series, the office is a bit of a step down. Designed to give you somewhere for the security guards to hang out, the office is two storeys high but only has a ground floor. The building also has a normal door and a vertical moving slide door. The roof is also removable. On the other hand, the office does not include any interior furniture.
It’s a cool little building and I think any depot park without would be a bit lacking. It’s also a nice change of pace to build after the complexity of the rest of the depot.
If you assemble it without the back wall, and don’t install the light above the entrance to the depot, you can clip the office to the main depot. This lets you easily create a reception area (perfect if you’re trying to make a Royal Mail depot).
Overall, I’m very impressed with the range. Once fully assembled, it a true centrepiece, drawing the eye to it. With the roof on, it towers over the rest of the board. Remove the roof and you suddenly have a large interior space that can easily be filled with scatter terrain to form a complete battlezone.
It also seems a decent price. For all three kits, you’re looking at around £80. If you compare it to Sarissa’s factory (around £50), that £30 difference gets you a huge increase in playable area and a pile of scatter terrain. Of course, you could just combine them to build up an industrial park, all ready for your troops to fight through.
For as much as I like it, it would be cool to be able to have a bit more depth to it, letting you have a much larger warehouse to fight through. You could try to custom build it by sawing a hole through the back walls and adding an additional depot but it would require a fair amount of bodging to get it fully working.
If you’re wanting something to make you board stand out or have a certain desire to fight through parked HGVs and shelves full of crates, then this kit is for you. Of course, it does now mean I’m terrified to see what TTCombat is going to bring to Salute next year.
I hope you all enjoyed that as much as I enjoyed building it. Next weekend, keep your eyes open for a battle report showing some dodgy business going down at the depot…
STOP THE PRESS: Just as this goes to be posted, TTCombat have released a range of new sets to complement the depot, such as additional machinery and shelving units. Expect an impressions in the future!