Battle Report – Operation Monte Carlo – Spectre Operations

Well it’s finally time. Spectre Operations V2 has finally arrived on my desk and it pushed me to go get a game of it together down at the wargames club. And having just watched Triple Frontier, the idea of contractors doing bad things for gold was sat on my mind. And then I found the gold marker from my demo game and an idea was formed.


Background

Due to the announcement of ISAF-AP’s intention to reduce the number of troops currently involved in direct ground operations in Bazistan, the recently formed democratic government of The Bazi Republic has decided to contract the Argo Corporation to run and assist it’s internal counter-insurgency programs.

Using a core of trained contractors, (veterans of operations in both Iraq and Afghanistan), accompanied with locally hired fighters (many former insurgents or ex-regime military), Project Final Hand has been a strategic success, clearing several areas of rebel activity entirely as well as making strides in others. Their success has been a key feature in the Argo Corporation’s PR documents for the next year.

However, Argo has a history for mismanagement of projects like these and so payment for those involved has been somewhat delayed. This has led to some unsavoury activities – contractors moonlighting for private militias or selling high-end equipment on the open market. Additionally, the use of former insurgents has led to some concerns of information leaks and backroom deals between unit commanders and the remaining insurgent cells.

And then rumours started to spread. Rumours about a C130 that crashed into the Bazi desert over a year ago. About how it was carrying a shipment of the Bazi Family’s gold reserve. Something that was never recovered but some say was found by a rebel band and carried away. Perfect for the taking, if only someone knew where it was…

Situation Brief

The Players

BLUFOR – The Argo Corporation

BLUFOR was comprised of two groups of Argo Corporation Contractors and locally hired help.

Group 1 was the Quick Reaction Force. 6 Professionals, including a squad leader, all armed with carbines (and the usual extra tricks), pistols, and frag and stun grenades. The team also carries first aid kits and wear body armour. They are mounted in an LTV, an armoured patrol vehicle mounting an HMG in a remote weapon station with an MMG on the flexible rear mount.

Group 2 was a squad of local trained troops in body armour and totting a PKM and an RPG alongside the assault rifles. They were also led by a single Professional trooper to act as their mentor (bringing their skills up to a higher level) while also giving him frags and smokes alongside his carbine to act as a force multiplier.

OPFOR – Local Bazistan Militia

The OPFOR was a bit more random. To represent this being an insurgent stronghold with hordes of bad guys being woken and pulled into the fight, I just kept adding more and more fighters each turn. These were randomly selected but mostly armed with assault rifles, representing the rank and file arriving.

Additionally, the rebel commander could call for reinforcement using a command test. If successful, the player could then request specific weapon selections like RPGs or machine gunners.

They also had two IEDs which could be placed to along the route and could be set off via two triggermen (portrayed on the board as civilians).


The Battlefield

The gallery above shows the layout of the board. As you can see, it’s a real street fight, a mixture of large and small buildings around the main road. The new walls I painted up helped to improve the feel slightly as well as adding some cover. And I FINALLY got to put that pylon on a gaming board.


Recap

As the game begins, BLUFOR started to roll into town.

The QRF remained in the vehicle, while the local force broke down into two groups.

With the rumbling of the LTV echoing through the streets, an insurgent group breaks cover and starts to setup an RPG-29.

A local peers out of the doorway as the armoured vehicle rumbles past.

Despite rumbling forward, the LTV’s remote weapon system managed to come to bear on the insurgent that had popped out from behind the concrete barricades. A quick burst and the threat was downed.

The sound of gun fire draws in another group of insurgents.

BLUFOR continues to advance, the locals sticking close behind the vehicle as it advances.

Another shot as the LTV crew suddenly spots the barricade blocking the way toward the objective.

A successful command test brings out a fighter with an anti-material rifle. He sets up watching the road, lining up his scope on the driver’s windscreen. His first shot simply cracks the glass, causing the gunner to change his target.

More fighters start to spill out out into the streets, ready to ambush the approaching BLUFOR. Above, another civilian pulls out their phone, his fingers hovering over a special contact…

A civilian narrowly avoids a grizzly end when they step into the street in front of the towering armoured patrol vehicle.

One of the insurgent groups decide to engage more directly and take up firing positions on the ground floor of the corner building. These guys actually managed to put some fire down and take out two local force soldiers before the LTV blocked them from view.

The LTV suddenly now enters a target rich environment – the marksman down the road or the squad of hostiles in cover.

He picks the marksman, the hail of .50cal round tearing the rooftop apart and suppressing the threat easily.

The next turn, as the insurgents start to take up ambush positions, another burst of .50cal fire takes out the anti-material threat, the impacts kicking up a plume of dust.

With the way forward blocked, the LTV turns and begins to head down the side road. Inside, the QRF start to get a little concerned about the occupants of the buildings around them.

All the while, the local forces had been moving to take up positions to support the LTV’s advance. After taking fire from a two storey building ahead of them, one fireteam from the local forces hunker behind the road barriers and return fire.

However, the insurgents began to move forward in force, taking up ambush positions.

As the LTV rounds the corner, the action hots up. The two operators in the back (only one pictured), looking up at the rooftop above them suddenly spotted movement. With reactions created by long hours of training, the carbines come up and hammer the low wall the enemy were crouching behind, ready to ambush. This fire successfully suppressed the insurgents above, making them far less effective.

The RWS system then dropped elevation and hammered through the wall, each shot taking out more of the insurgents and pinning down the last squad member.

The local forces were also in contact. After taking out the group on the rooftop that had initially slowed them, they soon received a reversal of fate when an RPG went off in their midst, vaporising their squad leader and sending two others into bleeding out states.

Things soon turned from bad to worse as the insurgents above managed to pop their heads up and mag dump into the rear portion of the LTV. When the dust cleared, one of the QRF had fallen backwards off the cargo bay, immediately KIA by the hail of shots.

With time running out at the club (not helped by me messing around before the game started after leaving a few things at home), the BLUFOR player decided to push on through the streets. And then this happened – a car bomb IED went off, stunning the crew and bringing the vehicle a halt. Just in time for an RPG to be spent spinning into the back of the crew compartment and injuring everyone inside.

As the LTV sat smoking on the street corner (and the hours having ticked by), we called it there. The contractors had tried their hardest to get into the town but with multiple casualties and an immobilised vehicle, they would have to concede.


Analysis

Overall the game was pretty fun for me to setup and run (and it looked impressive) but something was quite right. BLUFOR struggled to get off the starting line and then bogged down at the second corner.

Now, this was our first game in a while playing Spectre Operations and the rules played beautifully. Anyone in the open got taken out very quickly, shooting was quick to work out and it was simple to perform some cool manevoures. It was also a nice change of pace to plan – I love Skirmish Sangin’s character depth but just being able to use a standard chart helped.

After having a few days to think about it, I think the issues/tweaks fall into two areas:

Scenario Tweaks

Photo from SESWC

So I designed the scenario after only a very quick initial read and vague remembering of my time testing version 2. For this reason, there were a few things I was worried about (such as vehicles being basically invulnerable and professionals running rings around everyone else) and may have ended up correcting a little too far.

First of all, the masses of reinforcements the insurgent player was given. This did a really good job of making the BLUFOR player realise how much trouble he was in as AK totting gunmen just sort of appeared on the board every turn. On the other hand, it did also mean that there was an awful lot of OPFOR on the table and they were able to set up ambush points far too easily. I think rather than just offering free reinforcements every turn, I should have required the command roll AND let the player pick between 5 goons or support weapons.

I also think I didn’t provide enough forces for BLUFOR. An additional unit, probably some more trained forces to represent local friendly militia, would have given the player another option, a set of troops to move down one of the flanks and help keep their offensive moving while also giving another set of rifles to engage targets with.

Finally, the route. I set up the barricades to really force the LTV down a specific route (I blame designing for video games) and so placed the barricades up at the first junction. However, when combining this with the building arrangements, the LTV had no options at all. What I should have done is to move the barricade down a single junction, forcing the LTV to choose between the long sightlines and exposure of the main road

Tactical Tweaks


Photo from SESWC

However, at the same time, I think there were a few tactical decisions that I should have been advising with. Ultramodern gaming is quite a niche period and requires a slight adjustment in tactics thanks to the sheer power of modern firepower. As the guy running the game, it should fall to me to help guide newer players in the tactics to use.

First of all, staying in the vehicle. The QRF really wasted an opportunity by staying in the LTV as it bimbled along slowly at walking pace so it could continue engaging with the .50cal. Instead, four of the six operators should have disembarked to escort it, letting them use their carbines to add an additional 8 shots every turn. This would have helped to put the fir down more, letting them take down the opposition to more manageable number.

In addition, the BLUFOR guys had some toys they didn’t use. The QRF guys had stun grenades and frags, perfect for busting in and clearing buildings filled with bad guys (such as the corner building). In addition, the professional mentor had smokes which could have been useful when manevouring into the buildings.

After both of these facts, I think BLUFOR should have pushed harder. Using combat sprint to bust into the corner building and secure a multi-storey fire position for the local force’s RPG and MMG to start engaging the enemy forces. Additionally, setting up in there would have meant the LTV could have sped up and moved faster.

Finally, civilians. I should have made it more obvious about letting the BLUFOR player arrest civilians to prevent them from being used as triggermen. This would have encouraged them to perform actions that might have neutralised IEDs before they turned the LTV to broken chunks of metal.

Overall though, the idea of the mission is good, my plan is to illustrate the tactics more and make people aware of the special points that Spectre brings over other modern games.

Wargaming Week 25/03/2019

Let’s start this Wargaming Week, covering the 18th through to the 24th of March.

BLOG STUFF

The battle report from last week’s game is almost done – I’m just adding the last few touches to it, including a section talking about the scenario design and analysing the result. This is something that always comes up in the forum threads afterwards so taking a few days to get the infomation together myself makes sense.

I’m also starting to write up some thoughts looking at Spectre V2 and comparing some of the changes. From my first play, the final product is the same great game we had in version 1 but with many of the sticking points removed. More details coming soon!

NEWS

First up, Sarissa are showing off some new bits of scenery and this caught my eye. I’ve been thinking about what my collection is missing and a big part of it is greenery. These vine trellises would be a really great thing to add to compounds for a MENA situation, adding some green while still creating something cool to fight through.

Spectre have started showing off a few things coming soon at Adepticon and Salute by putting up a few images of their new objective markers coming soon. I recommend clicking through to instagram and taking a look; there is a really nice combination of military hard cases full of guns alongside servers if you want something a little more urban. I’m already thinking of quite a few scenarios to use each of them.

Not too be outdone, Empress has finally given the German Infantry released last year something to roll around in. To match their near future look, the Puma IFV could have rolled out of a sci-fi film, totting a 30mm cannon and ATGM under that sleek armour. I’m really interested in one and I can see it being a great addition to the range. The Germans now have both an IFV and a MBT from Empress, letting you build up a reasonable force using them.

And of course, the sound of Fortunate Son blaring through the sky can only mean one thing – the first packs of the US Marines in Vietnam are here. Two packs of riflemen, a set of M60 gunners (including both a team and two individuals) and a pack of grenadiers.

I don’t need a new period, I don’t need a new period…

Finally, just squeezing in under the wire as I finish writing this post, Supreme Littleness Designs has shown off a new release that will be coming out at Salute – a Colonial Fort. I think this one looks pretty cool, especially after having built some of Mike’s other stuff. Although not designed for modern, it could be an interesting setpiece for anywhere in the MENA region that had a colonial touch. Maybe the local bad guys have found a useful place to dig in, taking advantage of the fortifications. Either way, I think I’ll be looking to pick one up.

PURCHASES

Nothing this week, although my eyes are starting to look towards London and planning Salute purchases.

HOBBY

My main hobby time this week was spent painting up some scatter walls to get ready for Thursday’s game. Expect more pictures when I finish them (I only just got them to a playable state) but I really like them. They are a great addition to the board, making it feel more realistic and lived in. Now I just have to find where the rest of my scatter terrain has gone…

In other hobby news, no pictures but I managed to progress on the Sarissa Colonial buildings – they are all now undercoated and ready for me to start my process of washing and getting ready for the tabletop. Once these are done, it’s going to lead to some far more interesting street fights. I’m also hoping I can bring some extra colour to the game with them, not just tan.


That’s it for this update, expect more updates next week!

Wargaming Week 18/03/2019

Let’s start this Wargaming Week, covering the 11th through to the 17th of March.

BLOG STUFF

This week, I finally got a new post up taking a look at Spectre’s latest vehicle release, the LTV. As you can see, I really enjoyed assembling and getting it painted, so I’m probably going to be adding a second one to my collection at Salute.

NEWS

Empress didn’t manage to get their new site up and running just yet (hopefully this week) so they sneaked out the releases on the current website.

First up, some female insurgents for the Ultramodern range. Inspired by female Kurdish fighters, these packs provide a variety of weapons making them ideal to scatter into your squads for some variety.

Next up, more Brits for the WW2. More riflemen, a pair of PIAT teams and some SMG gunners means you can start tweaking your squads and building up a full platoon for Chain of Command. These guys continue to be excellent sculpts from Paul Hicks, packed full of details to make them look like hard fighting Jocks.

Finally from the pile of Empress news we have the first packs from the new Vietnam range. Focusing on the US Marines in Hue City, these packs include some guys with M16s, M60s and M79s. As you can see, still being sculpted by Paul Hicks and they are looking great.

The date for these guys to be released is looking like early April, but they have been added to the store to let you pre-order some models. In addition, they should be available in time for Salute.

As much as I am interested in some Vietnam gaming, I’m going to have to try and resists. Until they make some SOG guys and suddenly I’m up to my elbows in the light green.

Finally, by the time you read this, I should have a copy of Spectre Operations V2 on my desk at work. Expect a lot more work on this when it arrives but based on the preview images it’s going to be good. Fingers crossed I’ll be having my first game of it after relase this week!

PURCHASES

As you might have guessed, I picked up a big pile of Empress stuff. The Female Insurgents will be a nice bit of variety while the new Brits get me one step closer to having a full platoon.

More importantly, I paid the annual blood tax to the train companies and London hotels and booked my Salute weekend away. I’ll be staying an extra day rather than just rushing up and down, giving me a little time to look around and catch up with a few extra people.

HOBBY

First up, my time off helped me to get the LTV finished and ready for the table. It’s all very similar to the previous vehicles I’ve done in terms of painting but with a lovely little bit of extra detail, mostly on the rear section. However, it’s really nice to get things done.

As part of getting things done, and needing some more cover for the next game, I finally decided to get my scatter terrain finished off. This has meant breaking out the filler and sand before getting ready to paint. One thing Spectre and most modern games need is some low cover to move between and it will really add the look and feel of the board.

Finally, I’ve started planning my next game at the club on Thursday. Thinking it might be time to break out the LTV and maybe even the return of an objective marker from the demo game…


That’s it for this update, expect more updates next week!

Impressions: Spectre LTV

The Humvee, despite being seen on the battlefield all over the world, was not designed for a combat role. It was a utility transport, unarmoured, suited for rushing around behind friendly lines. However, nothing goes to plan, and every since 1993, they have found themselves in the line of fire. Post 2001, they soon became upgraded and burdened down, the sheer weight of upgrades needed to survive the counter-insurgency world stressing power units and risking lives.

At the same time, to fight the rise in IEDs in both Iraq and Afghanistan, the US Army developed the MRAP program. These Mine-Resistant Ambush Protected vehicles were easily able to survive strikes that would destroy humvees, carrying troops straight through hostile lands. However, these vehicles were huge to maximise protection, and their sheer size made them less appropriate for the modern battlefield against near-peer adversaries.

After another US Army run military procurement program, Oshkosh (the makers of the M-ATV) eventually won with a smaller vehicle that shared many of the features of it’s bigger brother but more suited for a wider range of combat operations. This vehicle is slowly being rolled out to full scale productions, but reports from troops in the field are very positive.


The Kit

Having made the Humvee, it was only a matter of time before Spectre would look at assembling it’s replacement, a vehicle they have called the LTV. Thanks to the common systems (such as stowage or turret packs), a whole host of options are ready for players wanting to build one. The LTV is a modular vehicle, the rear deck easily switched. For this initial release, Spectre chose to go with the vehicle most suited for support your SOF ground troops. Although it should be noted, the pieces for the rear deck came in a separate baggie to the rest of the vehicle. I’d be keeping my eyes on Spectre to see what else they have up their sleeve.

As you can see, the LTV is a multi-part resin kit. Much like the other Spectre kits, there is some clean up required, along with the usual washing. I only noticed one minor piece of protruding resin but it wasn’t anything that required more than a quick file down and a spot of green stuff. Assembly was relatively simple too – I recommend just taking it slow and looking at the website as a reference. The most troublesome thing was the rear access hatch, but that simply glued in place on the back of the cab.

Of course, you can’t have a vehicle without stowage and addons so I decided to break out a few pieces to make it looked lived in. A rear gun mount took one of Spectre’s upcoming resin M240 (a preview the team passed me to take a look at), ideal for covering your operators dismounting. In addition, a jamming antenna adds some vertical height while some packs make it feel like a home base. Finally, a Javelin tube lets the vehicle be used as a resupply when the operators need to grab a new ATGM.

And here it is assembled, in the bare resin. As you can see, lots of detail in the resin. I didn’t find any air bubbles in my vehicle and I’m really happy with the quality. There are a few barely visible print lines that came over from the master (mainly on the windows) but the undercoat and paint covered them.

And from behind, you can see the detail on rear section, especially on the outer edges of the cargo bay.

Painting

In terms of painting, it’s the usual tricks. Desert Tan spray from Humbrol over a black undercoat, touched up with some brush work. From there, blue on the windows, black on the tyres, etc. Drybrush grey over the black to give it a shine, drybrush Iraqi sand to show dust. Agrax Earthshade wash, dabbed off to make sure it doesn’t look odd. Then finally, Desert Tan and Iraqi Sand drybrushes to give it the sandy look.

Comparisons

So size comparisons, between the three SOF vehicles with heavy weapons you can pick up from Spectre. As you can see the LTV sits tall over the humvee and the technical, even with no weapon mounted. It isn’t that much wider either, making it still able to fit down most city streets.

Okay, the M-ATV continues to be stupidly sized. Not only is it taller, but it’s also longer and wider (making me very worried about the idea of some of the actual MRAPs in 28mm). The LTV presents a really nice compromise between the Humvee and the M-ATV, much like in real life. In addition, you can see that both vehicles tower over the operators that use them. They are all a sight to see on the field.


Conclusion

Overall, I’m really impressed with the LTV. It’s a lovely satisfying chunk of resin to assemble and put on the table, perfect for giving your operators a tactical edge. There will be nothing cooler than the sight of this rumbling down the table toward the bad guys, a few of your shooters using it for cover while it’s RWS hammers away to keep the enemies head down. Expect to see it on the field soon.

Also, I might just be looking at picking up a few more, letting me deploy an entire team to the field in mine resistant vehicles. Of course before that, I think I need a few more weapon options. Maybe something with a selection of options to blow enemies away.

Wargaming Week 11/03/2019

Let’s start this Wargaming Week, covering the 4th through to the 10th of March.

BLOG STUFF

The WW2 introduction post finally went up (and only three months late). Despite being packed full of unpainted models, I’m really looking forward to this project. Having spent most of the morning before writing this reading “With the Jocks”, I’m starting to understand why everyone is carry shovels and picks on the models.

NEWS

Tiny Terrain’s T62, a product I know a lot of people are excited about, is continuing to progress. We’ve now reached the point where the 3D print is being created, thanks to Alan Crookes of White Dragon Miniatures (who is a thoroughly nice chap). As I’ve said, it looks really good – I am excited to picking up a pair of them to give my SF chaps something a little more interesting to fight.

Finally, there is some rejoicing going on with the news that Empress is moving to a new website. Ideally, it should be up on the day this is post goes up so fingers crossed nothing goes wrong.

On the downside, it does mean having to wait to show off and pick up the new Modern and WW2 British releases but I expect them to be in the next Wargaming Week.

PURCHASES

Nothing still working through my pile of stuff.

HOBBY

So I woke up on Wednesday this week and lay in bed feeling just mentally awful. So because of that, and looking ahead, I took a little personal time to just get some relaxation in. And for the first time in a bit, I just sat down with True Dective on my media server and just painted.

As part of this, I’ve been moving on with the LTV. As you can see above, it’s really close but there are still a few tiny touches to do. I do like how quickly you can paint vehicles but it does also remind me I need to actually get on and use my airbrush.


That’s it for this update, expect more updates next week!

WW2 Project: Introduction

There comes a point in most wargamer’s life where your eyes start to wander towards collections of tanks and men armed with bolt action rifles. Afternoons spent watching war films, trips to the library to pull down the hardcover book full of black and white photos or endless nights of Call of Duty suddenly lead you to looking at collecting books of reference material and eyeing the various ranges of chaps in steel helmets and woolen uniforms.

Unfortunately (or fortunately depending on your frame of mind), it is my time to take a trip back to WW2 and build my own army up. Although we had been talking about it for a while, the decision by my ‘friend’ Peeb’s Gaming Nonsense to gift me a Churchill tank for Christmas was really the straw that broke the camels back and unleashed the whirlwind.

(It should be noted that I got him back by gifting him some additions to a possible WW2 British Para Force. So guess what we’re playing in September)

So, what am I doing in my World War 2 project? Well, my first interest in WW2 came from Operation Market Garden, but there is a distinct lack of Churchill’s amongst the elements of XXX Corps speeding up Hell’s Highway (mainly due to the speeding requirement).

So my eyes drifted to the Reichswald and then into 1945. Mud, blood and hard fighting, everyone reaching the breaking point as the war begins to draw to a close. This time period also lets my opponents pull out the weird and wonderful toys to play with, while I potentially get to mix Paras and Churchills, Tommies and Comets as the final offensives get underway.

Because of this, I’ve decided I’m going to make a force for this period. Pulling on the feel of things like Fury, (and helped partially by my wash heavy painting style) I’m going to making these guys into a platoon of British infantry somewhere in Northern Europe in the early stages of 1945. Everything is muddy and wet, you can feel the cold in your bones, and still, bloody Jerry won’t simply pack it in and call time for this long game.

To take inspiration from the period, and get the right mood, I’ll be using the name “When This Bloody War Is Over” for it. Having listened to the tune above, it seemed appropriate for the time period. I’m also collating a few more books on the subject to try and capture some of the feel for the actions and tactics of the time.


With that target laid out, I’ve already made my start. The most obvious thing is the Churchill tank, now fully assembled and with a few tweaks to make it look unique. It was a bit strange building plastic kits again, but the Warlord product is really nice. I do have opinions on the fact it comes with two turrets and only one turret rear basket but it wasn’t enough to ruin the kit. More on it once it’s painted.

The bulk of the force, and something else that pushed me over the edge was the announcement that Empress had a range of late war British coming soon. Sculpted by the incredible Paul Hicks, from the first photo I fell in love with them. It’s something about how crisp they are as well as the proportions. The assault jacket and decorated helmets are also a strong outline

I picked up the Bren teams and two each of the two rifleman sets. My intention is to do some modification to the duplicate poses. These will probably be minor, removing some of the pioneer tools (of which there are many) and rotating a few heads, building on the scrim everyone is wearing around the neck to cover over any gaps.

However, there is also the matter of another few packs coming out soon which Empress released at Hammerhead this past weekend. The PIAT is a must, while the kneeling rifles and sten gunners should help to bring my force closer to the core platoon being comprised entirely of Empress figures.

Of course, I had to have a little play with a few other things as well. Arnhem and a Bridge Too Far weigh heavy on my mind when thinking about WW2, thanks to the inspiration it had in getting me into history. Despite focusing on the poor blooding infantry, I couldn’t help but pick up a box. Both for sourcing possible conversion bits, but also to let me possibly start building a second platoon in my collection. Also, plastic kits are something different from the piles of metal I usually have to handle.

In addition, I picked up the Winter British Infantry (mainly for the greatcoat look) and to act as an additional infantry section. Finally, I really like the ghillie suited snipers and will be making them into a sniper team, one soldier having his rifle replaced with a sten gun. More details on these guys as I work my way through them.

For anyone interested, here is a rough look at the Empress and Warlord figures side by side. The Warlord guys are definitely chunkier but should work well as an attached squad (maybe some of those Canadian fellows).

I’m also using the British Paras for an idea that GetWhimiscal, Peeb and myself talked about at Christmas – modelled patrol markers for Chain of Command. This should help to make pre-game phase a little more visually appealing, as well as reminding the players just what the markers represent. It’s also a chance for me to break out the converting skills and learning something new. Above is my first attempt, a pair of paras patroling forward, one of whom has recovered an MP44. There is a lot of work to do before they are ready but I’m really looking forwarad to working on them. Also the lack of pointing right hand on the para sprue is irritating.


With this idea, what am I actually going to play? Well, Chain of Command has really grabbed me, in part due to the feel of the game. The patrol phase and the jumping off points especially make me feel like an infantry commander in WW2, rather than an all-seeing general. I look forward to breaking out the support lists and getting a few more games in

However, I was lucky enough to get my hands on Radio Dishdash’s Ultracombat Normandy, the latest ruleset from Skirmish Sangin’s developers. Having had a read through it, it’s got some really interesting ideas that I can’t wait to put into practise.


Overall, I’m really excited about starting an entirely new setting. I have a tentative goal of getting a force ready for September (even if the equipment isn’t technically correct for Operation Garden) but I’d like to get plenty of games in before then. And of course, it may make sense for me to get some opponents for them at some point…

As this project continues, expect new posts every time I finish something. Meanwhile, I have to go read up on painting camo suits and using rifle/gun team combinations rather than my beloved fireteam arrangement.

Wargaming Week 04/03/2019

Let’s start this Wargaming Week, covering the 25th of February through to the 3rd of March.

BLOG STUFF

Yeah I didn’t finish that WW2 post – I got too distracted assembling the models. But soon!

NEWS

Big news! Spectre V2 is finally announced and up for pre-order. I’m really excited about it, especially after seeing the new layout and diagrams. With all the photos shown off in the run up, I can see it being something that is great to just sit and read.

There is also the new limited edition figure which is just the exact style of operator I love. The baseball cap and headset look is ideal. In addition, he’s armed with a battle rifle giving you a nice punch on the battlefield.

As someone who helped test it, I’m really looking forward to my copy arriving. I’ll be writing lots about it, especially as intend to get a few games in !

Kind of some half news, Empress didn’t have time to show off their new releases for Hammerhead but have mentioned what they were. Come back next week for some photos of the new WW2 Brits and the female Insurgents (which after running around in Insurgency Sandstorm, I am every interested in).

Tiny Terrain’s T62 is getting closer and closer and I am really excited to see it in resin. Having got a Challenger 2, it’s just hunting for some targets. In addition, some less than modern MBTs would be ideal for adding to games to add an edge without being completely dominating.

Finally Full Battle Rattle have continued with details on the upcoming LAV-III. This time? Crew. Ideal for making your LAV-III’s look more lived in, I’m really excited to add these to my pre-order.

PURCHASES

No purchase this week!

HOBBY

WW2 project had some progress which I will be covering more in my upcoming post!


That’s it for this update, expect more updates next week!