A wise man once said – “You will never have enough insurgents for wargaming”. And it’s kind of right! With such a variety of groups around the world, as well as the breadth and depth of equipment available to them. Due to this, ranges listed for Ultramodern can only go so far before you start wanting something a little fresher.
This led me to take a look at the Gringo 40’s range of NVA. Just glancing at the range, you don’t see the stereotypical Vietnamese look of the more rural fighters, and after seeing them painted up by Volley Fire Painting services, I just had to take a look. I picked up six figures (all that were available from the site when I purchased them) and started to begin my work with them.
First of all common features – the range is focused on the NVA fighting during the battle of Hue City. You don’t see the stereotypical pyjamas and conical hats that fill many other ranges. These are the NVA who moved into the city and then fought through the streets. As such, they are in shirts and trousers and all are equipped with chest rigs and a whole host of other kit to give them a well trained and supplied look.
As a minor note, I made a few modifications to them to make them a little bit more suitable for MENA. This was mainly me covering up sandalled feet. Although probably suitable to fighters in the region, I think the full covered feet is a more professional look, suitable for such a group of well armed fighters. Personally, I think I went a little heavy on the green stuff leading to some oversized feet, but I can work on that for next time.
The first four are standard AK armed fighters, their poses putting them in the midst of fighting. It’s a nice mix and they do look really good put next to each other, like a small group in the middle of the action. All of them wear the same shirt and trouser combination, with plenty of detail on the sculpting.
The rear shot shows off just how well equipped these guys are – a string of grenades across the back of their webbing, as well as a pile of pouches, water bottles and knives. I’m a fan of this look, especially when put alongside less well-equipped troops (such as the Spectre Militia ranges).
There is also a double pack of an NVA Leader and a female Runner. This pair works really well for my setting, including as it does a female fighter and a figure dressed in military garb. It’s easy to see the leader as an ex-regime fighter, still in his fatigues to show his experience and stand out among his irregular comrades.
As you can see, I did a few little green stuff tweaks. The female fighter received shoes and a headband, while the officer had the most vital addition – a moustache, to show his authority and make him look a little more suitable for the MENA area.
Of course, as with any range, some comparison shots are required. Here we have the classic lineup. From left to right: Empress, Eureka, Gringo40s, Spectre and Eureka. As you can see the Gringo40s NVA fit the size range perfectly, and from a distance, they will easily blend in with the rest. Weapons are a similar scale to Empress or Eureka, so don’t worry about them bending or breaking. Similarly, the figures arrived and needed barely any cleanup. Another win for them.
To conclude, I am very happy with the new additions to my milita collection. These guys (and girl) are nicely posed, fun to paint and packed full of character. The price per figure is very reasonable and postage is charged separately, meaning you aren’t overpaying for it, and arrives very promptly. Overall, I can heartily recommend both the company and the figures, no matter what setting they end up seeing action in. You can find them on the Gringo40’s site at http://www.gringo40s.com/north-vietnamese-army.html
Way back in the November of 2017, I wrote an initial impressions of the Knights of Dice Tabula Rasa range. And approaching two years later… I haven’t advanced very far. However, Knights of Dice has continued to work, producing much more in their ranges. One thing especially interesting for me, however, is the Tabula Rasa villa range. As someone who is starting to really like buildings, you can actually fight through rather than just around, adding some larger multi-room buildings should help to make my games more interesting.
As a rough overall point, all three buildings are wonderful things to assemble. They pop easily from sprue, with very little work needed in terms of clean up. The construction is also nice and easy, in many cases tight enough to dry-fit the entire thing before only adding a little glue to secure them . One comment is that the sprues this time around are definitely on the larger side to support the larger footprint for the buildings, so expect some larger delivery boxes.
I did have a few issues with some missing pieces from the sets. None of these would have stopped construction (a missing step and a barrier) but both could be easily replaced from offcuts. In addition, Knights of Dice support is fantastic so missing pieces will be quickly sent out.
Above you can see the rough scale of the doors and windows. You can also see the details – these buildings are really just shells, lacking in pretty much all detail except structural elements such as interior walls and staircases. This is not a negative, it’s just pointing out the feature of this range.
Most importantly, stairs! In the original review, I picked out the almost smooth stairs a major negative. Well, it seems that KoD heard all about it and decided to tweak them to make them look a little more playable. I think the compromise makes them playable while not ruining the look.
Pictured here on the left is Compound 1 from the original release next to the villas. As you can see, the new buildings are on a larger footprint, with much larger second floors and often access to the rooftops. They feel a lot more like some of the hard work is done to make them into interesting games.
The first building up is a two-storey structure with access to the roof. This building looks like some town centre building, with a covered outdoor walkway and flat roof above. The interior is split into several rooms, two on each floor.
The pack also includes a removable ladder, ideal for quickly accessing the roof. You can also see just how many firing positions this building has, perfect for defending and a nightmare to assault.
Broken down you can see just how much floor space is available. Although only two rooms per floor, there is plenty of space to move through, with plenty of choke points to fight through. Additionally, I like the stairs having a little cover when you climb them.
Villa 2 is a bit more modern, offer a two-storey building with balcony and roof access, ideal for sunbathing, filming enemy forces or siting a heavy weapon.
Interesting to note, this building only has two ground floor doors on this side which could be an interesting tactical challenge. This building also supports the ladder from building 1, if you want to vary it up.
Broken down, you can see this building is mostly larger rooms, with the upstairs being only one interior room before leading outside.
Villa 3 is a bit of strange one. Apart from the very different style and fancy steps, this feels like a building from the original releases. However, with the sloping roof and elevated window, it is pretty distinctive on the tabletop.
Looking at the rear, you can see the side entrance. This passes under the stairs, which I should warn you includes a perfect hidey hole for ambushing assaulters.
Broken out, both floors only have a single large room. It’s also interesting to note that both floors have blind spots the other floor manages to expose – something to think about then placing them.
Finally, VIlla 4. This one looks and feels like a very modern building, a gently sloping roof combined with an exterior balcony
The backside shows the entrance locations and the multiple windows, as well as a better shot of the gently sloping roof angle. As you can see, there are plenty of firing points on this side, making assaulting it a genuine challenge.
This is probably the busiest of the four buildings, with a total of 5 rooms and a balcony. It also provides multiple entry points. on the two floors (ignoring the action movie technique of setting up a ladder onto the balcony itself. The two smaller rooms at the back of the house will be pretty interesting to take control of, especially without grenades.
So what do I think of them? Well, I love seeing the improvement to design these buildings show – they feel like Knights of Dice have learned from the original release and these now feel more like real buildings. As I keep banging on about, having buildings you can actually CQB through, rather than just treating as “occupied” or “unoccupied”, really lifts games from just simple skirmishes to feeling much more interesting.
At the same time, these are Tabula Rasa buildings. If you want something you buy, spray paint and then put on the table then I don’t think these are necessarily the best idea. They would be fine but they are really asking to have all the little detailing work, to give them that extra touch. But that said, I think these are the perfect starting point to just go wild with it.
Now, time to go get some more air con units and and bits of plasticard…
I’ve got to admit, there is something about using Private Military Contractors in-game. Maybe it’s the flexibility of the models, maybe it’s the ease they can be added to any theatre or the extra punch they add to the force with their training. Or maybe I just like the stereotypical plots which end up with Special Forces guys fighting turncoat contractors, the lure of money too strong for their corporate masters.
Either way, I am always looking for new contractor models and I have especially loved Spectre’s. The original Kickstarter came with three packs showing three different types – Alpha (the super modern CQB team), Bravo (the AK wielding boys) and Delta (the classic Western PMC look). These figures are some of my favourites from the original batch and I have been waiting to see other figures to fit that niche. The Tier 1 Operators are pretty good but sometimes you really want something a little more outlandish…
The Contractor Ops pack comes with six operators, each dressed in t-shirts and tactical trousers. Each one is also equipped with a plate carrier and load-bearing gear, plenty of spaces for ammo and all sorts of kit. One interesting thing I like is the mix of weapon systems – two guys are armed with suppressed Vector SMGs, two guys with Scorpion Evo SMGs, one with a Tavor bullpup assault rifle and the last with an X95 assault carbine. This gives you a range of kit – it’s cool to note the guys with the unsurpassed weapons have suppressed sidearms to help out. These weapons are not exactly a standard mix for any military force – however, they all come with the image of portraying a well-equipped team, standing out from the usual AR15 armed operators.
Looking at the backs of them, you can really see just how much equipment and detail each of the figures has. Their belt rigs are pretty stacked, and most have some sort of pack or carry kit for all the specialised toys. The models also have some pretty non-regulation haircuts and facial hair – perfect for the non-government look and pretty fun to paint. I went for the blonde mohawk on one and a mixture of blonde and purple on the other, just a dash of colour without standing out too much.
As a little comparison, here are a few of the different groups from Spectre that could be used in the similar role of Western Private Military Contractors, with a few tweaks to the paint job. The Tier 1 Operators are the most obvious – in fact, I decided when painting these new figures to make them the contrast to the Tier 1 guys, swapping the paint schemes around. Task Force Operators and the SAS ranges are maybe a little more heavily equipped but the Green Berets, with their light loadout, could with the right paint scheme pass for a few Contractors in contact.
Overall, I’m a big fan of this pack. As I said at the top, I’m a sucker for anything contractor releated and these figures really deliver. The mix of weapons and poses, the little non-standard details – all help to make them look the part. I’m really excited to get them out on the table, either hunting down some corporate infiltrators, protecting a VP of a department during a deal or helping the local forces by providing technical assistance on the ground.
As a man with a sizeable collection of unpainted MDF, making it tabletop ready requires a big chunk of time and special techniques to get it ready for the tabletop. Between getting the right texture on and making sure the Agrax is deployed enough without bankrupting you, it does all build up. So the idea of purchasing pre-painted MDF can be pretty attractive.
There are a few companies doing it but the selection for gaming in the Middle East or North Africa is pretty limited. Luckily, Black Site Studios in the US have kicked off their War Zone Arabia range, bringing a load of buildings to fit the Middle Eastern zone. Spectre Miniatures were offering a pre-order on their products in the UK for a limited time and I just had to pick up a trio to try out.
First of all, let’s talk the basics. All the buildings arrive in a mixture of MDF and greyboard, laser-cut into pieces and ready to be popped from the sprue. Most of the building Sprue removed was relatively easy, although I did find a good few cases where some clean-up had to be done after removing from the sprue. Overall the kits all feel very nicely designed and well manufactured.
Instructions are available from the Black Site Studios website and are simple and easy to assemble. As with all MDF buildings, I really recommend dry-fitting everything, making sure they fit properly before applying the glue. There were some really snug fits, especially with the interior and exterior walls being separate pieces and needing to fit together. In a few cases, a little bit of percussive construction assistance was used just to make it all fit. However, aside from one piece seeming to need to be reversed, everything fitted together well, with tools only needed for a little bit of clean up. On the other hand, I need to stress that you should definitely read the instructions – I ended up skipping the outer decorative pieces when assembling the largest building and ended up unable to assemble them as intended (as you can see in the picture at the top).
For all the positives I do have to give a warning about the staircases. They are a monster to assemble, requiring the lining up of several steps and their locator pins between two outer pieces. I assembled three sets in the course of these buildings and each one was incredibly annoying. Additionally, the steps seem to be designed for figures mounted to penny bases, with incredibly small gaps between them. For everyone else, you either let the figures slip and slide or else just make sure people stand at the top and bottom of the staircases.
The first building I constructed is the Abboud Trading Company. The smallest of the buildings available, the building is a perfect store for your MENA street. With a roll-up door over a wide entrance, it’s easy to picture it being rolled up as the day starts, various goods waiting inside to be bought and sold. Alternatively, this may be where the HVT goes to ground, operators moving up to breach through the door and drag them out.
Around the back, you can see an additional entry, making the building perfect to fight through and presenting a challenge when defending. Additionally, the low walls on the partially assembled roof leads to some interesting fighting positions.
As you can see inside, there is a serving counter between the main door and the roll-up access. There is enough space to roll in a vehicle, letting you use this as a handy garage to hide key objectives in. Additionally, there is plenty of space inside for players to move around and actually fight, even on standard-sized 25mm bases. This is a common theme across all the buildings I noticed.
The next set is Turhan Imports. A single large room with staircase access to the roof, this building actually works really great when sat next to the trading company or assembled into a small compound. A big feature of this building is the cracked plaster on the other walls, the cream coloured greyboard placed over pale MDF brickwork. I think it works really well, especially from tabletop height.
At the rear, you can see one of those dammed staircases I mentioned further up. As you can see in the breakdown below, this piece is separate, letting you replace it with a ladder if you want to adjust the look. One thing I will mention is the piece of plaster you can see on the staircase. These pieces were not on the instructions, perfect for making each building look different. I think this is especially important if you were running multiple buildings on the same board.
Broken apart, you can see the building is a single large room. One trend through all of these is that the buildings ask for plenty of interior elements, a scattering of tables, sofas and chairs ready to be flipped for cover when people breach and clear.
This building is huge. Like, seriously huge. With a footprint of over 1′ x 1′, you could very easily use this building as a game board all by itself. With multiple entry points, access to both floors and interior rooms, this is an assaulter’s nightmare.
As you can see on the other side, there are plenty of access and firing points to utilise. You can also see some of the incredibly nice detail work that is a stand out element of these kits. From the windows to the guard rail around the roof, these buildings definitely feel the part while also definitely being different from the rough adobes that are the go-to for the Middle East.
Now, this really is the money shot. By taking the building apart you can see just how much space for activities there are inside. Three rooms on the ground floor with two more above gives you plenty of spaces to sweep and clear. In addition, you can see the first floor has two staircases to allow access. Overall, this is one hell of an addition to any terrain range.
Overall, I am very impressed with the Black Site Studios buildings. Ignoring the fact the design of these constructions filled my brain with thoughts of Insurgency Sandstorm’s urban conflict zones, there are plenty of really nicely designed bits to them. Each building feels evocative, both fitting the range but also feeling something unique. I’m also a fan of them being very playable – opening doors, sensible access to all the rooms and space to move through, rather than just cramming figures in. The variety through the three buildings is also pretty spectacular – I’d love to see where else this range could go.
Am I going to throw all my unpainted buildings aware and swear only to buy prepainted? Honestly, no. I think these do an excellent job of letting you get past the painting stage and ready for the table, but I think I’ll be going back and painting these. It really comes down to two things – texture and me being a cack-handed fool. Spray-on texture just makes the MDF pop while a good paint job helps to cover up places where I made a mistake during assembly or let the glue on fingertips attach themselves to the greyboard. However, if this doesn’t interest you (or you can assemble them without being a moron) then I think these buildings are a fantastic purchase.
Now someone stop me before I buy all the compound walls I can cover myself in…
Ultramodern war, especially in the last few years, has been marked with several iconic items. MRAPs, quad eye NVGS, the list of equipment that screams out this current time period. But I think the one that a lot of people think of has to be the unmaned vehicles. Be it an off the shelf quad copter carrying a frag grenade up to the Predator drones hovering over the battlefield, the robot is starting to take the strain.
So naturally, it was only right for Spectre to include rules and figures for them in their range. The figures were released back in October and have been sitting on my painting bench for a while, looking rather annoyed at me as I got distracted by other things. However, I have finally set it right and they are now ready for the table. So let’s take a look!
Let’s start on the small side with the quadcopters. Both of these drones are pretty much designed to be man-portable surveillance devices, able to nip up and grab the higher ground. Spectre has produced two versions, each coming in the box with one of the operators.
The common thread is that these things are tiny. Single pieces of metal with intricate detail that would be very easy to lose if left outside of their containers so I don’t recommend magnetising these. Additionally, both sit upon flight stands, using the items bought from Spectre themselves. The bases look like their normal plastic bases with a hole drilled in the centre to attach a plastic rod through. For the small drones, I decided to clip the rod in half to let it sit a little lower and less likely to topple over from errant hands and arms. Painting wise was also pretty simple. Black undercoat, white spray over, nuln oil to pick out the details. Anything else would, in my opinion, just be excessive.
Also, these things are a pain in the ass to photo.
Out of the two, the Tier 1 drone is the more elegant and sleek. It’s almost a racing drone, tiny body and four propeller assemblies; it looks like it could be easily held in a pouch before deploying it. Actually, it’s very Ghost Recon-esque, which is perfect for the Tier 1 guys.
The insurgent drone, on the other hand, is a slightly larger model. It looks a lot more like a commercial drone, complete with gimballed camera underneath. It definitely fits their look and feel. The camera also provides a nice surface for mounting the flight stand.
Of course, sometimes you need a drone with a little more loiter time. This is where the Puma comes in. Easily transportable via vehicle, deployable by a man running with it once the engine has started, the Puma can loiter above the battlefield for 2 hours, deploying a multi-role camera to send back information to the operator.
As a model, it’s a single piece of resin. There was a little bit to clean up and had to straighten the wings a tiny bit with some hot water but otherwise, it was simply a case of sticking it to the flight stand and it was ready to go! Alternatively, you could just mount it in the back of your vehicles to have it stowed. Again same paint job as the smaller drone (black -> white -> nuln oil) – it really helps to pick out the panel details. I also glued it on at a slight angle, making it look like it’s in the middle of a pylon turn.
I’ve wanted these guys for far too long. Maybe I need to blame Medal of Honour Warfighter, where you got to drive one of these through some ruined buildings in Somalia, or maybe I just like making the Robot take the strain. The MAARS is an unmanned ground vehicle, similar to a bomb disposal bot but mounting a set of weapon systems (an M240 MMG and quad M203s), providing a remote controlled fire support platform with none of the bitching an infantryman carrying this setup would provide.
Assembly was pretty simple (you can see it better in the unpainted image above). Most important thing is to dry fit every step of the way. In addition, take care with the belt feed for the M240 – I managed to lose it for one of my drones somewhere during assembly.
Of course, you’ll be needing someone to control your drones. Some can be controlled from off-board but it’s always handy to have a controller on hand at close range, ideal for reacting much faster than their off-board counterpart. Something I love about both of these controller is how useful they can be – as well as controlling drones, they could be pressed into service as JTACs to bring in your off-board support or as hackers to fit the Specialist role mentioned in the new rulebook.
The Tier 1 Operator is modelled knelt, with his control unit in hand. I do really like the whole setup, from the baseball cap/headphones combo, the aerial on his back and even just the pose. Weapon wise, the Tier 1 operator continues that ranges use of the SIG MCX, except this time going for the Rattler, the tiny Personal Defence Weapon version of it.
Again as a contrast, the Insurgent drone control is seated on the phone while tapping away on his laptop. The civilian garb and rucksack I think will make him very useful for a variety of roles – I can definitely see him hitting the board a lot. On the other hand, he is lacking a weapon, so he may need a minder to keep him safe.
Overall, I think that drones add a brand new element that is unique to modern wargaming. Spectre’s releases so far provide a very nice starting point. Obviously, I’d love to see operators for some of the other ranges (a Nomad operator would be especially cool). But more importantly, just having them available at all means you can get interesting tactical situations setup and on the board, using the intelligence gathering (or even the offensive) capability to provide support to your forces. Overall, these are definitely some elements to pick up.
Disclaimer: I have been involved in the development of Spectre Operations Version 2 along with a group of other playtesters.
It’s finally here. Spectre Operations was released in 2016, the first rulebook the company had released. Now, after hundreds of games (at least) and all the experience that comes from that, Spectre have released a second edition. The plan was improve several areas that have been needing enhancement while still keeping the core mechanics everyone knows and loves in place.
And by god, I think they did it. Wasting no more time, lets dig in.
Before we go into the mechanics and their changes, let’s talk first about the book itself. Version 1 was the very first rulebook they had produced and, although very good, there were plenty of complaints by people about just finding the rules needed to play the game.
Version 2 is a much thicker book, packing in more stuff as well as some improvements to the rules explanations. There are now plan view diagrams for many sections to help explain the concepts, as well it still being packed full of colour photos of Spectre’s expansive range and lovely scenery (as well as making me jealous). Getting around is much easier too, with a handy index at the back and a well thought out contents page at the front.
As well as the actual rules there are plenty of other additions to help you get ready to play. A big chunk of the appendix is dedicated to a tactics guide, including some military terms to help make your scenarios sound exciting. There are also some other new additions that, as well as adding new rules, also help to really push the feel of doing some special operations shenanigans – things liked picking deployment options and it adjusting how many troops you can get out the door using that method. Additionally, every command level has some pages helping to describe the types of forces represented by each type.
Overall, this is a good book to settle down and read, worth more than just a quick once over.
Of course, even if the book looks pretty, the actual rules are really what is important. Version 2 is very much an evolution of Version 1 rather than a total rewrite. The core ideas, things like the opposed dice rolls and fundamental interactions are still here. You’re still gaining the initiative, performing command actions, performing tactical tricks and movements before actually engaging. Weapons concepts are mostly the same, with range intervals providing modifications to hit that can be counteracted by a selection of factors. If you liked Version 1, all of that is still here.
The first major change comes with Suppression. Now, this is a core mechanic of the game; I can understand that changing this would be a concern for everyone involved. But I think it was needed. If I may get a little deep, the suppression mechanic was one place where the ‘soul’ of the game felt a little split. Despite being focused on squads and teams, suppression effects were felt on the individuals which would lead to some events that just felt off while also requiring far too much bookkeeping. In addition, the fact Elites and Professionals were limited to only a few points meant they could run rings around their less well-trained opponents. Overall, the core ideas were there but it needed a second look.
So for Version 2, the system has been drastically changed. Rather than the number of suppression points on each individual affecting just them, each suppression point instead pushes the squad down as a whole, representing the rest of the squad reacting to the incoming fire. Once a squad has more points than the command value of the squad, then it’s time to test against the squad leader’s Command value. Pass, and you keep the points but remain in the fight. Fail, and you gain a suppression level. At the end of each turn, all unused suppression points are removed but the suppression levels are maintained.
Suppression levels start off with some pretty nasty effects on your shooting and movement but then gets more adverse as the fire keeps coming in. At the worst level, Routed, the squad must immediately fall back, seriously affecting your plans. In addition, the suppression levels reduce your initiative rolls as the start of each turn by different set amounts rather than totting up some ridiculous value (never forget 22 points of suppression on the lone marksman back in the beta testing days). The game also still gives your elite and professional forces a bonus, as they can’t be routed – if pinned down, they have enough training to weather the storm.
As you can probably tell, this makes the whole game much simpler while still maintaining the key idea that coming under fire is a bad time. The reduction in book keeping also helps to keep the game rolling, speeding up the modifier tests and improving the flow. I’m a big fan of it.
The second major change is vehicles. And as someone who was shouting about how broken the vehicle system was since the original beta, I am glad to see this change being made. The version in 1st Edition combined “to hit” and “to penetrate” into a single roll. Although fast-paced, it did lead to some very strange situations, especially with low-quality fighters engaging armoured vehicles. To be frank, this system really put me off using Spectre for anything vehicle based.
In Version 2, the system has been modified. Rolling to hit is done as with any other shooting action, the defender using their agility stat to represent their driving skill. If it hits, then it’s time to check for penetration. Otherwise, it’s just the usual suppression (depending on the vehicle’s attributes).
Weapon statlines now include a penetration value, showing you how effective they are at going through vehicle armour. Some weapons, like the RPG HEAT rounds, have variable penetration which makes them an interesting throw of the dice with every shot. No matter how the value is gained, penetration determines if the shot actually does anything interesting. Too low and it bounces off. Otherwise, it’s time to roll on the penetration table and then add extra to the roll depending on just how much overkill the shot was – an ATGM hitting a civilian car adds 11+D6 to the roll, almost guaranteeing the local saloon car is being turned into scrap metal. One element I do like is the fact that a weapon can’t roll higher on the table than it’s penetration value – a battle rifle isn’t going to cause a K-kill on any vehicle, despite what Hollywood may have told you.
The rest of the system remains the same – vehicles can have a selection of attributes that affect how they are used (including the addition of Remote Weapon Stations) and what incoming fire effects them. The examples list has been extended, including different eras of tanks and IFVs, letting T34s feel different to the latest Challenger 2.
So what does this do? Well, it makes vehicles actually interesting to fight with, rather than just almost invulnerable boxes. As you say in the last battle report, vehicles need to be very careful when coming under fire. Instead, they need to play to their strengths, using speed. I now have no real problems with getting my collection of vehicles on the board with Spectre.
In addition, there are a pile of new elements to the rules. Rather than going through exact details, here is a quick list of the new things.
More guns! – Spectre has added a pile of new guns. As an example, the SCAR-H can be used in a variety of roles, from CQB (a lower RI, perfect for suppressing) all the way up to dedicated DMR platform (coming in with a scope). There are also additional rules for some of these guns, including a rather interesting change to sniper weapons to increase their utility.
UAV rules – covering both Unmanned Ground Vehicles and Aerial vehicles, these rules let you add this brand new tech to the battlefield.
CBRNE Rules – Chemical, Biological, Radiological, Nuclear and Explosive rules add a new edge to operations, forcing you to deal with having to wear specialist kit and adverse conditions. The EOD rules I can see being used a lot with counter-IED operations.
ECM Rules – Multiple Electronic Countermeasures now have rules, letting you model anything from backpack devices to vehicle-mounted systems and even an off-table asset. There are some really interesting ideas in this mechanic.
Campaign Rules – A whole section is devoted to the basics of a campaign system, including rough scenario generation and even details for mid-campaign advancement.
Insertation Methods – I really like this. There are now a few options about picking how your force has reached the battlefield. Many of these limit numbers or mean light vehicles start having to set up the weapon systems, letting you focus on the narrative behind this mission.
Specialists – A really small section but adding in a few example specialists (like hackers or NBC scientists) will help to add some more themed elements to certain scenarios. Now it’s even easier to reenact a few famous missions by having some lower overall skill guys coming along to do a specific task.
Okay, let’s talk about a pretty major change which some may find controversial. The Version 2 rulebook does not contain any points values. From having talked to the team at Spectre and from posts the group, this is intended to really focus the game on the narrative play. Now I can see this is an issue for people wanting to do simple pickup games and new players trying to balance but there are plenty of starting scenarios to work from in the book. That said, the points values will be available on the Spectre website, letting them quickly update them if something is found to be unbalanced.
On a personal note, I think this is fine. Spectre has never been designed to a competitive game – it’s all about the scenario. Balance is something we strive too hard for in such a game focused on realism, as life just isn’t fair. Forcing players to have to deal with real-world situations (including many which are bull crap) and making them adapt to it is something I enjoy as a scenario writer as it breaks people out of trying to game the system rather than thinking tactically.
Finally, there are some minor changes. Little things like the removal of personal medkits help to speed up the game and reduce paperwork while the addition of Rapid Fire to the standard pistol will help to make small scale, low firepower games (like cops vs robbers) much more exciting. Weather and Night Fighting have both been extended, taking the core ideas and adding more detail to both.
There are so many of these tweaks that i’m sure I’ll spot more as I keep playing.
Overall, I really like what the Spectre team have done with Version 2. It’s taken the core that I loved, fixed my major issues and helped to expand the system out with new possibilities. I can’t wait to get this ruleset on the table even more, getting to grips with some of the interesting systems that Spectre includes.
If you didn’t like Version 1, there are just enough changes to make it worth a look again. If you loved Version 1, this is just more of what you love. Either way, I’d reccomend taking a look!
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.
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.
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.
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.
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.
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).