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).
A frequent question people have when starting to collect Spectre figures is which range to get first. For those wanting their own tiny Special Forces team, the Task Force Operators range is obviously the first stop. However, for sheer versatility, I really have to recommend the Tier 1 Operators.
The common identity to all these figures is for a set of operators in cutting edge gear while wearing practical clothing that makes them useful for a whole selection of paint schemes, from camo to the latest in Operator fashion, plaid. All of them are wearing modern chest rigs and belt kits, with retention holsters for their suppressed Glock. The weapons are all upgraded with the usual mix of attachments perfect for sweeping and clearing. I really like the variation in this range – the Task Force Operator guys are much more uniform while these figures look much more like they have chosen their kit based on personal preference.
The core of any force is your riflemen and in this range you have seven of them. Each pack is a different style of pose, from enaging the enemy to moving under fire. There is a nice mix of bare heads and caps, as well several figures equipped with shades.
With all these figures, the main assault rifle is the Sig Sauer MCX with all the trimmings – suppressor, laser, red dot and various sights. This makes them a pretty powerful rifle when clearing rooms. The MCX is also usable with the specialist .300 Blackout round, designed for superior performance while suppressed.
The final rifleman is actually a female operator, which is a neat addition and perfect for representing any number of characters in your special operations force.
As cool as the riflemen are, the specialists are where the fun begins. There is a definitely feel of close range firepower to these guys and the first specialist, armed with a MPX SMG, is perfect for being a pointman. The SMG’s bonus in close quarters makes it perfect for popping sentries or being the first through the door.
Of course, you may want something a little more dramatic for room clear and there is where the two shotgun equipped figures come in. The first is armed with an Origin 12, a rapid fire shotgun that can be used as an automatic in Spectre Operations. If you need to put the suppression down at close range, this weapon is great.
The second figure, we covered in an impressions piece last year, is going a different approach with his shotgun. The Six12 is only a combat shotgun rather than an automatic but comes with a suppressor. This figure is also wielding a tomahawk perfect for breaking locks and busting heads.
A great bonus to both these guys is the fact they are still carrying their assault rifles, so they can easily join in the mid-range firefight while moving to the objective.
Of course, not every firefight will be at close range. So, you’re going to want some guys to bring the pain at longer rangers. First up is the LMG – every squad needs a base of fire and a suppressed LMG fills that slot. It also has a the usual optics upgrade, making it very useful went approaching the objective.
On the other hand, you might need to take out a few enemies in one go. To help with this, the Tier 1 range includes the ever useful MGL. As well as explosives, multiple smoke grenades can help to cover a rapid exfiltration. In addition, he still has his assault rifle when you need a little more precision.
As I said at the start, I really like the Tier 1 range. I’ve also loved how many different variations of them that people have painted on the Spectre Operations group – everything from guys in full camo to run as advisors down to the plaid look more commonly seen on competition shooters. For a new player, 12 figures is actually a pretty sensible amount and gives you plenty of options when building a mission.
In terms of who to use them as almost anything – Western Special Forces, highly trained PMCs or federal agents ready to steal some money from the cartel (if you’re a fan of Sabotage). What is really cool is putting these guys up against other Special Forces, meaning both players have to be much more careful when trying to fire and move as everyone is pretty effective.
Honestly, this range is pretty complete. It’s a nice mix of poses and equipment. So apart from the stock answer (give me more!), it would be cool to see some more variation, or maybe even someone with other futuristic SIG guns like the tiny MCX Rattler for some real close quarters action.
One thing that’s great about wargaming is just how broad you can be. From 54mm games where players control single figures, all the way down to tiny scales where you are basically playing with painted pins to represent your armies of soldiers, there is something for everyone. And even within relatively niche periods, such as Ultramodern wargaming, there can many different settings that let you play out the whole breadth of modern-day gunfighting.
One setting that Spectre provides for is the modern day cops and robbers, thanks to their range of both criminals and armed police. These are ideal for anyone interested in this setting and today, we’re going to take a look at their SWAT team.
The Spectre SWAT range at the moment consists of 6 figures. All of them are geared up, based on very latest kit US police departments are issuing. Every officer has body armour, FAST helmets, eye protection and more kit on them, including their trusty sidearm. The uniforms are a mixture, but there are plenty of trousers with built in kneepads to show the operators among the bunch. All of the figures are posed aiming or at the low ready, perfect for stacking up on each other.
The differences come with their equipment. The bulk of the force is armed with AR15 pattern rifles, covered in rails and mounting a selection of accessories. Some figures have magnifiers behind their red dots, while others are just using the EoTechs.
The other two officers are your specialists, ideal for winning in a close-quarters firefight. One is carrying an MPX SMG, great for when you need manoeuvrability in tight spaces. The other carries a KSG shotgun, perfect for breaching and clearing. Both of these guns also have red dots, ideal for actions where close quarters combat is expected.
So, let’s talk about how I intend to use them. I have to admit, my focus when wargaming is really military or SF operations in MENA and Africa – partially because I have the terrain and figures for it and partially because that style of action is more interesting than drug cartels and police actions to me. So, how best to use these guys in a more militarised setting?
Well, the figures are definitely well equipped but are not quite as well armed as the Task Force Operator figures – these guys have standard M4s rather the 416s of their better funded/trained brothers. This means that the SWAT range is ideal if you need some local SF figures with western style equipment – similar to your main operators but still visually distinctive.
I’ve gone the contractor route with my guys. Thinking these are the QRF sat waiting to rescue the principal or drag their buddies (possible from the Tier 1 Operator Range) out of the fire when things go wrong. Alternatively, they may end up being the bad guys when the inevitable third act twist takes place and suddenly the operators have to fight against almost near-tier adversaries.
Although wargaming for most is focused more overt actions (complete with all the firepower you might want), for most of history covert action has played an important role. TV, films and games are filled with deeds of low profile agents fighting wars in other people’s countries where they are not supposed to go. The frequent refrain of “we’ll deny you even exist” is probably becoming a trope at this point. If you’re wanting to bring some low profile guys to your own tabletop, the Spectre Deniable Operators are perfect.
At the moment, Spectre has four packs available – two for the rifleman and two for each of the specialists. All of the operators are dressed in civilian outdoors clothing and are wearing rucksacks. If it wasn’t for the AKs in their hands, they could easily be hikers out for a day’s stroll. The chance to paint some civilian clothing means that you can add the odd touch of colour that you might not normally see when painting more regular troops
There are a total of four riflemen available, giving you a nice variety of poses. All four are armed with a rail-equipped, crane stocked 7.62mm AKs, complete with all the usual bits of kit that operators love to have when fighting in urban terrain.
The rucksacks are ideal for representing any number of kit, from grenades to medical equipment to laser guidance systems for bringing the rain.
Of course, every squad needs special weapons. For the Deniable Operators, you don’t get quite the same heavy firepower as some other ranges. Instead, it’s a bit more of a scalpel (in relative terms). One operator has an M203 under his AK, ideal for taking out groups of hostiles or enemies in cover. The other is designed for reaching out and touching the bad guys at long range, the larger optic ideal for representing a DMR.
As much as you might want a machine gun, I think keeping the specialists with AK platforms make a lot of sense for operators working in small groups behind enemy lines.
The best thing about ranges like Deniable Operators is just flexible they are. These guys can represent anything, from heavily armed criminals up to special forces seeking to hide their origin. Mix them in with some irregulars and you have some advisers mentoring their more ill-equipped buddies.
Like all of the compact ranges, the wishlist is just more. AK armed operators have a certain attraction, something different from the usual AR15s and FAST helmets. A few more figures, perhaps in some different poses, would be nice. Some guys pointing out enemy targets would be ideal when using them as advisors.
But first, I needed to add an upgrade to Humvee Alpha. Up until this point, the only variant that had space for a spare wheel was the SF upgrade. For anyone using the regular variants, there was no mounting point available. From reading the Haynes guide to the Humvee, this is actually a pretty common occurrence. However, seeing as I haven’t covered my vehicles in bags handing off the side, I was looking for a way to make these vehicles look a bit less factory fresh and more utilitarian.
As part of the last wave of releases, Spectre has released HMV Upgrade Delta, inspired by the tire carrier seen on military Humvees. This is a simple two-part kit, comprising of a one-piece frame and a spare tyre. This is actually a different style to the tyres included in the basic vehicle, with a much deeper central recess. The frame glues into a locator lug on the back of the vehicle and then rests on the rear of the bumper. Its position means you can easily mount the spare tire frame even if you have installed oversized aerials on either side.
I really like this upgrade, so much that I think I’ll be picking up another one to add to my other normal Humvee. The frame sits away from the back of the vehicle which had me a little worried about how much support it would have once assembled, especially once exposed to the rigours of the gaming table. However, the resin actually has some flex to it – not enough that it’s weighed down by the tyre but enough that catching it on a building edge or dropping it shouldn’t be a problem.
I should also point out that mounting the fuel cans onto the frame is not technically accurate. Although a perfect space, this would cause issues using the mechanical lifting system (needed due to the sheer weight of a Humvee tyre). On the other hand, it does look cool.
Right, that’s the utility out of the way, lets move on to the cool stuff.
As the War on Terror has rumbled on, a key element of modern vehicles that have come on leaps and bounds is the weapon mounting system. In 2001 Humvees were rolling around with ring mounts and no protection but after combat usage in Iraq, they were soon mounting armoured shield and turrets to protect the gunner from being shot.
Of course, the safest place for the gunner to be is inside the vehicle. Remote weapon stations (or RWS) remove any need for the gunner to stick their head out of the vehicle while also adding some additional features such as improved optics or smoke grenade launchers to assist in the role and improve survivability.
Spectre’s range of RWS comprises of a mix of weapon systems and mounting platform. The heavy variant comes with thermal optics and smoke dischargers and can mount the M2 HMG, M240 MMG and the MK47 AGL. If you’re wanting to mount them on a smaller platform (such as a technical or a modified SUV) there is also the light version – it’s currently only available with the M240 and lacks the smoke dischargers of it’s bigger brother. However, it is more suitable for less military roles.
Having two of the heavy mounts you can see the similarities. The turret ring is a modified version of the one that comes with every HMV, and so assembles the same way. The actual gun mount (complete with ammo box and mounting system) is actually similar but slightly different for each gun so I wouldn’t recommend trying to hot-swap them. The smoke dischargers are small, but not small enough to cause an issue with attaching them.
I currently leave all my turrets loose, letting me easily swap between them. By default, the RWS attaches with a pin and socket system. Although stable, I could see an issue with so many loose parts – to this end, I decided to magnetise it. Of course, being a man of limited patience and skill, I ended royally bungling the job leading to several slightly drunken looking guns when rotated too far. Luckily this was easily fixed with a bit of filing.
The M2 is sort of the classic weapon for an RWS system, easily able to engage a mix of targets from infantry to lightly armoured vehicles. The thermal cam and zoomable optics make it even more of a threat.
I’ll admit, I have a soft spot for the MMG. The AGL is a useful weapon system but I’m much more of a fan of the MK19 – the MK47 is slightly too snazzy for most forces using the Humvee. The M240, on the other hand, is a much more refined tool, easier to balance as a scenario writer and slightly less terrifying to go up against.
Speaking of things terrifying to go up against, let’s talk about the GAU-19. If you’ve followed this blog, you know I’m a fan of all things rotary, even modding the Empress Humvees to mount a M134. Combining rotary with .50cal, and you’re about to see something pretty nasty to go up against. I know for a fact that Spectre is currently still working out the stat line for the GAU-19 and looking at for Skirmish Sangin, I think it’s first burst is going to be an incredibly emotional event for anyone downrange of it.
Assembly is actually something worth covering. The pack comes with the weapon, a box of ammo and the basic mount. Unlike previous miniguns, the scope is actually part of the main body of the gun. Additionally, the pack doesn’t include the turret ring, which means it can be used on all the various turret styles if you’re willing to slightly widen some of the slots in the armoured plates.
More interesting is the change in material. Unlike previous weapons, this gun is actually resin. But more importantly, the belt is resin. This makes it much easier to shape and mould after a bath in hot water, especially compared to the metal one that came with the M134 Minigun.
Of course, it was also time to assemble something a little more basic, perfect for the MENA forces or those less well equipped. For this, I grabbed a simple M2, an unused turret ring and a small piece of the pylon that comes with the M2 gun. Trimming down the turret mount slightly to make the pole fit flat, this turret is a bit of a classic. Change the door design, and this vehicle would be ready to roll around Mogadishu. On the other hand, this version is better suited for internal security, either rolling around military bases or city streets.
These new additions help to open up the options I have for using these Humvees. With a good selection of weapons, a limited number of vehicle bodies can fulfil many roles. As you can see above, the same weapons also work pretty well on the Empress vehicles, although the new RWS will need some tweaks to fit the roof flush due to the box at the front. Perfect for upgrading an M-ATV to sling .50cal rounds down range.
Next time on Project Humvee I’ll be adding some personality to my Humvees with the addition of some turret gunners. In addition, the local forces will be getting their first turret, perfect to upgrade the MENA regulars with something more than just a pickup truck.
Wargamers like building themselves piles of lead. This is a known phenomenon. Of course, having a blog does like to remind you of these lead piles, especially when you start cleaning up your blog of old posts.
The first step was getting the vehicles ready. As you can see, I’d already hit them with a tan spray colour sometime in the last year. However, there were a few things that needed tweaking before I could finish them. The first was redoing one of the magnet positions for the GPMGs pintles. I decided to magnetise them so I easily swap the vehicle between up-gunned British Army pattern and a less overt version if they were being used by a non-government organisation. My first attempt had got most of them okay except one mount was at a 45-degree angle. and looked broken. I popped it off, re-dug the hole and remounted it.
I also decided to modify the position of the boxes at the front to make sure they match and also popped off the tow bar from one vehicle. Technically, I’m not sure this is 100% accurate – most of the vehicles on operations have them. However, I wanted to make the two vehicles look visually distinctive.
The next step was stowage. The large flat open top is great for covering in kit but I had to make sure to explain how they were being lashed down. I broke out the green stuck, assembled a few sausage shapes from it and gently laid it across the items in order to lash them down.
The stowage itself is a mixture. Most of the kit is from the Spectre stowage packs, with the various missile tubes being especially useful. I continue to be a fan of the rucksacks and so have liberally covered this vehicle in bits from packs.
Other bits were picked up from Empress’s range of kits. The side mounted fuel cans and a few of the rucksacks were pulled from the US Vehicle Stowage pack. The more exciting addition is the disassembled Desert Hawk drone. This was pulled from the British Army drone controller kit. It’s a small detail but it could signify a vehicle’s access to the UAV’s camera, handy in some rule sets.
Finally, time for painting. On the one hand, I’m never 100% happy with how painting vehicles turn out. It’s a different style of painting to figures and despite having hammered out plenty of transports in my time, I’m still getting used to it. However, the benefit is that I can get them done relatively quickly thanks to liberal use of spray paint, picking out key details and then covering in wash before dabbing it off.
The original impressions were packed full of comparisons to the rest of Spectre’s range of civilian vehicles and trucks but I didn’t actually look at any of the equivalent vehicles. So above is a lineup of the usual suspects.
As you can see, the Foxhound sits right in the middle in terms of size, more easily able to match the roads that the Humvee can handle while still capable of protection of IEDs. It’s actually a step down in raw firepower compared to the less protected Humvee and the chunky M-ATV, mounting the pair GPMGs rather the heavier .50cals.
Also that M-ATV continues to be a ridiculous vehicle.
I am really glad I got these vehicles finished. They are a really nice model of a distinctive looking vehicle. Having spent the time to get them ready for operations, including adding the stowage and correcting my initial construction mistakes, I think they are now ready to see some action.
Fingers crossed next time the ADF go on patrol, these beauties will take the strain.
Way back when the Razor was released by Spectre, they also added a stowage kit to the range so you could add all sorts of boxes, bags and launchers to your vehicles and troops. I took a look at original pack back in July last year and since then have bought it four times, explaining why lots of my troops seem to have gained AT4s and LAW. The downside to the pack was that is was often out of stock, leading to people missing out on it when new stock came in.
Spectre has decided to do a new version of the stowage range. As well as swapping to resin rather than metal, the pack has also been split out into five separate packs. This has also allowed them to expand the range, adding several new items.
This is going to be a quick post covering the new range before I start sticking them onto things. The change to resin has improved the detailing on several items (as you can see above) although I did notice a few tiny air bubbles that will require a little filling. We also seem to be missing an item – the sand boards didn’t survive the conversion, although it sounds like they will be returning soon.
First up the fun stuff! The Launchers pack is designed to let you cover your vehicles in a wide range of things that go boom. In addition to two LAWs and two AT4s from the original pack, this new kit includes a pair of Javelin tubes and an NLAW. The new items are ideal for giving to your more advanced forces (although we are missing a Task Force Operator with a Javelin…)
Probably the most useful of the stowage packs, the Containers and Ammo pack gives you all the various boxes you’ll need to store the vital kit. I’m really happy with the addition of the smaller ammo boxes (in both singles and a block of three), perfect for when you want to stack them up ready for quick action. It’s also the return of the Pelican rifle case, a perfect stand-in for whatever kit you want to claim is inside it.
A quick note – this pack seemed to have gained the small cooler from the next pack I’m going to look at. Might have been a mis-pack.
The cooler chest returns in the Coolers and Fuel pack. The main change here is with the two types of duel stowage – MRE boxes and fuel cans. The four separate cans have been swapped out for a single loose one and four cans stacked in a row. I can see this causing mixed feelings, with many preferring the options of individuals. However, more often than not the singles were being combined into racks when added to vehicles so it makes sense. The MRE boxes are also grouped up.
The Bergens and Daysack pack includes six packs. As well as the four from the original stowage pack, they are joined by two old friends. Backers of the original Kickstarter will remember the SAS Recon Patrol and their separate backpack. Well, the designs of those rucksacks live on and can now be bought separately. This pack is labelled as stowage but honestly, this is ideal for anyone wanting to upgrade any number of figures to look like they are ready for long range patrolling.
The final pack, Comms and Countermeasures, is a real mix of old and new. The smoke dischargers and satellite aerial from the original stowage return. They are joined by the aerial bases (from Humvee Upgrade – Charlie) and a brand new addition, the FLIR cam. This is a two-part upgrade, letting you position the camera facing in any direction. It’s a neat add-on that could be used on all sorts of vehicles to give it an edge in gathering intelligence. It would have been nice to also see the Large Aerial from Humvee Upgrade – Charlie but it’s not a deal breaker
This is one place where I think the switch to resin will improve the product – the metal version of the satellite antennas I have on my SF technicals have been repainted multiple times as they have been bent out of shape. In resin, I can see it returning back original position much more easily.
So what do I think of these changes? First of all, splitting them into different packs is ideal. It means that when I need to grab a few more launchers, I don’t end up with a massive pile of bags I haven’t used. The change to resin is also a positive one, as it means they can be cast by Spectre themselves without having to wait for their metal casting partners. Hopefully, this should reduce how often the stowage is unavailable. It also does a nice job on the detailing as well.
On the other hand, there has been a change in pricing structure. The original pack was £7.50 for quite a few items. The new packs are £3 each. If you wanted to re-create the contents of the original pack, you’d need to spend almost double. On the other hand, you’d also be getting much more on top of the original pack. All of this is, of course, idle speculation as the metal version (which was out of stock) has been removed.
Overall, I think this is a good change for Spectre to make. I’m also excited to see what else they may create to extend the stowage range.
Come back on Friday to see why the FLIR antenna isn’t in the group photo.
When looking at most people’s collections, it’s safe to say that Western SOF units make up most of them. However, for players looking for something different to bring to the table, the Russian Spetsnaz provide an elite force with some changes that make them visually and doctrinaly distinct. Spectre currently have a large range of Russian Spetsnaz available, and with a new group coming soon, now seems a perfect opportunity to look over the current range.
Please note there is a pretty big jump in painting style between these figures so expect to see some paint schemes done back in 2015.
The current Spectre Spetsnaz can be split roughly in half, with the first wave of release designed for general field operations while the second is more focused on urban operations.
The general operators look a little similar to their Western counterparts, with fast helmets, modern BDUs and plate carriers. However, there are plenty of changes to make them stand out. Some of the figures are wearing Russian designed helmets while all the load bearing equipment (plate carriers and vests) is slightly different from those on the Task Force Operators range.
The close quarters operators share much of the same basic kit but have a few additional items more suited to fighting room by room. The most obvious is various operators with different helmets, including several equipped with visors to protect the users face. Another addition is that several models are wearing fragmentation protection suits designed to protect against blast fragments – a useful bit of kit when clearing rooms. Finally, more of them are wearing armour protection that includes a pelvic plate. Basically, these are the guys kitted up for kicking your front door in and then working their way through every room.
As always, the bulk of your force will be your riflemen. These guys, armed with assault rifles and carbine are most of the figures you’ll need when assembling your force. For the Russians, the riflemen are armed with a selection of AK variants from the AK-74SU up to various AK-100 series weapons. These guns are kitted out with a selection of red dot types, lasers, torches and suppressors. They also have rail kits and stocks that look like Zenit products to make them look even more Operator. Overall there are 6 riflemen in the first release (4 with assault rifles and 2 with carbines) in a selection of moving and shooting poses.
For the second release there are only two riflemen, both with assault rifles, but both are also wearing the additional protective gear (including one of them in a frag suit).
There are also a selection of Russian figures armed with SMGs. In the first wave, there are two figures equipped with suppressed SR-2s. These are great for pointmen on covert operations, taking out targets at close range quietly.
The second wave also has two SMG figures, but these are not armed with tiny SMGs designed for room clearing. Instead, these two are armed with AS VAL, an integrally suppressed rifle firing the specialised 9x39mm round. The round is subsonic (so perfectly for use with a suppressor) while also remaining capable of piercing armour at a reasonable range. Both of these figures have pretty well modified VALs, with sights and torches. These actually present a pretty interesting weapon seeing as they can easily fit the role of assault rifle (especially in terms of lethality) at close ranges.
When thinking about support, the first stop is suppression. Wave 2, more foucsed on urban operations, doesn’t include a machine gunner but Wave 1 does. This figure is armed with an RPK which is great for a putting some extra fire down as part of a rapidly moving force.
Of course the other way of suppressing is to start blowing things up. The Spetsnaz range includes three figures armed with explsovie weapons. The first is an AT Gunner, armed with a RPG-18 with a slung Vityas SMG as backup. The RPG-18 won’t kill an MBT but is perfect for taking out technicals or busting structures.
The other figures are equipped with one of my favourite bits of Russian kit, the GM-94 grenade launcher. With a minimum distance of 5m, this launcher is designed for use in urban fighting, letting the user throw rounds into rooms in the same building as them. The Wave 1 launcher figure is also carrying an AK for backup (for example when you don’t want to wake the neighbourhood) while the Wave 2 operator just has a pistol, relying on his team to engage the enemy once they are reeling from the blast.
As you’d expect, the CQB operators have a few more interesting options for specialists. As useful as the SMGs are at close range, a shotgun really can bring the pain. Wave 2 includes a breacher armed with a red-dot equipped Saiga 12, a semi-automatic magazine fed shotgun perfect for room clearing. This figure also has breaching tools ready to go. In other words, this is your go-to guy for FISH-ing.
As a bonus, thanks to the Saiga’s design, this figure could pass as someone armed with an assault rifle – just in case you find yourself needing another rifleman.
One piece of kit that is more practical for the close quarters fighting than most battlefield is ballestic shields. The Spetsnaz range includes three figures using them. The first two are using partial length shields (the BZT-75T). These only cover the users upper body but makes room entry slightly less risky. Both operators are armed with small compact PDWs (one with a SR3 and the other with a PP2000) perfect for use handed
The final figure is equipped with a full length shield, leaving only his boots exposed. This shield has a vision slit and torch modeled letting you easily lead the team into darkened corridors while still being able to see possible threats. For self protection, the operator also carries a SR-2 SMG.
Of course, the GRU are not just about kicking doors and going kinetic. The range also includes a few lower profile operators, perfect for your special operations. There are 5 figures in civilian clothing, complete with packs full of equipment or ready to hide your firearms from the locals.
The first three figures are more lightly armed, perfect for a crew moving covertly. These three are armed with SMGs including a suppressed AEK-919K perfect for being very quiet. Of course, on the other hand , you can just go loud. For this, the last pack has a pair armed with AKs
As well as being covert operatives, you could use these figures as part of a criminal group. They also fit together well with the Agents and Deniable Operators for more special forces shenanigans.
So what do I think of the range? Overall, pretty great. There is a large variety of kit for players to pick from, with everything from covert agents up to heavily armed door breachers. It also gives players the opportunity to collect a Special Operations range that isn’t just fast helmets and railed M4s – now you get a chance to do some fast helmets and AKs! By combining the different waves together you could build some really cool scenarios utilising the different focuses such as clearing a town with the more mobile operators before the heavily armoured force assaults the stronghold.
I think the only downside I can see is very minor and it’s regarding several of the wave two figures. There are several with quite obvious mould lines down the centre of the helmet which are plain to see even after I attempted cleanup and painting. These won’t matter from gaming height and I’m sure I just needed a bit more elbow grease to remove them but they are definitely there. Apart from that though, the rest of the figures are Spectre usual great casting style, with plenty of detail in the webbing and on the guns.
When it comes to painting, I decided to go for SURPAT, as something different from all the multi-cam. Honestly, I’m not sure I was successful. The massive time difference between painting the two waves doesn’t help (although good to see I’m improving). This is definitely a case where the camo is there to mostly give the impression of camo rather than trying to replicate it exactly at 28mm. On the other hand though, these figures are very visually distinctive when put next to my Task Force Operator models.
Of course, just as I finish this range the next one is coming up. As you can see from the preview above, we’re looking at some brand new weapon systems and updated gear. The new range seems to be based on AK-12 pattern guns in the various roles (assault rifle, LMG and DMR) as well as the PKP Medium Machine gun for extra firepower. It will be interesting to see how the range continues to evolve from here – the Russian arsneal is packed full of strange and unusual kit and the sheer variety of roles they Spetsnaz find themselves means we could see a lot of exciting stuff for years to come.