Ah time to catch up on some of those side projects…
As you might have guess by the slow down on the main blog, I just didn’t have time for very much other than moderns for the last little bit and so my fantasy adventuring plans have gone literally nowhere. I still have a pile of unpainted models on my desk and I have yet to even play a single game of Open Combat.
However, that wasn’t going to stop me picking up some sprues and creating a few more adventurers to go into the dungeons. Kicked off by the arrival of single spures on ebay for the new female soldiers, I quickly grabbed some off eBay and got to work.
ghost archipelago Crewmen
Hailing from the more tropical realms of Frostgrave’s sister game Ghost Archipelago, these 5 figures have a bit more of a tropical pirate vibe to them. However, I think they would work pretty well as the townsfolk of this northern town once they are indoors or in the underground. For this reason, I decided to go with the less “sea dog looking heads”. These are going to be the poor peasants or workers, suddenly interrupted by the appearence of cultists or barbarians (or maybe worse)
Assembly wise, it’s obvious there is the same feel to them as the other Frostgrave kits. I didn’t try any cross assembly but it might look a little unusual with the difference in clothing styles.
Let’s take a look at what I assembled, going from left to right
Simple bowman – maybe someone to be encountered out in the woods near the city, moments before something nasty appears.
Big axe, bag on back – either another woodland dweller or maybe a merc hired to cut through obstacles before grabbing the loot.
Bandana, beard, sword – simple cannon fodder. Ideal for a bar fight.
Mohawk, sword, simple clothes – another sailor ideal for throwing into the mix
Okay, this guy is my secret favourite. Floppy hat, club in hand, closed fist. I am willing all my luck
I’m actually tempted to pick up some more sprues of this, especially if I decide to add some docks to the city for the opportunities. So expect to see more of these guys.
I’ve been looking forward to getting my hands on these girls for a while, especially after seeing the original previews. I really like the style they have gone for, continuing the wrapped up warm look that the original figures had while being sculpted to still look feminine. These all look like tough practical fighters working in winter conditions.
Options wise, there is the same mix of kit as the original spures, everything from bows and crossbows to various swords and spears. There is a great selection of heads
So lets look at who I assembled. Again going from left to right
I went for a classic adventurer look here, here striding forward, resting on her spear as she treks into the mountains.
This one is probably going to be used as the leader of the adventuring party. Cape hanging off there back sword held low as she advances, her mouth covered in a cloth against the environment.
An experienced fighter, axe in one hand and a bow in the other
Big lady with a big axe. This figure also has the two-part ponytail head, slightly moved to give her some motion
I think the hood and crossbow makes her look like some form of tracker, ideally suited for living up above the snow line
Overall, this is a really nice alternative to the normal soldier sprue if you want some additional variations. There is a good selection of parts and they do look different to their male variants – it’s definitely more than just a headswap.
So where do we go from here? I really like both of the sets I’ve take a look at, and I’m tempted to play around with the crewman sprues a little more to make some more civilians.
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.
In the past, when buying items from Spectre, I usually get everything I need in the first wave and so only see items from the original casting run. This time, the delay has allowed Spectre to iterate on their resin process and so this vehicle is actually slightly different from the original release. I noticed that the detail on this vehicle seemed much crisper than the original run. This helped with assembly as the armoured window pieces seemed to fit much more easily into the slots. More importantly, some of the mould slip and air bubbles that I noticed on the original vehicles are no longer present. On the other hand, there did seem to be a bit more material to clean up on the underside. It’s always easier to remove material than try and fill out elements, so if it means a bit of extra prep time it’s a price I’m willing to pay
However, I did have a slight issue in the latest delivery involving the rear door and the rear cover from Upgrade Alfa. Both seemed to be fractionally oversized compared to the chassis, leading to some misaligned tabs and small gaps. Having compared the chassis with my other HMVs, it seems that it was the correct size so the other elements were at fault. However, this wasn’t anything that couldn’t be solved with an application of a craft knife and liquid green-stuff and so I got the vehicle built up anyway. I’ve mentioned this to the Spectre team, and they are investigating.
The other part of assembling Vehicle 3 was setting up the turrets to go with it. I picked up a pair – one designed to go on the new vehicle and another to give me options for the SF truck.
As in the last article, I decided to go with the combination of an automatic grenade launcher and medium machine gun for one of the turrets. This lets the gunner pick between the weapons depending on the situation. The MMG is mounted on the weapon position from HMV Upgrade Charlie, with a small hole drilled into it. I skipped the stowage on this seeing as it already has a lot going on.
For turret two, I picked up the minigun. As I couldn’t bend the belt enough to allow it to drop into the turret, I decided to mount it on one side. True it covers up the side port and requires the hatch to be removed but on the plus side, it does give the gunner easy access to the ammo box. Again no stowage as it looks uncomfortable enough.
And with that, the convoy is ready to go in next week’s game. The HMV continues to a fun kit to build despite some of the issues I had. I’m really looking forward to getting the three vehicles out on the board.
The next step? I’m not 100%. Crew figures are still coming and I need to decide if I want to use them and lock that turret into a specific group like the Task Force Operators which I presume are coming. I’m also interested to see some of the other weapon options coming, such as the remote weapon stations. Finally, it might be time to setup some non-US weapon systems.
Next week, tune in to see how they fare in their first game.
Last time in Project Humvee, we took a look into the basics of the Spectre range and assembled the chassis for the first two vehicles. This time around, prompted by the need to get some vehicles ready for an upcoming game, we’re going to cover the next step for this project. Adding some details, getting the current vehicles painted and then sorting out the next set of chassis and turrets.
So in between the first post and now, I’ve actually done a few tweaks to the vehicles. Starting with Humvee One, the standard one. Seeing as this is designed to be the “normal” one that will probably end up being used by the regular forces, the base vehicle hasn’t had any add-ons installed. I did adjust the positioning of one of the armoured windows I mis-installed and filled in a gap I created on the rear bumper.
Up top though, the turret got some improvements. After looking at the some of the pictures, I realised I had mounted the .50cal a little too low and would have caused some gun depression issues. To correct this, I installed a small column to life the gun up slightly. From the stowage kit, I pulled out the large ammo box and stuck it to the side of the turret. This was inspired by a picture from HMMWV in Scale, and made a lot of sense – after all, it means the gunner can grab a reload much faster than having to drop down into the vehicle. I also added a LAW tube on the interior of the turret – perfect for when something needs stopping and the .50cal isn’t working out.
As you might expect, the SF Humvee had a bit more stowage added to it, seeing as that whole rear section is designed to be filled with kit. Starting with the exterior, I added the ever useful sand channels to the side of the vehicle, which should visually balance out the spare wheel and M240 on the far side. In the turret, I decided to keep things simple just adding a small Pelican case to the rear of the interior. Mentally, I see this as somewhere for the gunner to store all the kit they might need when running the turret, such as pen flares or tools. With the new launcher pack, I’m tempted to add an AT4 tube on the back of the turret but this will be painted and assembled once my next order arrives.
Inside the rear section, I’ve added a pile of stowage items perfect for giving the crew a bit more firepower while also making sure there was plenty of space for anyone using the M240 to move around. The list of additions are.
Large Pelican case: General stowage, anything from personal effects to medical or comms equipment.
Rifle case: More firepower, can be used to stand in for any stored equipment
LAW tube: MORE FIREPOWER
Small ammo box: General stowage, anything from ammo to additional grenades.
Hardened laptop: In gameplay terms, I’m going to use this and the aerials as a way of signifying improved comms for off-map assets or long-range co-operation. This helps to show off this ride as ideal for a SF advisory team, able to act as a force multiplier when working alongside other forces
Finally, I added two items on the rear bumper. The rucksack was put in place to cover up some damage caused by an air bubble, with green stuff filling in the bulk of it. On the other side, a jerry can helped to balance out the look.
Painting on these vehicles was very similar to some of the other US vehicles I’ve done. Black basecoat, Humbrol desert spray and then touched up with a brush version. Other details were then painted before being washed in Agrax. Rather than leaving to dry as I usually do, I instead dabbed it off which prevented some of the strange patterns I had to deal with on earlier vehicles.
I have a love-hate relationship with painting vehicles. It’s very easy to make them look bad but modern paint schemes means no faffing around with camo. Painting was done in an evening and although there are a few things I could touch up (like the central hubs on the wheel). I’d say these things are ready for the tabletop.
So, with these vehicles finished, let’s look ahead at the next vehicle I’ll be assembling. The goal with this is to create another Humvee that can be used with regular army forces, so it will be using HMV upgrade Alfa and the partially armoured doors.
This time, however, I’m going to make it a little special and outfit it with the FLIR camera from the new stowage set. This is partially inspired by the LRAS vehicles. A variant I learnt about from the book “Red Platoon”, these vehicles have powerful observation equipment. Instead of the turret mounted system of the real version, the rear mounted camera does the job of marking the vehicle out as something similar without requiring a specific turret change. I’m looking forward to using this in-game.
Of course, the exciting bit is up top – the turrets. I find building .50cal turrets to be a pretty safe bet. It’s a multi-role gun, easily able to take out infantry and light vehicles a like. However, as various scenarios have told me, the automatic grenade launcher is also pretty common. I was planning to wait until Spectre made a Mk19 (much more suitable for Big Army, especially when playing games in the near past) but having seen more photos of the Mk47 in action, I guessed it was time to get one on the board. I am thinking of using the spare M240 I have as a secondary weapon in the turret, letting the gunner engage closer targets where a hail of 40mm would be unsuitable.
That said, I do also like miniguns. Having already used the Spectre minigun when modifying turets for the Empress model, it was time to add another one to my collection. I can see it being used a lot on the SF vehicle, so I think I’ll put it in Turret Bravo with the greater protection. The main challenge is deciding where to put the ammo box.
Finally, as I buy more vehicles, I’m slowly building a collection of unarmoured turret rings. As you might expect, this setup really isn’t suitable for most modern locations. However, it might be useful to have a few armed ones for less combat focused operations (such as interior policing or base defence) so at least one is having a .50cal added to it.
As you can see, work is progressing on. Having a deadline for a project is really handy as it helps to focus the mind and add a sense of urgency. I’m really happy with how these two vehicles turned out and can’t wait for them to both be reduced to burning wrecks as is tradition for newly painted models.
Next week will be another entry in Project Humvee as I frantically try to get vehicle 3 assembled and painted in under a week. I’ll also be looking at at the new stowage options and even getting one or two onto the vehicles.
EDIT: Change of plans – I totally forgot to order the FLIR unit so next Project Humvee post has been delayed. So the first time you see it will be in the next battle report!
Do not adjust your set, you’re about to look at a post that may not quite match with what you normally come to the blog for. But don’t worry, we’ll be back in the modern-day on Friday.
As I’ve said before, modern wargaming is still my favourite thing. But you know, maybe it’s time for a side project or two. For a while I’ve wanted to do something Fantasy related. I’ve also wanted something that is relatively quick to play and easy to pick up. I bought Open Combat earlier this year and after reading it (and talking to the author at Chillcon) it seemed perfect to act as a base. However, it’s not a ChargeBlog project until I break out the rule writing and there is a specific type of game I’ve wanted to run:
As such ,Project Dungeon Crawl is made out of three parts:
A set of rules designed to tie games of Open Combat together, let players create an adventuring party and the generate the dungeons with ease.
Dungeon Tiles – after all you’re going to need somewhere to fight through
Some figures suitable for dungeon delving
We’ll look at the first two parts in future posts but today we’re going to focus on building the troops. Before deciding what I wanted to buy, I had to think about the look I was going for. The plan was for some dirty grimey low fantasy, with the dungeon delvers being the city watch fighting through the sewers and caverns against the thieves and cultists that inhabit them. The Frostgrave Soldiers box seemed ideal for my purposes based on pictures of the sprue and the examples I’ve seen produced from it.
The Frostgrave Soldier box comes with four identical frames of various plastic pieces. The max number of figures you can build from each sprue is limited by the bodies included on each one, giving you 5 figures per sprue giving you 20 in the box. The rest of the frame is packed full of items – there is a nice variety of weapons you’d want in an adventuring party as well as plenty of tools and kit to really make them look like a group carrying all the kit needed to get past all the various traps you may meet. I really like the lantern – perfect for going through dark tunnels. One comment i was about to make was in regards to the relatively few left handed weapons (other than a small knife); however I then realised that with only a little extra work you could easily use some of the clenched left hands after clipping the weapons apart.
The box doesn’t include an exact construction guide but most of the bits that are multi part (such as the bows) are located close to each other to make things easier. The plastic is pretty tough meaning that there was very little damage to the pieces when clipping them from the frame. Overall, it’s a great frame to work with. I will say that after finishing a box I have a literally pile of arms, heads and more waiting to be used – all I need is some more bodies and bases.
Anyway enough technical stuff, lets take a look at what I’ve made so far. These are all WIP – they are not quite ready for painting as I might go back and add a few other items and do the last bits of cleanup.
Group 1 was the very first figures I made once the box arrive. The idea for these is to represent the City Watch while looking at the options. From left to right we have:
The technically minded crossbow wielding adventurer, laden down with bolts and kit needed for dismantling traps (or reassembling them)
The hardened tunnel fighter with sword, sword knife and armed helm to jump into battle in the darkness
The classic “axe and board” guard ready in a defensive pose
The grizzled watch veteran, lighting the way but ready to switch to his great sword when needed
The foppish bowman, probably more used to spending his time above ground, pointing out the cultist/man sized rats climbing out of the sewers.
Group 2 was part . Again from left to right:
Another laden down crossbowman – unsure if it’s supplies needed for dungeon delving for just space for ill gotten loot.
A Sword and Board guard in full effect ready to rush into battle.
Sven – doesn’t take kindly if asked about being a northman in the tavern. The combination of great axe and helmet just sold me on the idea of viking looking big man.
“Who goes there” in plastic form. Probably more useful as a tavern keeper hearing noises after closing or a concerned citizen.
The most accurate of dungeon adventurers – torch in one hand, sword in the other, distinct look of unease on his face as he shuffles into the darkness.
Of course, after building the first group of soldiers I realised that it might be time to pick up some of the other plastic kits so I could do some mixing and matching. After finding the sprues available individually on eBay, I got some ordered and then picked up some bases and heroes from Northstar.
The cultists frame follows the same basic idea as the soldiers sprue – 5 bodies and a pile of accessories. As well as equipment with a different style to it, the spure has some cool additions to theme some of your characters. There are several skeletal and zombie parts (including heads and arms) so you could easily assemble undead or reanimated versions of your goons if a necromancer is in play. I really like the heads – the hooded versions come in plenty of styles while the unmasked sets are packed full fo character. This sprue had a few more items that were designed to replace the hands of other arms so having a sharp scapel was useful. There are also a few sets of belt kit with bits of bone and mysterious bottles that just sell the point of this pack.
After having built the figures you see below, I can easily see myself going back and building more cultists when the situation demands a horde of robed goons.
Using just the cultists sprue, I threw together these rather unsavoury looking chaps. As I theme I wanted to make these guys look very cult-y so it was pointed caps for everyone. From left to right:
I was inspired by the zombie parts to add them to a few of the cultists, maybe showing that following a death cult is a bad idea. Not sure the ingame effect but I’m sure pointing a rotten hand towards people might not be the most inspiring sight
This guy is similar to the first although with the opposite hand beginning to decay. I also used the knife arm from the soldier pack to give him a weapon.
The Heavy for the cult, giant maul in hand
Some sort of jailor or warden for the cult, with spear for poking captives and a chain for shaking threateningly at people
A mainline cultists with sickle and knife. I modified the knife hand to adjust the pose, making it look a but more dynamic
Of course the point of buying more spures was to start combing parts. The idea behind these was to be able to use them in multiple roles, either as other cult members, criminals or members of the watch (assuming they have reached the bottom of the barrel for new recruits). The heads from the cultists sprue (including the zombie ones) really give these guys a very different feel to the normal soldiers. From left to right:
A criminal ready for tunnel fighting with axe in one hand, knife in the other and a bag of swag on his back
I really love the later but this guy is interesting due to the conversion work. After using the top of a two-handed axe on character number 5, I used the bottom end of it and paired it with the sword held by the skeleton on the cultists frame. The chipped blade gives him a slightly different feel to the other lantern holders above. Also the gritted long teeth and hood just makes him look like a real bastard.
Zombie head means this guy isn’t a great looker but I really like the setup. Combing the cultist curved sword and shield together with the soldier body, makes him look like a different breed of soldier. Maybe a specialised hunter journeying into the dark on the path for revenge.
The other zombie headed soldier is combined with the pair of arms that make the great sword ready to swing. Adding some pouches to make this chap look a bit more well equipped and I think we’ve found a suitable grim-looking monster slayer.
The pointing hand is challenge due to the lack of left-handed weapons. However, but using the two-handed axe top and an open grip, I was able to assemble this guy. He also has a coil of rope and a club on his back, making him a well prepared adventurer. Perhaps he is pointing out a door that needs cleaving open.
As you might have guessed the barbarian sprue also matches the idea of the soldier spure with five suitable attired bodies and then plenty of options for them. This entire spure screams “Big gits with big axes and big beards” from the posing on the bodies to the focus on axes and hammers. As with the cultists, there is a similar selection of weapons to the original soldiers spure but with a very different feel to it. There are also plenty of knives, axes and other little items to include on your figures. In fact, between the five barbarians and the five semi-barbarians I actually used up everything off this set.
First up we have the full-blooded angry northmen and their furry cloaks to look at. From left to right:
Come on. That head, big ass axe, dynamic pose? How could I not make a not-Conan?
I really had fun building this old archer, covering him in little addons like his quiver but also some knives for when things get close. I can see him being useful as a scout like character.
A more restrained warrior in a threatening pose ready for combat to begin.
Another older looking figure, this time using the spear. Perhaps the brother to number 2, helping him with the hunt?
Big hammer, flowing cloak, armoured helm. I can see this guy being the big guy the party needs to take out the dungeon.
Like with the cultists, I swiftly got to work mixing bits. I think this combination of soldier body and barbarian heads works really well – it makes them still look like part of the civilised group but still wild like their brothers outside the city. From left to right:
In a charging pose, this berserker has a sword in one hand and a throwing axe glued to the other. I trimmed the bottom of it off so it would fit properly in the hand.
Even northmen need a sword and board, although this one is using a bit hammer instead
Even the vikings get a crossbowman. I like the unbearded head – a nice change from the beard patrol.
A bit of conversion work here with adding a torch to the clenched fist. It hasn’t glued 100% straight so I might go back and tweak. This guy has a knife out but additionally has a knife on his back and an axe hanging from his belt.
This final soldier has gone all in on carrying items with a sack over his shoulder and a bag hanging from his waist. Combined with the dual wielding, he is obviously very prepared for adventure.
Alongside the bases I ordered from Northstar, I realised that I needed a few other items to make the order sensible (and not just postage). Thinking more about my plans for what dungeon crawling might eventually entail (and delving into the metal figures in Northstar’s Frostgrave range) I decided that I should get a few villains for the piece. The plan is that the barbarians and cultists represent two different threats to the city above and that conducting dungeon raids would eventually reveal their plots. As such, I’m sure the groups will need some characters to get involved – perhaps to turn up and get rid of them meddling kids.
For the cultists I picked up the Lich and their apprentice. I love the sculpting on these figures, with the Lich looking terrifying and the book wielding side kick like the slimy weasel that escapes from the heroes at every turn. Open Combat doesn’t currently have a magic system other than counting certain abilities as spells (although a supplement is coming to fill this) but I have a few ideas on how to make encountering either of these two a bad idea for your party. For the barbarians, I went for bigger badder beardier. I went the Barbarian Knight and Templar set. The hammer equipped chap will probably be the chieftain planning to take over the town while the horned helmet chap work great as his second in command.
So there we are, the first step is taken. I am a massive fan of the Frostgrave range so far and it’s very hard to avoid picking up more of their figures to fill in the rosters. I’m also quite excited for the female adventurers coming soon and will probably take a look once they are released.
The plan for the next few weeks of side project is to start getting these figures painted up. I would normally base with sand, but I think more of a stone/dirt colour for these guys. I’m also going to do some more writing work, nailing down the back story and getting the rules for mission and dungeon generation done. And I probably need to get a few games of Open Combat in to get some more play time with the rules.
In a complete reversal to my previous vehicle based project, I decided to pick up my reference material at the start of the project rather than just as it was coming to an end. Osprey does produce a New Vanguard on the Humvee series written by Steven J Zaloga (Amazon link: HMMWV Humvee 1980–2005: US Army tactical vehicle (New Vanguard)). However, it’s a little outdated now thanks to it’s cut-off of 2005 but provides a good jumping off point. With the Spectre HMVs being more designed for the later armoured versions I started looking for an alternative. And then I discovered that Haynes had a manual available for the vehicle.
If you are unaware, Haynes have been producing reference books designed to assist drivers in repairing their own car. Through the years I’ve seen a fair number of the practical guides. They also do some more unusual books in the series, such as for the Star Trek Enterprise, and several historical vehicles. For Christmas, I received their Churchill Tank book and found it a great read (although sadly I’m not sure I’ll be in a position to use it’s maintenance tips). I quite like their books, both for the technical information and photos, so I had to pick it up.
The book was .published in 2014 and is in the usual Haynes style, in hardback, full colour and a whopping 154 pages. It starts off with the history of the Humvee program (including a look at it’s predecessors) before moving on to cover the production and the various variants that have been created off the basic vehicle. It also looks at the stranger selections including some words dedicated to the Hummer. A short chapter looks at more details of the manufacturing process. The bulk of the book then looks at the internals of the Humvee (including plenty of close up shots of internal systems).
This section covers literally EVERYTHING you’d want to know about the mechanics of the vehicle, from details of the transmission to the number of bolts used to hold the wheels together. Perhaps more useful for wargamers, it then moves on to look at the variety of body types and accessories available for the Humvee chassis. Most importantly, this includes the various weapon systems available for the Humvee. The following chapter expands on this detailing the Humvee in action, not just with the Americans but also with a few other nations. This chapter is packed with images of vehicles in action
Of course, it wouldn’t be a Haynes book without some practical information and so the final chapters are designed for those who may be actually interested in purchasing one. As well as detailing how rare if it to buy one (in part due to some of it’s civilian unfriendly features) and how to import them into the UK, it moves on to look at more practical matters such as how much it’s going to cost (back in 2014). A short chapter looks at the mechanics point of view, including the ever important serving schedule, before finishing off with a few pages of appendices.
Overall, I think the book is certainly worth a buy. It provides a nice deep dive into one of the iconic vehicles of the 20th Century, covering every aspect of it from development through to it’s many uses. It’s also a nice easy read, giving lots of information without having to chew your way through it. The only downside is it’s price – if you’re used to Osprey’s reference books, it will seem expensive. However, there is lots of information to make it worth your while.
Coming at it from a wargaming/modelling point of view, I think the book has plenty of use. There will be big chunks that you’ll breeze past (I’m not sure you need to know the exact details of certain internal systems if assembling a resin kit) but there are so many images of the vehicles that it’s a perfect jumping off point for detailing your own vehicles. As well as overall shots, there is a great deal of information and examples of where to place your stowage in order to both look cool and realistic.
If this book interests you, why not pick it up off Amazon using one of the associate links below?
You know, after the 9 posts that was Project Technical, I think it’s safe to say that pickup trucks with guns mounted on them are pretty great. On the other hand, there is something to be said for a vehicle that is actually designed to carry a group of infantry over rough terrain while carrying a heavy weapon and not assembled in some backstreet workshop. The Humvee is an icon of the post Cold War conflict, be it on the streets of Somalia, the dusty highways of Iraq or attempting to climb the mountains of Afghanistan.
I’ve talked to Spectre for a while and when they mentioned they were looking into making a range for the HMV, I was immediately interested. This interest grew with every update, especially when they showed off the various elements to the range. More importantly, I started planning out all the various combination of turrets and weapons I would need, gather reference material (see below) and soon enough the realisation hit home that this would be a brand new project.
As with all projects, we’re starting with the initial impressions. We’re going to take a look at the basics of the range in their rawest state and act as a basic primer before moving on to tweaks and painting in future posts.
First up, the basic details. The HMV range is mainly produced in resin with the only required metal parts being the various guns you attach. From talking to the Spectre team, I discovered that this is the first product that Spectre have produced in resin in-house, primarily as a way of fixing the supply issues previous resin releases have had and allow them to do more in that area. In fact, if you check the vehicles collection page, you may notice a lot more things in stock.
Most of the finished product is great, with nice deep detailing in most cases. I did noticed a few air bubbles and slips (including a chunk out of a bumper) but no more than you might see from other similarly sized producers. In most cases I was able to hide the issues during construction or fix later with green stuff or thin plasticard. As with all resin models, I recommend cleaning them in warm soapy water (especially the wing mirrors). There was a fair amount of cleaning up to do with most pieces and some of them (such as the doors) were very easy to crack or damage while removing from the sprue. Overall, the experience was pretty much what I would expect when buying a wargaming ready kit – it rewards a little bit of careful planning ahead.
Of course, all vehicles have to start somewhere and even in a modular system there is a core set to buy. In this case, the HMV package includes what is in the picture above. Most of these parts are used in all variants although some, like the rear bumper are replaced in various upgrades. As always – DRY FIT EVERYTHING BEFORE PICKING UP THE GLUE.
Once assembled it looks like this. Immediately you can see just how detailed the vehicle parts are. I have my doubts how long the wing mirrors will last under constant gaming use, but there is at least more material to glue together with these compared to the metal bits in the technical sets. I’ll talk about the turrets more later but it’s great to see them spinning pretty freely.
The rear view shows off the special piece you add just for this version. The armoured section behind the cab turns this truck into the light cargo hauler/utility variant. Not one you’d always see in combat but it could be useful in a convoy situation. With the right turret setup, it could also be pretty great for various NGO forces that want something tougher than an SUV while offroading.
One comment is that this kit is only £16 for a good-looking vehicle. Combine this with Upgrade Alfa and a M2 and for around £20 you get a classic Humvee all ready for somewhere not many people are going to shoot back at it.
Of course, as cool as the basic version is, it’s highly likely you’ll be needing more than just a 4×4 pickup truck. So to help this out, Spectre have three upgrade packs available that take advantage of the modular design
HMV Upgrade – Alfa
If you’re wanting to make the classic design, this is the back you need. Sloped back covering the boot (or trunk) and a front mounted bullbar for smashing your way through any obstacles you might meet such as parked cars or insurgents getting in the way.
One simple install later and the shape seen on a thousand news broadcasts arrives. I can see this upgrade is probably going to be quite popular.
HMV Upgrade – Bravo
If you’re finding the Technicals to be a little too vulnerable for karting your operators around, than Upgrade Bravo is certainly worth looking at. Like Alfa it upgrades two parts of the vehicle, adding an IBIS TEK style front bumper (for even more smashing potential), a new rear bumper and an armoured open-topped box to surround the cargo bed. This box also includes a new rear hatch, allowing assualters to quickly mount and dismount when on operations.
Assembled and you can really see the change in shape that the new rear section adds – perfect for adding stowage to (either inside or on the sides). Additionally, the front bumper looks mean although the sheer size of the thing might make turning a little interesting.
HMV Upgrade – Charlie
The last upgrade pack is an interesting idea. Rather than new chassis, this just adds some new extra detailing elements. These are:
2x Smoke Grenade Launchers
Spare Tyre mounting point
Additional weapon mount
Microwave Antenna (for jamming primarily)
2x aerial mounting point
One thing with these is that most need a fair chunk of material removing before they were ready for use on the vehicles – the actual items are actually quite small so take care when preparing them.
When mounted on the vehicle, these elements really add the little bit of extra detail. The aerials go into slots at the rear of the common hull, meaning they can be used across any vehicle – the second aerial base went on the other Humvee I’ve been working on. The additional gun mount simply adds another post with the mounting system many of the newer weapon systems have while the spare wheel just looks cool. I had mounted the smoke grenade launchers on the vehicle (you can see the super glue marks) but they were removed so I could spin the larger turrets 360 degrees without the front shield clipping.
This pack feels like it’s designed to go with Upgrade Bravo, but I think it could be used with other variants. For example the spare wheel mount could go on the back of the boot panel and the additional weapon mount could go inside a turret for mounting some close in firepower. I really like the fact the aerials fit into slots on the base chassis making them incredibly useful.
A key part of the Humvee throughout it’s life has been the arms race between where the vehicle is deployed to (and what people shoot at it) and what sort of armour it carries. This has led to some interesting changes in visual profiles of the vehicle as more and more armour has been added to what was designed as a utility vehicle. Luckily, Spectre have included some options to let you up armour your vehicle.
By default, the core vehicle comes with lightly armoured doors moulded into the chassis. These doors have lots of detail on them and look pretty great, even down to the towing hooks needed if the doors are jammed shut. In most cases, these doors should be pretty great. The only comment – these doors are flat sided which means that a basic level of armour is on them. They are very much designed for post 9/11 and onwards. Depending on your local group, you might have a few people pulling faces if they turn up in early ’90s Somalia.
However, if you are rolling into serious trouble, you might want to invest in the more heavily armoured doors. There are two version available:
Door Armour Alfa (left) upgrades covers the windows, making them bulletproof while still able to open for troops inside to shoot out of.
Door Armour Bravo (right) covers more of the door making it more resistant to damage although it does prevent the troops inside from shooting out
As much as I like these additions to the vehicles, I did find the doors troublesome when removing from the excess material. There wasn’t a major cut off point visible to say “this is model” and “this is flash”, leading to some irregular edges and some overzealous trimming. It might be a case of me using the wrong tool for the job so I recommend being careful, otherwise you’ll be hanging some damaged armour off the side.
Of course, the other major feature on these Humvees is the turret on the top. As wargamers, this is probably the most important detail for us – we need to know what heavy weapons we’re rolling in to games with! The main common fact is that these turrets all have the usual notch that all the Spectre modern weapons fit into. I haven’t managed to run a full test of all the weapons to see what fit but it’s safe to say most of the sensible ones will work just fine.
All of these turrets are quite light, with only a thin ring to attach to the vehicle rather the plug some other companies use. I’d recommend being very careful when moving vehicles around off the table, lest the turret drops off and onto the floor. Adding a crew figure and some other upgrades should help to rebalance them. Speaking of crew, the distance between turret ring and the “floor” of the turret section is relatively short so expect the crew to be trimmed slightly, probably at the knees. Also, several pictures on the Spectre website show a plug covering up the turret ring. This is currently unavailable but may be released soon if you’re wanting to make a more civilian looking 4×4.
Final point, be careful when accessorizing your vehicle – positioning certain upgrades (like smoke grenade launchers) may stop the larger turrets from swinging freely.
Included in the base variant, the turret ring is super simple to set up, with only two parts (turret ring and hatch). The hatch design is common across all the turrets and although it doesn’t close completely (the front half of the hatch is moulded onto the other half) you can still assemble it buttoned up or open.
Building on the turret ring is Turret Alfa, including a half height armoured panel and a gun shield. The gun shield fits onto the rest of the turret really easily with a big solid bar and socket. I also mounted the basic M2 .50cal – although it’s not designed for the half circle mount like the more recent guns, it has plenty of resin to bond to.
For proper armoured protected, Turret Bravo is the way to go. Based on the OGPK kit, this system has bullet resistant glass in both the gun shield and protective turret, giving the gunner both protection and visibility.
For this turret I added the SF version of the M2. As you can see, the under weapon light makes it a quite tight fit with the armour shield but as you can see – it looks pretty beefy.
All this analysing is cool but what am I doing with my vehicles? I haven’t yet got round to painting or adding the stowage (that will come later in the series) so for now, here are my first two Humvees.
Vehicle 1 is the first of what will be at least a pair of “Patrol” Humvees. This style is probably the most common in use and can stand in for pretty much any force. The Patrol Humvees will probably end up wheeling around US Army or Marine troops, especially if I get round to playing some of the Skirmish Sangin scenarios I’d previously avoided due to lack of Humvee. Similarly, the turret I built with it is all about being the most used setup I’ll go to.
Vehicle 2 is expanding out the SOF vehicles I have in my collection, giving them something a bit sturdier than the RZR or Technicals. It’s using both Upgrade Bravo and Charlie which, combined with the armoured doors, make it perfect for getting into the midst of the action and dropping off the assaulters on the X.
The original plan was to mount a minigun in either the turret or the rear section but due to stock issues I settled on the SF M2 in the turret (also a test to see if the two extremes of large weapon and massive turret would work) and one of the M240s from the twin GPMG mounts. The idea was to make it look like a proper mount and more like one of the troops had put their own MMG in place for the ride in before dismounting it later. I also placed it close to the spare tyre, working off the idea that it will provide a little cover. This is a vehicle that will definitely need a lot of extra stowage added to it.
Of course, no vehicle is ever used by itself so I’m going to do the photo comparisons and talk a little about cross compatibility.
EDIT: I realised that I missed out a photo showing off the vehicle compared to infantry figures. Here is the Spectre Humvee with a Empress SEAL (WIP) and a Spectre Ranger.
Can’t have a new release without some comparison shots. First up we’re looking at the Spectre vehicles, in particular the SF set. As you can see the Humvee is massive compared to the RZR and still chunkier than the Technical.
Looking at another Humvee available, you can see the Empress and Spectre vehicles are pretty similar from a distance. Up close, the Spectre vehicle is slightly larger, both in length and width. The M-ATV continues to dominate over all comers.
Speaking of other makers how do the Spectre parts compare? Well I’m not sure I’m rushing to replace all my turrets just yet. The Empress turret rings are slightly larger and, although the Spectre turrets fit and mostly cover up the hole, it’s not quite as smooth as the original. However, this could be easily fixed with some plasti-card.
Going the other way, I think the Empress vehicle crew will work well but you will need to build a floor up for them as they are cut off at the waist and maybe a little too short for your liking.
So after a first look, what do I think of the range? Well, the HMV set is the set to get if you want the most detailed Humvees currently on the market. Apart from a few minor issues (and those flipping doors) everything was really easy to get out, clean up and build. The end results look great, and I can’t wait to break out the paint and get them on the table. It would have been nice if all the weapon systems had been in stock on release day and a few new crew figures would have sweetened the deal. I’m interested to see what is coming next for this range – hopefully extra weapon systems (like a MK19 for the less SOF looking teams) or maybe a few smaller weapons (like a PKM or a M107 on pintle mount) ready for mounting in the back of the Bravo upgrade.
That aside, what’s coming next in Project Humvee? Step one is going to be looking at adding the stowage and getting painting on these vehicles. Next month I’ll also be picking up some more turrets (and hopefully crew for them) to give me all the options I might want. I’ll also be picking up two more vehicles to build. One will be the other Patrol Humvee but I haven’t decided what to do with the last one.
Some people have made some really cool mothership Humvees laden down with cargo for other vehicles but I’m tempted to go a little more “Middle Eastern Militia” with my fourth vehicle. Battlefield 3 has a really cool DLC called Aftermath which included some jury rigged vehicles. The Humvee based system, the Phoenix, has a MK19 launcher in a forward facing turret in the back of the vehicle so I may work from this and create something suitably bodged. I’m going to have a think, but keep your eyes open for more updates from Project Humvee coming soon!
One of the more interesting systems you’ll see on technicals is the use of anti-aircraft guns. Requiring a bit more engineering work than a simple PKM or a HMG (unless you want to flip your vehicle) these AAA guns are pretty useful to an irregular force seeing as they are able to easily engage a whole host of targets from infantry to light armoured vehicles to helicopters and aircraft. Spectre have three of these weapons in their range and I’ve finally got round to finishing them off.
A common element of all the AAA weapons is the square pedestal mount. When it arrives from Spectre, each of the four legs has a slight cut out so it fits into the slots in the cargo bed. This makes sure that it gets a proper fit when glued into place. However, with me wanting to hot-swap the elements, this locator lug would probably start ripping through the paintwork. So, as with all my other weapons, I decided to mount on plasti-card pieces
I have three pedestals (one for each of the guns) – for two of them I simply cut out the usual “I” shape out of plasti-card so it fits around the wheel arches. For the final pedestal though, I had something else in mind.
By default, you can fit the pedestals into the cargo bay of the Technical Bravo chassis by either sticking it on top of the cargo bay or by trimming the legs and sliding it into position. However, both these options are pretty permanent. For hot swapping, I had to do something else. The plan was to cut down the pedestal to fit inside the cargo bay while still having a method to lift it out when changing weapons.
Unfortunately, my cutting wasn’t as precise as perhaps it should have been and so made a bit of a mess. Worse, the trimmed legs ended up not fitting correctly as I had worked off the wrong height for the wheel arches. So I had to re-do it; The intact legs would now rest on the wheel arch while a plasticard framework would hold up the other end. Overall it’s a cheap nasty fix but seeing as I’m close to finishing this project I kind of just wanted to get them done.
As you can see the it works pretty well, with most of the bad construction hidden by the cargo bed. It does mean I can’t mount all three weapons on Technical Alphas but it’s unlikely I’d be using all three of the heavy guns without having access to a Technical Bravo chassis.
The ZPU-2 is a two barreled version of the 14.5mm KPV machine gun I mentioned in one of the earlier posts. The dual mounting upgrades it with proper anti-aircraft sights and large boxes for each gun to feed from. As you can see above, when it first arrives, there are plenty of pieces to put together. The main thing is getting the central section around the gun barrels and on the base and then work up from there.
Once assembled, the painting was pretty simple. I worked up from various metal shades before topping off with the usual Russian green. I painted the figure up while assembled although I can definitely see the advantage of painting him separately.
If the two barreled version wasn’t nasty enough, the four barreled variant is designed to get as many rounds as possible down range in a short amount of time. With two massive ammo caskets on either side feeding each barrel and firing 4x the fire rate of a single gun, this is a nightmare to go up against in Spectre and other games.
I covered the basics in the first technicals post so I’ll focus on the painted side. Its the same process as the other Russian guns – metal and Russian uniform. Unlike the other guns, this one has a gunner already attached to the main body of the mounting.
The ZPU works by getting lots of rounds on target. The ZU-23 works by getting rounds on target that cause massive damage to whatever they hit. Rather than slinging the 14.5mm round, this dual barreled auto-cannon fires 23mm rounds with a variety of ammo types such as high explosive and armour-piercing. In game, this makes it very effective against groups of infantry and can even damage light armour and APCs. A real danger to most modern forces.
As with the ZPU-4, this was covered in the initial post back in 2017. One point I didn’t mention is that I seem to be missing the AA sight that sits in front of the gunner – luckily with these being for insurgents it’s easy to imagine it was snapped off at some point. Painting up was similar to the other AA guns.
The AA guns are another way to help give the Insurgents a bit more firepower and increase the challenge for the more regular forces. A quad HMG or auto-cannon can really wreck a squad’s day, forcing them to actually use cover and smoke to prevent being caught in the open. It also gives the militia something that can take out vehicles with a bit more reliability than poorly trained troops popping up and firing RPGs. Finally, much like the improvised weapons from last week, these are also something that screams “militia” – they look gloriously ragged on the back of the pickups.
And we these finished, I have now painted up at least one of every weapon system offered by Spectre for their technicals. I’d say at this point, this is the final main Project Technical entry. From working away on these posts, I hope I’ve shown off what you can do with the range, from the conversion to add a PKM gunner for the MENA Regulars up to the heavily laden SF technicals and their massive selection of weapon systems. I’ve now got a nice selection of weapons that I can easily jump into most scenarios and pick out which weapons I want to use depending on the situation at hand. It also means that, I think, I can now fill a board with vehicles.
The real question is what modelling project to work on next. If only there was another range of modular vehicles coming soon to form a project I could really sink my teeth into…