Showing posts with label Zzzz... (Archive). Show all posts
Showing posts with label Zzzz... (Archive). Show all posts

Sunday, November 22, 2015

Considering DBA 3.0

One of my first ventures into ancient/medieval wargaming was De Bellis Antiquitatis (or DBA for short).  I believe it was 2008/2009 when my friend Mark introduced me to a simple, quick play historical game.  I was skeptical at first, not really needing another game to get into, but after a few rounds I was hooked.  It had just what I was looking for with small armies (12 bases per army, not counting optional units) and it was also a lot of what I liked about the SCA (Society for Creative Anachronism - another long-term hobby) in that you could either do strict historical scenarios or a free-for-all with history.  Soon we had about a half-dozen players at the store, with everyone wanting to give it a try.  The game was cheap enough to make this possible, no matter how strapped you were with your other games, putting a whole army together for less than $20 was easy enough.

Anyway, eventually this fell to the side for me, though I never got rid of my models.  Even my unassembled armies (I had purchased several that I never got around to) are still in my model box.  This past week I had the pleasure of meeting another local gamer who has a lot of experience with wargames, and eventually we got to talking about DBA.  I knew it was moving into 3.0 with the rules edition, though I had not had an opportunity to play it yet.  I was mostly waiting around to see if I would need to get new armies (if any of the lists changed).  Turns out, they didnt.  So my Romans and Huns (likely my Landsknechts, Byzantines, and Samurai as well) are still good.  Since I have not been able to sell off my almost finished Field of Glory Imperial Roman army, I might as well put it to use in DBA.

I may have to post some photos of what I have, as well as any side projects I get into.  One thing I really enjoyed about the game is that if I dont feel like setting aside a block of time to work on one of my current projects (I generally spend 3-4 hours per Flames of War platoon, give or take), I can do something for DBA in less than an hour.  A piece of terrain, a camp, a few bases of figures, whatever.  I can test out new methods, and if it doesnt work, who cares?

The game is played on a 2' x 2' board.  When I got into it Mark had several which I think were a part of some sort of modular game board system.  One was flat, another with a mountain on one corner, and another had some random hills.  The only one I ended up with was the flat one, figuring I could adjust the terrain as needed rather than having a permanent hill or other features on it.  Anyway, it is gone now, and I am left trying to find a new game board.

Some articles I have run across detail some creative ideas.  This article details making them out of plywood squares so you can mix and match as needed with built in terrain.  With that in mind, another article suggests the use of canvas squares (like, a painting canvas) with much of the same idea overall.  I like the idea of modular boards so you can change things around as well as having some of the terrain built into the table (something that has been fairly difficult for me to figure out without a dedicated gaming space).  Water, roads, fields and hills all look better when you can make it more permanent.

Camps are another easy terrain project.  I have a box full of random odds and ends I have collected over the past 5-6 years with the intent of building camps or towns with them.  Some pages that have excellent examples are here and on the fanaticus website here.

Anyway, I wanted to put some of my thoughts down and see how motivated I am to follow through on it.  I already have a lot on the bench currently, but if I find myself working on it, and maybe talking some of my fellow gamers in the area into trying it, I may just see how far along I can get things.


01JAN2016 Update - Between my inability to secure a copy of the rules and the abundance of other projects, DBA has been shelved again.  It seemed like a worthwhile idea, and if I had anyone interested in playing it locally, it would be worth looking into.  Until then, back into the box.

Tuesday, August 13, 2013

Ayrun (UAE Colony World) - Tomorrow's War

I posted this in the Ambush Alley Games forum in Dec 2011.  My plans for how I would play in the "Tomorrowverse."  Mostly a work in progress, but wanted to see if I could drum up some ideas/suggestions.  In re-reading it, I am seeing several similarities not only to Battletech, but also to Heavy Gear, which was not really intentional.  It was like I took fluff from other games I liked and tried to add them all.  Not sure if that is good or bad.  I dont want to be blatent, but I have been influenced by those sources.  Go or No-Go?





United Arab Emirates (UAE)
Military Tech Level: 2+
Civilian Tech Level: 2+
Standard of Living: Average

Founding (Treaty of Amman) 2264 in wake of 2nd Iran-Iraq War. Sunni Arab. Next 50 years coalescing into a moderate Arab emirate ruled by elected emirs who serve five year terms. The Emir is elected by a council of emirs, composed of the royal families of the UAE’s members nations.

Member Nations: Former UAE, Saudi Arabia, Oman, Jordan, Egypt, Kuwait, Qatar, and the Federated States of Iraq (Sunni & Kurdish regions of Iraq).

Friendly with neighbors is good except for UIT and Yemen. Space expansion ha been cautious and very cost-conscious. Colony world of Ayrun has potential to become as productive as Grissom, despite violent and unpredictable weather patterns (classified Marginal as result). Involved in mining in Asteroid Belt. Neutral in most disputes between great powers, but will side with OPS vs UIT.

Military is mixed bag. Each member state remained protective of their independence. Most difficulties have been smoothed over, but some resentment and jealousies remain. Most equipment is a generation or so behind that of most OPS natioins. Assortment of Russian, French, US, British, and German left over from pre-treaty days.

Most vehicles track/wheeled, a few first generation AGV’s fielded primarily by units assigned to ‘security’ in the Asteroid Belt.

Robots mostly used for rear-echelon duties. Dumbbots are used, AI is anathema to the UAE for cultural reasons (Iraqis being possible exception). Synthetic humans are often purchased second hand by wealthier states and used like Janissaries of old.

Aerospace is still a generation or so behind, but better than UIT. Pilots highly trained. Cold Navy consists of (four) older British Frigates and a dozen gunboats purchases from the PRC. Rumor of UAE contracting with the NEU to build a new light cruiser designed for naval expansion, but seems contingent on the UAE’s successful colonization of Aryun.

(from Tomorrows War – p22-24)



Ayrun – Marginal World (UAE)

Roughly between the size of Earth and Mars, with a vertical axis (I think that is right.. the planet has no tilt so no seasons), the planet has what could be considered a typical assortment of earth-like environments. The southern hemisphere consists of several tropical regions, while the northern hemisphere has both arid and temperate environments. Both poles are frozen, standard gravity, abundant water and resources. The storms that denied the planet Garden World status are a result of both solar activity and the proximity of several gas giants in the system that are on non-standard orbits of the sun. With no seasons, this means no regular system of rain/snow, high winds, or other phenomena. This has lead to the development of an agricultural base that is not reliant upon ‘sensitive’ crops, and has forced the colonists to adjust to every possible type of weather.

The planet was opened to each of the member nations of the UAE, though the ‘good’ land was snatched up by the more wealthy and influential nations, leaving the others to get what they could. The counter to this is that most of the wealthier nations were unable to quickly populate their regions, while the poorer nations had many of their citizens who were willing to travel to the colony to start a new life with more opportunity.

While there is no outright hostility between the nation-states on Ayrun, there is still conflict between them. Grabs are made for resources and ‘safe havens’ (regions of the planet where the weather patterns are either more predictable, or have less of an effect). To maintain the unity of the colonial armed forces in case of an outside attack, a system of rules were adopted and are accepted by all who live there. Better to have a set of rules that all can follow to settle their disputes than to end up in a civil war.

Conflict over territory and resources are generally announced, and rarely take place near the objects contested. There are limits to the size of forces allowed to be used in these conflicts, and to try and claim a territory means you must put up a stake of similar value should you loose. Surrenders are always accepted, and prisoners are treated fairly. Those taken in these conflicts are given the option of either paying a ransom to return home, or to serve the nation-state that captured them for a set period of time. At the end of that time, if it is wished, the captured may remain with their captors and join their armed forces. No social stigma is attached to this practice, and any dependents are afforded safe passage to their new state. In this way, some battles can revolve more around who is captured from the opposing side rather than what is being fought over. You may loose a town, but if you gain a crack unit in the process (even for a period of time), it can be worth it. These captured soldiers are treated like the Mamlukes of old.

In the face of an outside threat, all internal conflict is set aside so that the whole of the Colony can deal with the crisis. Even the most deep-seated issues between nation-states can be put aside until the security of the whole is assured. As soon as the threat is gone, the conflicts can resume. While not an ideal system, it seems to work, and has lead to rapid expansion on Ayrun.

Other efforts have been made to further safeguard the regular fighting forces of the colony in the use of dumb-bots as ‘first wave’ troops. It is not uncommon to have battles decided without the loss of any human life (though “accidents” do happen from time to time).

The nature of the climate and terrain on Ayrun has produced an overall military that is capable of operating almost anywhere. Most units are at least familiar with vacuum/zero-g operations, arctic, desert, and even limited urban operations. While their skill is high, their lack of modern equipment is a distinct disadvantage when fighting non-UAE opponents. They are also very careful not to let their rules of internal-warfare hamper their operations against outside threats. It should be noted that they still try to avoid unnecessary loss of life, both on the part of their forces, as well as their enemies. Surrenders will be readily accepted, and some converts from non-UAE forces are known. Efforts are made to limit civilian casualties, and their tactics lean more towards the defensive when dealing with off-world operations. This has lead to several units to strike out on their own as mercenaries in external conflicts, as their rules and conduct has made them very desirable to those that are worried about expansionist neighbors.


Notes: I borrowed heavily from the rules of warfare followed by the Clans of Battletech, as well as setting up a basis for UAE themed mercenary units. Their skill at arms and motivation is off-set by their lack of advanced tech, to put them on par with most other nations. The use of dumb-bots as the first wave would work with this as well. Bots are not cheap, but better to loose a dozen replaceable machines than one skilled soldier.

I visualize the planet as being somewhere between Mars and Earth in size, with a ‘typical’ earth like layout/climate. Some larger continents with oceans. The southern continents would be similar to southeast asia, as well as the ‘wetlands’ of the US (Louisiana and Florida). The northern continents would be more like the steppes of Russia/eastern Europe. Mountain ranges can be found all over, with more present near the hot and arid equator.

What I really wanted was a ‘middle-eastern’ style force that felt more like the Arabs of the middle-ages than modern day middle-eastern conflict. Gone are the IED’s and hordes of irregulars. Returned are the noble armies of Saladin and Moorish Spain. Opponents who would prefer you convert to their way of life, but are content to leave you in peace provided you pay the proper taxes and abstain from interference. Soldiers you could readily surrender to in a loosing battle with little fear of mistreatment. That sort of conduct can be taken advantage of, but it generally stops the sort of atrocities that have become all too common in war.


Additional Ideas:

NSF (Neo-Soviet Federation) - Synthetic rebels

Sunday, December 9, 2012

German Camo - WW2

So far, I have not been terribly ambitious with regards to camouflage with my 15mm figures.  For moderns, with ACU I went with a ‘generic’ look as the digital pattern is all but impossible to do at that scale.  The attempt at multicam worked out fairly well I think.  Still, not a fan of camo at this scale.  For WW2, maybe I should of gone US (who only briefly used camoflague) or Soviets (who did not use it, as far as I am aware). 

The Germans made use of camo on every level it seems, and my early attempts at painting them totally ignored this.  This time around, however, I decided to give it a try.  First, I had to figure out what models should be painted appropriately.  Took me some time to recognize which models had helmet covers and camouflage jackets.  Once I did, I then had to figure out what pattern they used.

Most of the info I have on it came from “The Art of War” from Battlefront.  The Heer had their own version of the “splinter” pattern that was the most common.  So, I painted a few models up with that, and they looked… ok.  I have seen better and worse.  My rank and file will all have that pattern on their garments, as well as the rolled poncho attached to some figures. 
When I got started on my 2iC and Scouts, I went looking to see if the Heer ever used other patterns, such as what the SS had.  From everything I read, it was not really common, but acceptable to have the odd figure in a pattern from another branch.  I decided if anyone was likely to have “better” camo (going on the assumption that the SS generally had the best in the way of gear) it would be the command teams and scouts.  I actually tried to find as many models as I could wearing camo for my scouts for that reason. 
Oak Leaf was the pattern I went with, based on THIS article.  I decided for Autumn colors since I did not do a winter theme.  I did the odd helmet cover in the pattern for the scouts, with the 2iC having a jacket in the pattern. 
The pattern was so much easier to make look right (to me anyway) than Splinter.  I immediately saw it, where I had to really play around with the splinter to get it to look passable.  Makes me want to try the Plane Tree or Pea Dot patterns for future models.  My hesitation to do a SS force was in part due to the number of other players playing SS at my last store, but also the supposed complexity of the camo patterns.  Should I ever get a foolish notion to do another German army, I could see it being SS now. 
Photos (to be posted later). 

Sunday, November 25, 2012

12. Volksgrenadier (list)


12. Volksgrenadier Division (LW German – NUTS!)

HQ – AR/PF, AR/PF + PzShreck
Sturm Platoon – Full
Schutzen Platoon – Full
Mortars (8cm) – 2 Sections
MG – 2 Sections
Scouts – 2 Rifle Squads, Command AR/PF
3 StuG G (late)
Light Artillery – 3 10.5cm
Me 262 A2a Sturmvogel – Sporadic Support

1550pts – 7 Platoons

The biggest issue that this list will have is the lack of anti-tank guns.  I really wish I could get some PaK40’s in there, but as I only have 2 guns and no crews I decided to leave them out for the time being. 
Should I run into a tank heavy list I imagine I will try to move to a good position and dig my infantry in, then let the tanks come to me.  Somehow, I do not imagine they will, considering the number of Panzerfaust’s that are present.  My artillery and mortars can keep a smoke screen up for movement, while I can try to use my Air Support to hit high value targets.  The StuG’s will be there to defend against enemy light armor.  Still, parts of it look fragile. 

The scouts will give me the Always Attack rule against other infantry lists, as well as a Spearhead move for my Sturm and Shutzen  platoons.  That should work for getting them fairly close to their targets early on. 
This is a departure from any sort of force I have fielded before.  It has both offensive and defensive attributes.  I play armor, not infantry.  Having to play defensively will be a new experience, so I imagine there will be a bit of a learning curve for me.  Still, I am excited to try it.  I played a generic Grenadier list for the Infantry Aces campaign and did fairly well.  It should teach me things about infantry that I might be able to use when playing armor, which is good considering the trouble I usually have against them. 

For 1750 the only real change would be to add the 3 PaK40’s and a battery of 3 NW41’s, while dropping the Panzershreck team.  Not totally sold on that idea either.  If I can scrape the models together for enough PzShreck teams, I could just as easily drop the NW41’s in favor of 3 more PzShreck teams (I would have to change the StuG’s back to regular rather than late models).

An alternate for 1750 that would work much better has me replacing the StuG’s for 3 Panthers from the 12.SS-Panzerdivision (making them Fearless Trained instead), and dropping the MG Platoon for a battery of 6 NW41’s.  Guess I need to get the rest of my Nebelwerfers done up.

Nothing about this list screams tournament winner to me.  But, I am interested in playing it and it looks fun, so does that really matter?  It is a constant struggle with my inner power-gamer.  I want to win (who doesn’t?), and have been known to choose my armies based on that.  Going with an actual unit rather than a generic list is part of my attempt to get away from that, so I guess I will see what I can do with this.  It was cheap to put together with models I (mostly) already had and is from a battle I have a lot of interest in (the Ardennes Offensive / Battle of the Bulge).  PLUS, as a ‘reward’ to myself for getting this done, I can always expand into a US Airborne army in the form of the 101st (specifically, E Co, of “Band of Brothers” fame) if I want to have an opposed force from the same battle.

Next up, I am going to go over my armored lists. 

(note - Since writing this, LW points have gone up to 1780.  I have work to do)

Tuesday, November 20, 2012

LW Germans - Volksgrenadier

At last, they released a sourcebook for a period of WW2 I have a strong interest in.  Specifically, the non-SS German units involved in the Ardennes Offensive.  I settled on the 12. Volksgrenadier list, a Confident/Veteran infantry list.

It features a heavy dose of Assault Rifle armed infantry, and it seems that everyone has a Panzerfaust.  There is a healthy mix of support weapons, not to mention armor and the Sturmvogel (the first jet aircraft used in the war).  All in all, I thought it was an interesting mix that would not require me to buy much of anything in the way of new models.  All I have to do is change a few things around and paint what I have.

I have not abandoned my armored lists.  I actually got the airbrush out and painted a few up for a friend at the LGS last week.  With that, I am setting myself up to be able to run either a generic King
 Tiger list, the Begleit StuG list, or possibly the Bake list (all from Grey Wolf).  In playing over the past few months I discovered that when playing armored lists, it needs to be all vehicles (or nearly so).  Infantry can work,  but taking non-mobile artillery was not a good idea.  That works out, because the Volksgrenadier list has no mobile artillery, so there can be a clear split there.

Back to the project at hand.  I scaled down my projects, working on 1-2 units at a time, at most.  Large units (like full 6 base + HQ platoons) get done one at a time.  This way I can go through the steps and (mostly) finish in a day or two of work, rather than spreading out the work and getting discouraged when game day comes around and they are all still on their painting sticks.  Since starting this method I have gotten the painting done on a Mortar Platoon, all the crews for the Panzerwerfers, and almost done with my Scout Platoon.  Moving on to the Assault Platoon next.  The 'finished' units need a wash of the Army Painter dip, then onto the bases.  From there, I can base them whenever.. they are ready to play.

Internet is extremely limited, which makes posting here difficult.  I want to do a walk-through with one of my platoons so I can document how I paint them, what paints I use, etc.  The camo especially.  I REALLY want to get back to writing here.  I said it a few months back, but taking the time to write this stuff down (and people responding) gives me motivation to post more, which gets me working.  Also, should something happen to my notes again, I will have a resource that tells me how I did what, so I dont have to guess.

I will post the list I plan to run at different point levels, as well as the 'to-do' list for the available forces.  Pictures will come as I take them.  Work will progress as long as I keep the shift I am on, having all night long to paint is a big bonus.  Getting caught up on Babylon 5 as well.. re-watching the whole series.  I get about a season every 3 days or so (while at work), so should be done by months end.  To that end, I should also have the core of my Volksgrenadiers done by then as well.

Sunday, June 3, 2012

Back to Work

Wow, cant believe it has been over seven months since I have posted. 

For those that are interested, I took a break from the hobby for several months to get ready for Basic Training (as well as basic itself), and then to settle into learning my new job.  Now fairly settled into things, I am finding myself with a pull to start up projects I left off, and the first would be my German Armor.

As luck would have it, there is both a tournament coming up locally, as well as the possibility of a Tank Aces league starting up.  With that, I will have some work to do.

Right now, I am thinking that I will run a King Tiger list, probably out of Grey Wolf, in the tournament.  I would prefer to try a Begleit StuG list, but I do not even have the tank riders yet, let alone the time to get them ready.  Plus, it will give me a chance to see how the rules have changed with the last update.  Most of the figures I will be using are primed/painted, and I might be able to get a little more work done on them before the game.  If not, thats fine too, I will have time for that later.

If I can drum up interest in Force on Force locally, I will probably start up my Russian force (so as to have a proper MW2/BF3 'demo' collection).  Otherwise, I can finish up my insurgents to check that off the list.

Tomorrows War has been done with AT-43 figures mostly, so I will keep to that.  It is easier, especially in stores where there is existing 40k terrain that I can use.  I still have my plans for a UAE/Ayrun themed unit made up of infantry and suits, but that can certainly wait.

Really excited to get my minis out of storage and the airbrush fired up.  Just getting a platoon checked off would be great.  Hardly any time at all any more, but I will see what I can get done with a limited amount.  Plus I have other odd projects I want to post here for those that might be interested.

Hopefully it is not another 7 months before the next post.  :)

Wednesday, October 19, 2011

Late War German Armor Camo (test2)

After finding a second moisture trap in my parts box and putting it on, I decided to try another test model. I had a looted Sherman from the starter box primed in the Army Painter FOW LW German Armor color (so, Dark Yellow), and I tried a different shade of green (the other one was darker, and more watered down so it didnt go on quite right).



The result is about what my StuG's and Tiger II will look like.  I want to paint the details tonight and apply a wash to make sure I like the way it looks before starting production, but I think I have the hang of it now.

Based on the following photographs:



I think I should make the spots bigger maybe?  Based on these photos anyway.  I had a few others that were more like what I painted, but I cant find them now for some reason. 

Monday, October 17, 2011

Late War German Armor Camo (test)

Got the bug to break out my airbrush yesterday, and after promptly breaking one of them (a bit too rough getting a nozzle off while trying to clear some thick paint out of it) I got some figures done with my other one.  Lesson learned.   Given that I use Iwata's, the part costs about half of what the thing is worth new (its an older airbrush).  No matter, it will sit in a box until I can find someone to buy it or get it fixed.  It is a .2mm nozzle, so probably more precise than I need right now anyway.

Following that, I took a few models out that are easy to clean and tried to get a handle on how to paint them.  This is what I came out with:


My first attempt. I started with thin lines in a 'squiggle' pattern, which I saw in several pictures, but I really didnt like it. So, I just painted over it with thicker patterns to get a hang for what that might look like. Not good, but helped me with these:


These were done using patches of green and brown over the base of dark yellow, like how I had seen some StuG's and Panzer IV's painted up.  Not the overlapping camo that seems to be more modern (think of the older US Woodland BDU's), but just patches of color.  I think it looks... ok?  Not entirely sure thats what I want to go with, but if I can find pictures of tanks painted that way I will roll with it.  Considered painting both of these vehicles up with the details and leaving the body with the camo, but probably wont (I have not found anything that mentions the Germans applied camo to their trucks/tractors).

Here are pictures of what I am trying to accomplish:












The first is a KT painted up by (I guess) Battlefront, the folks that make Flames of War.  I do not think I can manage such a light dusting of color on my tank.  It gives an amazingly authentic look, but damn.. difficult.  Not entirely what I want them to look like either.

The second is from someone on the FoW forums.  This is more in line with what I want to do, but the small patches just dont look quite right.

The third is an actual King Tiger in a French museum.  This is more along the lines of what I was thinking, but I want to make sure that the two-tone camo (base and one color) is ok for the theater I am painting for (the Ardennes Offensive, or the Battle of the Bulge). 

Opinions?

Saturday, October 15, 2011

Tomorrow's War Setting

Put my order in for a copy of TW (The Book Depository has good prices and free shipping if you cant get it at the LGS.  If they dont sell it, check to see if you can get them to stock it!) and it has gotten me to thinking about what sort of setting I want to use.  I am looking forward to reading the one presented in the game, but there are just so many different sci-fi settings that I have enjoyed over the years that picking one to play in just seems... difficult.

In case you have not read about it yet, there are several good reviews out there.  Chuck Platt did a pretty good one, click his name to read it. 

First, you have Battletech.  This was the first game I got into, and my favorite for many years.  I still enjoy it, but its just so slow to play a game, and it doesnt allow for useful infantry combat, tank combat, or battle armor.  Seems like a no-brainer, right?  I can run those scenarios now with TW.  Problems here are that part of what I like about it, the depth and detail, works against it.  The figures are all impossible to get.  I have 30+ of the small 6mm (?) elementals, as well as a bag of 6mm infantry.  Problem is, I dont have anything else at that scale.  Consider trading for some Epic 40k figures, which are pretty close, but lack terrain.  Would prefer not to remake all of my stuff.  Then, I have a single point (5 models) worth of Elementals, but they are in 20mm scale (best guess).  My choices are mostly left for getting generic sci-fi figures and painting them up to loose close to BT, and just using the background story.  Without the battle armor and tanks, its just the fluff.  Good, but not ideal.

Then you have Heavy Gear.  Another series I enjoyed reading about, and they have recently come out with a new set of figures (Gears) that are pretty close to 15mm.  A little small, but they work.  I also like the look of them.  What I dont want is to have to buy books to get info on the setting, and while I enjoy the setting, I am not sold on it.  Its just too obscure.

After this we have Warhammer 40k.  I have a full Space Wolf army, a few loose Imperial Guardsmen, and some Tau.  I lack any terrain, but one thing about 40k being popular is that it is widely available.  Also, while I do enjoy bits of the story, it just isnt one that I am all that inspired to get back into.

We have Firefly/Serenity, specifically the war before the series with the Alliance vs the Independents.  Would make for some great scenarios based on what we know of it and the flashbacks.  Problem is, while its futureistic, its still pretty much the same as modern.  No battlesuits, no mechs, limited armor.  I am REALLY considering going this route, but I want a full on sci-fi experience.  Again, finding good models (the Alliance troops look like the Mobile Infantry from the Starship Troopers movie - the Independent troops wore brown long coats, another one not easy to find) is the problem.

You have the classic Aliens setup with Colonial Marines and Aliens (and Predators).  Good news is that there is already a few different stores that sell look-a-likes for all of those.  I am a fan of the series, and many others are too.  I am thinking I might go this route for intro games, but you get into the lack of armor/mechs and other such.  HOWEVER, I remember reading about an original draft of Alien 3 that had them stuck on a space station run by "space commies" of some sort.  This would lead to some interesting situations with two regular forces.  However, if you stick with canon, its all ignored since they refuted alot of that in Alien: Resurrection.  Still, it gives you access to air units, APC's, etc.

Star Wars is a given.  I already have a box full of minis, and will probably try a game or two using them... but again, I lack any serious interest in it.  Maybe some Clone Wars scenarios.

I am afraid I am going to have to find a way to mesh several together.  I like the idea of regular infantry with guns that are a bit more advanced, but not too different from what we have now.  Elite troops in battle armor.  Some hover tanks, APC's, "Dropships" (futureistic attack/transport helicopters), maybe some aliens that are similar (rather than the mindless bugs, though those would have their place). 

I dont know.. so many options. 

Friday, October 14, 2011

October Update

Well, in the three months since I started this blog I have finished more projects than I think I ever have since I got into the hobby.  I suppose that should account for something.  Americans are done, an Apache has a flight stand, got a pair of Contractors finished, and made some terrain.

I think I should follow through on my idea of making another blog with all of my how-to's and reference material listed, so folks wont need to dig through this to find something.  Not sure of the format though, is the current way I do it working for anyone?  I like to take notes as I am doing it, take pictures as needed, and go through the process like I am explaining to someone that is there watching me.

Lets see whats on the table:
- 15mm Russians (WW3/MW2 theme)
- 15mm Germans (FoW)
- 15mm Insurgents (FoF)
- Space Hulk Marines
- Space Wolves

Now, a few of those are probably less than realistic to get done anytime soon.  My Wolves wont be getting any attention for quite some time, and I doubt my Space Hulk figures will be either.  So that leaves just one big project, the Germans.  Suppose I should break it down into smaller groups.  The Grenadiers, the Pioneers, the Weapon Teams, the StuG's, the Tigers, etc.  With the Infantry Ace's campaign over and my drive kinda driven out (but was replaced by my efforts with Force on Force), I think I am going to want to finish up what I have started so I can check it off my list, and put the rest in foam until I get that interest back.

With Tomorrow's War just around the corner (days, now) I have been thinking about what I am going to do for it.  The primary thought was using my 40k figures to play, which might encourage me to finish up some Wolves and maybe paint up a squad of Imperial Guard I have here.  BUT, all of my terrain is in 15mm, so it might be worth looking into a few squads of 15mm figures.  I was considering picking up the starter box for Heavy Gear, both to give it a try and to get some mech-type units for TW.  There are a few 15mm miniature companies I have also been looking at for a Sci-fi range, though I would like to use what I have.

I dug out my Battletech figures, but the best I could hope for there would be to use them in a 6mm game, which I dont think I want to do.  My elementals are all too small for 15mm, and the large ones I have would do ok at 20mm... both scales I dont play in.  REALLY considering trying to sell/trade the rest of the BT stuff I have.

Still not set on a theme or setting for TW either.  I like the "Aliens" theme with Marines vs Bugs.  I like the "Grimdark Future" that is the 40k universe, but I also want to get away from GW and their figures.  I like the 'mecha' thing that Heavy Gear has going on.  Then there are the haloclix I already have.  Another option was to pick up the Gears of War boardgame and work on something from that Angle.  I got to play it this past weekend and I was really impressed.  The game is decent, but the minis are top notch!  Again, terrain would be difficult, but the 40k stuff usually available should work.  I just want to get something in the works now, so it can be done in a month or so, and then I can start doing demo's of that to find folks to play with.

I guess its one thing at a time.  My current to-do list looks like this:

- 15mm Insurgents
- 15mm Russians
- German Grenadiers
- German Tank Camo tests
- 15mm Early Imperial Romans

I have a few other painting projects to work on if any of those get stale.  Mostly individual figures for friends or commission.  The best way to try and make some extra money with my hobby is to finish projects to show off.  I think I am going to focus on that for awhile, and see what I can do in a month.

Saturday, October 8, 2011

AH-64D Apache Longbow Flightbase

While waiting for miniatures to dry last night, I figured it was a good time to get a flight base put together.  I had seen these for sale here and there, and figured it couldnt be that hard to make my own.

To start with, I had my diecast Apache Longbow, a base, and a cheap mechanics mirror from the local auto part store.


First thing you do it remove the mirror.  Just a pair of pliers at the edge will let you get a grip on the glass and remove it without breaking.  Then you twist it around until the weld fails.  It should leave you with a rod with a flat end.


In the bottom of my diecast model was a hole for the flight stand.  I took that hole and drilled it out a bit further after cutting the flat tip off of the end of the rod in the picture above.  You could also take the flat end and cut/drill out a flat slot for it, but since I had the tools (in this case, a 'dremel' tool) I cut it off and drilled out the hole.




Once you are done with that, you will need to remove the part from the rest of the rod.  Mine was a screw with nut on the other end, easy enough to take apart.  I then glued it into the bottom and allowed it to set.



While waiting, I took the round base and put a nail through the center.  Next time, I would use a bigger nail that fits into the rod better.  Once it is in, you will want to cut it off so that the rod can telescope back down.  It is just needing to be far enough in so you can apply glue so the rod is secured firmly to the base.  Try to make sure it is straight.


Once it dries you can reattach the helicopter if you want.  I wanted to base mine, so I kept going.



Basing was the same as for the rest of my desert miniatures.  A layer of sand/gravel glued down, a layer of country tan, some Woodland Scenics Earth Undercoat, a drybrush of Bone White, then some "Arid" static grass.  



The end result is a flight base that should blend well with anything else on the table, as well as one that can fly low or high as necessary for the desired effect.  It can also tilt to make for strafing runs or such.


AH-64D Apache Longbow (Wikipedia)

US Army Fireteam 15mm

Finished this project up and now its time to post it.

The intent with painting was to present the ACU digital pattern in 15mm, without actually DOING a digital pattern (impossible at this scale). This involved a bit of drybrushing, and the shade/wash at the end. I am content with it, but I might try playing around with it when I do the next batch if these are still not sitting well. Not that there is a problem, but if I can find a better way, you know?

As for the gear, I had originally considered doing one squad all in coyote/tan, and another all in black, but didnt think that would look right. One squad is coyote, the other is a mix of coyote and black. Want to get the goggle covers in a color other than black next time.

For the bases, I am happy with the desert basing for now. Simple, looks about right, helps them blend but doesnt take the focus away from the figures.

Now, for pictures. Painting details at the bottom.

Full Fireteam + Medic

Fireteam Leader


SAW

M203

Squad Leader


Medic


Rifleman





Painting Guide:
Rebel Miniatures US Army
Primer - Krylon Grey
Skin - Flat Flesh
Uniform Base - Grey Green
Dry Brush - Bone White
Dry Brush (VERY easy DB) - German Camo Beige
Boots - 1/2 Desert Yellow 1/2 Khaki
Guns - Greman Grey
Packs (Coyote) - Rucksack Tan (P3 paint)
Packs (Black) - Black
Goggles - Black
Chin Strap - Reflective Green
Dip/Shade (painted on) - Army Painter Strong Tone

Base:
Glue Gravel on (preferably before you apply primer)
Apply Country Tan (Apple Barrel 'cheap' paints)
Woodland Scenics Earth Undercoat
Drybrush - Bone White
Static Grass - DP9 "Arid"
Black Outline (colors for special figures)

After all of that I apply a layer of Testors Dullcote.


Also, because I got them done at the same time, my two contractors are finished as well:




Wednesday, October 5, 2011

Desert Bases (15mm)

After the Fuel Station project, I decided that I need a better method to do bases for a 'desert' environment.  Thanks to everyone and their positive comments about it, but the thing just really looks off to me.  It has an almost pink coloring when I look at it, depending on the lighting.  The two shades of grass dont have anything close to the look I was going for.

My US Army Fireteam and Contractors are on hold until I can figure out how to base them (they are all but done, otherwise).  Spent the past day playing around with different techniques, and I THINK I found one I like.

First, you attach the gravel when you base the figure, before priming.  This lets the primer 'seal' the basing gravel on, so no chance of it chipping off later.  Also, using fine gravel, not the mixed stuff I use on historical bases and 25/28mm bases.  I put some of the mix on them and it looked all wrong to me.  So, scraped that off and went with the standard fine stuff.  Unfortunately, its all in plastic bags rather than the original packaging, so I have no idea what the grade/type is.  I should find out.

Anyway, after painting and dip/wash, you coat the base in the cheap Apple Barrel "Country Tan" color.  Then putting a layer of Woodland Scenics "Earth Undercoat" on top of that.  Its thinner than regular paint so you get good coverage out of the bottle.  It fills in the gravel and kinda does a shading on its own.  Following that, a drybrush with an off-white color, Bone White in this case.  Then going to do an odd patch of "Arid" static grass (the dead looking patches from the Fuel Station).

They are on the table drying right now, so tonight I should be able to get the static grass on and take some pictures after sealing them.

Tuesday, October 4, 2011

US Army Fireteam WIP

Still playing around with getting ACU to look right in 15mm.  I think I have multicam down, but ACU just doesnt look right to me.  Even still, I thought I should post the progress.  US Army Rifle Squad, plus a Medic.

Two Fireteams, Medic, and Squad Leader

Close up Squad Leader front

Close up Squad Leader rear
 Tomorrow I will give them a 'dip' (more like a wash, I dont like to dip the 15mm figs), finish up the bases, and post another set of pictures.

Sunday, October 2, 2011

Terrain: Fuel Station (2/2)

I decided to try something different with the basing of this project. My usual basing process involves gluing gravel/sand to the base, followed by a layer of Woodland Scenics Earth Undercoat which tends to do the shading on its own. Then static grass.

This time, I went with suggestions on a different style. I am thinking I did not do it quite right, as it did not come out how I was thinking. As a trial basing for 'desert' terrain, it was a fail in my opinion, but looks ok. Tried some new static grass types to get a feel for how they might look, also with mixed results. But, thats why I do them on terrain first, to see how they look.

Now, pictures:



This is the piece following gluing on the sand, and with the base half painted with the new basing.  It was a mix of Folk Art Coffee Bean paint (the cheap $1 paints - this was the only brown I could find at the time), PVA Glue, and water.



Here I have finished painting the base using the mix, followed by what it looks like after the drybrushing.  I used Vallejo Bone White across the entire thing.  You will also notice the difference in the fence.  Took a drybrush of rust to that as well.  It is worth noting that I think I overdid it in a few places, and when I make another fence like this I might try airbrushing the rust on instead because of that.  Not to say that if I was easier with the brushing it wouldnt of produced good results, but I might as well use the thing since I have it, right?

One thing I did notice while painting on the mix was that some places the sand came up.  I considered re-gluing it down, but decided to just cover it up with static grass.  The paint/pva mix should keep that from happening again, but I think I should of watered it down more.




Close up of the fence.  Nothing much of note there, just be careful not to do it too hard, it came unattached from the poles in a few places.  I also gave them a brushing.


Here is the final layout before gluing the tanks down.  Odd patches of Gale Force 9 Static Grass here and there.  Most are "Winter/Dead" grass, but I wanted to see how "Arid" grass would look so I added a few patches.  I put the trail through the middle using some Citadel Devlan Mud.  I love that stuff for just this purpose, it doesnt hurt the shading of what its going on, but makes a clear 'path' that you can see.

My thought for this project is a fuel or liquid storage facility that has been abandoned.  Once fence that looks like someone drove through it (and probably out the front, knocking down the gate that should be there), and another hole that looks man-made (they cut it close to the pole and rolled it up).  After that, it was just left there to rust.  The fence and containers are in poor condition, and other than people walking through it as a shortcut, it is of little interest to anyone.  Possibly due to the liquids stored there, or a spill in the past, grass only grows in odd patches, mostly dead (or weeds).  You could possibly use the old tanks for cover, but its not much of a defensive position.

The end result I am mostly content with.  It was a learning experience at the very least, and let me get some use from odds and ends in my terrain box.  Hopefully writing this will be of some use to someone else.  Now, the finished project.