Monday, March 18, 2019

Bitter Tribal Warfare in the North of Britain

Steapa, at bottom right, encourages his Saxon warriors to exact revenge on their Viking foes across the field
I have always been fascinated by the history of Britain during the Dark Ages. Long ago, I painted up 28mm Vikings, Picts, Saxons, Britons, and Irish for use in skirmish games. I've used them with Song of Blades and Heroes rules, Saga, and most recently with Tribal rules from Mana Press. Enough of our Sunday evening gaming group enjoyed them to say they were interested in playing them more often.
In the center, Keith (left) and Joel count up their winning card exchanges to determine which unit won that clash
I pitched the idea to them of a series of games, with players controlling the same faction in a series of battles. We would keep track of Honor Points -- Tribal's ways of judging victory -- over the course of the games. Our forces (and leaders) would get more skilled, and hopefully a storyline would develop. I didn't want to necessarily call it a campaign, because there would be no map and no control of territory, or anything like that. Neither would it be a League, in which players are free to play multiple factions for the sole purpose of one-on-one competition. Ostensibly, the player's forces would remain the same faction.
The Townsfolk of Camelon rally to defend their fields from a horde of inebriated Norse-Irish
Since nearly all of my 28mm Ancient/Medieval stuff is for Dark Ages Britain, I encouraged the others who own figures for it (Keith and Mike S) to also field armies from the north of Britain. That accomplished, I've decided to give it a bit more of a framework. The factions would be from an area known as Gryme's Dyke, formerly the Antonine Wall -- an earth barrier constructed by the Romans before they pulled back to the location of Hadrian's Wall. Thus, in the Dark Ages, this could be the haunt of Picts, Dal Riatan Irish, Britons, as well as invading Saxons and Vikings. Our six players involved in the games so far represented the following factions:
  • Caithill's Norse-Irish (Keith)
  • Steapa's Saxons (Me)
  • Picts (Allen)
  • Vikings (Mike W)
  • Vikings (Mike S)
  • Local Townsfolk (Joel)
A band of Franciscan friars rally to the defense of the townsfolk, ready to use their staffs on the godless heathens!
 For our second set of games, we decided to use three of the four scenarios from the Tribal rulebook (#1 Revenge, #2 Raid, #4 Destruction). I used the order of Honor Points earned from the first game to let players choose their spot on the battlefields (attacker or defender on which designated battlefield). I skipped over myself and took the remaining spot.
The drunken Irish approach the stalwart monks, none too steady on their feet (judging by the cards they'd draw!)
Destruction featured five of my 28mm Acheson Creations Dark Ages buildings that Allen's Picts would be attempting to defend from an invading force of Vikings (Mike W). The attacker's goal would be to have a unit or figure spend an activation card adjacent to a building, which would represent setting them alight. Allen's placed his Pictish defenders in a forward defense, forcing the Vikings to go through them to get there. The drawback of his strategy was that, with half his forces not arriving till he end of turn 3, he would be outnumbered by the Norsemen. As it turned out, the Vikings did win the battle 13-7 in Honor, but managed to fire only one of the buildings.
The ending stages of the game sees the Irish force scattered and being mopped up by the Townsfolk
Since the games were being held on St. Patrick's Day, Caithill's Norse-Irish were full of enthusiasm to go out and raid the outskirts of the town of Camelon, near Gryme's Dyke. The battlefield represented one Dark Age hut and three fenced pastures with horses and pigs. The Irish goal would be to spend an activation card either in, or adjacent to, each of the structures to represent stealing animals or supplies. Led by a local group of monks, the townsfolk of Camelon were ready when the raucous (inebriated from celebrating St. Patrick's Day?) Irish arrived. The Irish would have to attack and drive them away from their herds to attain any loot. Keith was certainly missing the luck of the Irish that night and was soundly thrashed by the stalwart countryfolk and well-fed monks who guarded the pastures, 15-3. The Norse-Irish fled in disgrace.
In the far game, Jarl Mike W (left) grinds down Allen's Picts, while in the middle Keith (left) and Joel count their dead. At bottom right, Jarl Mike S patiently shuffles his deck and waits for me to finish taking pictures!
The final game pitted my Saxons (named after the Last Kingdom's character Steapa) seeking to avenge a wrong done to use by the Vikings of Mike S. Perhaps a band of Viking young men had stolen into our territory and perpetrated an atrocity on our Saxon womenfolk. I was to secretly designate one of Mike's units as the ones marked out for our revenge. I chose his one unit of hand weapons (figuring he would think I would pick one of his leaders). I deployed my three units of Saxon warriors across my front, each of them backed by a character -- my chieftain in the middle, and heroes on either end.
At top, Jarl Mike S's Vikings (including the Ravers just to the left of the monastery beehive huts) charge into my Saxons
I noted that Mike deployed the ravers we wanted vengeance against opposite my right. I then began to refuse my left flank with my unit of spears, and crept the other units over to the right so they would all be able to gang up on hand weapon unit. The characters also stalked forward to be within movement range. As it turned out, Mike attacked first, driving off one of my units with those very same ravers. They then followed up their success against my hero with the fearsome skill. Mike's early luck with cards ran dry, and my hero pulled a number of high black cards. With each wound dealing an extra, my hero cut down the over-confident (dare I say "cocky"?) ravers in one turn of combat.
Another look at the Raid battlefield with its pastures
Each of us had our successes and failures elsewhere on the battlefield. However, I had the upper hand in numbers and a clear lead in Honor. I could have attacked and possibly destroyed another damaged unit or two, but decided that honor had been satisfied. I offered Mike a chance to withdraw, and he took it. Steapa was successful in his second battle, as we revenged ourselves upon the Vikings, 16-7.

After weeks of games, here are the "campaign" Honor Point (renamed Legend Points) won by each faction:
  1. 27 Steapa's Saxons (Mike D, 2-0)
  2. 23 Townsfolk of Camelon (Joel, 1-1)
  3. 22 Vikings (Jarl Mike W, 2-0)
  4. 15 Picts (Allen, 0-2)
  5. 15 Vikings (Jarl Mike S, 0-2)
  6. 14 Caithill's Norse Irish (Keith, 1-1)
 With the next set of games, we're going to introduce a new feature to the games: Card pools. These are drawn at the start of each game and can be substituted for a card that has been played by the player or his opponent. I am planning on each player beginning with one card in the pool, earning an additional one with each victory. So, for next time, here's the card pools:
  • 3 - Steapa's Saxons
  • 3 - Jarl Mike W's Vikings
  • 2 - Townsfolk of Camelon
  • 2 - Caithill's Norse-Irish 
  • 1 - Allen's Picts
  • 1 - Jarl Mike S's Vikings
And finally, the Honor Points in each player's pool are also accumulated as Experience Points. Unlike the Legend Points, which simply accumulate and "rank" players, Experience Points are meant to be spent. Players can spend 15 points to purchase a permanent skill for one of his units or characters. Alternately, the can save them up to purchase a two point skill for 60 points. Purchased Skills will be "free" in future games -- over and above the normal Honor Pool which they can spend on Skills. However, this free skill cannot be changed from game to game, but is a permanent feature of the faction's armed forces.

Obviously, the current Experience Point pool is equal to the Legend Points: 27 (Mike D), 23 (Joel), 22 (Mike W), 15 (Allen), 15 (Mike S), 14 (Keith). After two games, five of the six players can purchase a permanent, 1-point Skill if they desire. Or they can wait and save it up for a 2-pointer! We will see how all these campaign additions affect the game as we progress. I, for one, certainly enjoy the scenarios better than a straight up battle. Tactical objectives always make a game more interesting! I am looking forward to the next time that bloody warfare resumes far to the north of the old Roman wall in the land of Gryme's Dyke!




 

Friday, March 8, 2019

Playground Equipment for my 28mm urban battlefield

3-D printed 28mm playground equipment for my urban battlegrounds
When I decided to begin collecting, building, and modeling for my 28mm urban gang warfare project, I started brainstorming what kind of scenery I could include besides buildings. Block after block full of buildings may look cool, but wouldn't be as visually exciting as mixing some other things. I thought of things like a basketball court, park, outdoor market, parking lots, and a playground.
28mm Slide and climbing bars from my friend Joe Merz's 3-D printer
My friend Joe Merz has a 3-D printer and had offered to print up terrain for me, if I could find the file on Thingiverse. I wasn't having much luck searching, so asked him, and he found quite a few things. He sent me some pics and I ordered swingsets, slides, teeter-totter, spinning wheel, and park benches from him. There was enough equipment to make two small playgrounds or one big one.
Members of the Bexley Block Watch keep an eye on their turf -- an urban playground
The first thing I noticed was that 3-D printed terrain has some serious flash in areas. I worked at it with an X-acto knife and made it more presentable. The fiddliest of bits to assemble were the swings. The seats did not attach easily to the ropes or chains hanging from the overhead bar. Otherwise, it all assembled relatively easily (or required no assembly at all). I based everything up on styrene plastic -- mainly because I wanted to model the effect of the grass being worn away to bare dirt in high traffic sections (like underneath each swing seat).
A rival gang - the Sons of Thor, German Village chapter - move in on the Bexley playground
I did a Google image search for pictures of playground equipment, and came to the conclusion that bright, primary colors was the usual look. I thought about doing some serious weathering and rust on the pieces, but didn't want post-Apocalyptic stuf -- just a little dirty. A dry brush of the lighter shade of the base color and a black wash would suffice for that, I felt.
Close up of one of the swingsets, including the difficult to attach seats
I really like how everything turned out -- especially the metal on the slides. I think it will make a good addition to my downtown. Now, I just have to find some modern 28mm kids to be clambering around the equipment. So, if anyone knows where I can find some, feel free to let me know!

Wednesday, March 6, 2019

Rhodesian Bush Wars at Cincycon

Rhodesian G-car flies over a ZANLA encampment in a Fire Force scenario at Cincycon 2019
It is interesting that one of the more interesting conflicts of the 20th century "Bush Wars" -- that of Rhodesia fighting to maintain its minority rule -- is also one of the most challenging to game on the tabletop. In particular, the Rhodesian Fire Force missions of helicopter-borne and paratroop dropped assaults on insurgent camps can be a thorny scenario. The casualty ratio between the Rhodesians and the insurgents is so lopsided that for a long time I considered them not worth trying to stage on the tabletop. I mean who wants to play a side that loses casualties at an 80-to-1 rate vs. their opponent?
ZANLA encampment prior to the Fire Force assault, with troops milling about in the village grounds
However, as I continue playtesting the air support rules for my modern skirmish rules set, Wars of Insurgency, my mind kept trying to solve the riddle of putting on a fun, playable Fire Force assault game, yet keeping casualty rates vaguely historical. One day it came to me: why not have the insurgents played by the GM? The players would take on the role of the helicopter-borne and paratrooper infantry attempting to corral the ZANLA insurgents and prevent them from escaping. Another player would take on the role of an Alouette K-Car (armed with a 20mm autocannon) and an Alouette G-Car armed with a machine gun as fire support. The players would be challenged, as the Fire Force historically was, to prevent the maximum number of enemy from escaping the board. I wouldn't have any ego issues watching large numbers of my troops become casualties, while inflicting few on the elite Rhodesian infantry.
Rhodesian K-car opens the engagement banking left to allow its 20mm autocannon to engage the enemy below
I intend to do another post on obtaining and getting the Alouette III helicopters ready. I ended up going with two different sources, a Heller 1/72 scale plastic model kit (which would end up being the K-Car), and 1/72 die-cast from Amercom (G-Car). The plastic kit would be the K-car because I would be chopping it up to have the door open and insert a gun to represent the 20mm autocannon. I wouldn't bother with sticking a gun in the metal die-cast helicopter. The die-cast rotor assembly was EXTREMELY flimsy, and broke while I was just sizing it up to see how the blades would fit. After consulting with folks on various Facebook modern military history groups, I replaced the blades with a clear plastic sheet to represent the spinning main rotors. I was extremely happy with the look.
On the ground, sticks of Rhodesian Light Infantry advance through the bush, determined to cut off the escape of ZANLA
One unfortunate aspect of running a cooperative, players vs. GM game is that it limits the number of player commands. This would be my smallest Wars of Insurgency game, yet, with only four slots for Rhodesian players. Both slots filled up at Cincycon 2019, though -- I was running Friday evening and Saturday morning. That's my usual trick to allow me to have to set up and tear down only once each. My first group of players were fellow HMGS Great Lakes members and a fun and laid-back group. It included fellow board member Randy Miller and his high school senior daughter, Emma. She has gamed with Randy through the years and has the reputation of being a deadly opponent. 
Due to the large numbers of insurgents, a G-car is pressed into gunship mode and prepares to engage
We had a blast in the first game. I particularly enjoyed the players reacting with alarm as insurgent groups neared the edge of the board as they called over Randy for fire support from his chopper command. In the end, 18 insurgents out of 120 made it off the table. The Rhodesians lost five casualties. Honestly, considering the wounded-to-killed ratio of modern warfare, that would mean only one or two KIA, the others being wounded and out of action. So, the ratio proved very historical, in my opinion. I asked for suggestions from my players and they said it was perfect -- not to change a thing!
The players picked up my Wars of Insurgency rules quickly, and were a great help in keeping the game moving smoothly
The next morning I promptly disregarded their advice and made a couple changes. Number one was allowing two friends to play the insurgents for me, letting me sit back and GM (and causing the game to move faster with two players moving and firing 120 figures!). The best side effect was that both Jenny and Mike S who played the ZANLA force said they had fun. They said other players would likely feel the same way -- as long as they're not hyper-competitive and aren't the type that need to "win" to feel validated. I think at DayCon 2019 next month I will offer those two slots to walkup players, briefing them on what they're getting themselves into!
Rhodesian Light Infantry advance through a village to clear it of insurgents in Rhodesian Bush Wars
The other change I made was rearranging how the ZANLA troops were organized. Friday night, they began with groups of 12 or so, while Saturday morning I chose 20-figure groups. The reason they were so large was because I was replicating the "bombshell" tactic of ZANLA troops when under assault by Fire Forces. The insurgents would scatter in multiple directions (bombshell). So, I made a rule that when a group of insurgents took casualties, they would split into two separate units next turn. Thus, a 20-man group would bombshell into two 8-9 man units. Then, they would further bombshell once more, into 4-5 man groups. From my research, this would be the typical size of small units fleeing through the bush to escape. It wasn't until a unit got down to the smallest size and lost further troops that they would check morale.
A squad of lucky ZANLA troopers make it to the cover of the wooded hills near the board edge
For both games, I used a random aggression die roll when a ZANLA unit activated. I rolled 1d6 per squad. The higher the roll, the more aggressive they would be. So, if under fire from a Rhodesian squad and taking casualties, on a "5" or "6" they would move into cover and return fire. If not actively under fire, they would move to cover and advance towards the sound of Rhodesian fire. On low numbers, they would break off and scatter away from visible enemies. For rolls in the middle, I had them act in what I thought they would consider the most intelligent fashion. This type of simple AI for the insurgents works well in a game with a GM, and I was able to make most of my decisions without any questioning or complaints from players.
Rhodesians closes in on the village center,  firing from the cover of the trees
I was very happy with the outcome of both games. Number one, the players had fun and said how much they enjoyed the game. Number two, it felt like a historic action and had a realistic outcome, in my opinion. And finally, my air support rules worked very well, I thought. Although very little fire was directed at the helicopters, one G-car had to withdraw when it took accurate, damaging fire from the ZANLA on the ground. That also seemed to ring true with the players.
A shot I took before the game with the K-car above the native village, before placing troops
Fire Force will spring into action April 5th and 6th at DayCon 2019. I'll be repeating my times, with a Friday evening game and a Saturday morning games. DayCon is a fun, small convention that is growing rapidly -- come check it out!
ZANLA insurgents begin to scatter in the early stages of the Fire Force attack as a Alouette III G-car moves in

Sunday, February 17, 2019

Tribal Clash - Orcs vs Celtic Humans


Orcs and Human chieftains slug it out on the tabletop in a raid on a troll village using Tribal skirmish rules
 A month since I've updated this blog? Okay, sorry about that! Stuff HAS been going on. It is just that reporting on gaming stuff has been shouldered aside by schoolwork. Never fear, a game in Keith's basement is likely to prompt an update to Lead Legionaries! This time, Keith wanted to get out the Tribal rules again, and do an Orc vs. Celtic Humans clash. The scenario had both sides getting word that the trolls in a nearby troll village had left their village, leaving it open for some exploratory looting.
One of my Orc warbands (old Ral Partha 25mm Orcs) spring towards a troll hunt in the search for loot
We had six players, with Allen, Mike S, and Brian being the Der Dadagh (not sure if I spelled it right) human tribes. Across the table from them were myself, Mike W, and Joel as the Orc raiders. Our goal was to loot the five troll huts and maybe even abscond with some pigs in the village pen. As it turned out, I was the closest to the pen and decided to ignore it in favor of hurrying forward to beat the humans to the huts.
The Der Dadagh beat my second Orc warband to the troll hut, while my hero (bottom right) gives them the stink eye
Tribal is a very simple skirmish system, with combat being decided by rounds of card play. There are modifiers, of course, with troops armed with long weapons getting bonuses when playing spade cards and clubs helping those with short weapons (like clubs, swords, axes, etc.). Keith threw in some of the skills, too, as this was our third or fourth time playing the game. So, some units had Agile, which allowed them to begin combats with the initiative, others had fearsome, which caused more wounds, and so on. I really felt the extra facets added a lot to the game.
A nasty surprise awaited the humans -- a magical Troll familiar -- who tore into them and drove the humans off
One unit of my Orc troops sprinted towards the Troll village and entered the nearest Troll hut. We found a stockpile of treasure (3 honor points). My Orc unit on the left was beaten to the Troll hut by Allen's Der Dadagh, who were surprised by a magical troll familiar. This fearsome rat-like creature drove off the unit of human warriors, but not before being wounded by them. On the next turn, my chieftain entered the hut and finished off the familiar, scooping up the magical item (1 honor). My Orc unit lined the slopes of the hill in case the humans came back to interfere.  Sure enough, the crazy Celt hero charged uphill into the face of my warriors, and was driven off with two wounds (heroes take five, warriors take only one each).
This was my hand when Allen charged me...thought I was doomed, but Allen's cards were even lower!
On the next turn, the my brave orcs charged down and dispatched the survivors who had been chased off by the troll familiar. Surprisingly, the Celtic hero chargecd into them as well, and was similarly dispatched. When you win a combat in Tribal, you get an honor point. When your victory destroys an enemy unit (or slays a hero), you take one of your opponent's honor instead of it coming from the central pool.
 

Meanwhile, Joel's Orcs were taking on all comers and dispatching them on our left


Meanwhile, in the wide open plains on our left, Joel was busy taking on all comers and driving them away. In three consecutive fights, one of his units drove off an enemy unit, killing four of its five figures in the unit. Joel and Mike W continued to get the upper hand on the center and right. It was a mournful day for the Der Dadagh. Although they won a few fights, the majority of them went poorly for them. Allen did manage to slay one troll found lingering in a hut, and Brian did win a couple battles against Joel later in the game. Nevertheless, the Orcs won a crushing victory in Honor Points earned.
Mike W's Orcs face down his human opponent, Mike S, across the table, eventually eliminating most of his men
I like Tribal's card system for deciding combats. There is enough decision making going on in when to play your cards in your hand, and how to take advantage of your unit or hero's abilities, that it gives melee resolution more flavor than simple dice rolling. I think the next thing I'd like to try is a free-for-all type game with each player actually designing their own warband, instead of the GM assigning them one. We could then begin to see how the balance in honor and skills plays out.

Either way, it was a fun evening, getting out the Tribal rules again and playing them. Hopefully, we'll get a chance to do more soon!

Wednesday, January 16, 2019

Lotta "What A Tanker!"

Keith's 20mm tanks stalk one another across a cityscape in What A Tanker! rules
Sometimes, I'm the odd man out in my group. For instance, many of my regular Sunday night gaming group love all things tank related. I've always abhorred tank games. Maybe I've been stuck in one too many chart-intensive, plodding micro armor games in my four decades of gaming. Whatever it is, my group knows I am not the biggest fan. However, Keith was insistent that we try out Too Fat Lardies "What A Tanker!" rules. He said they were not like most armor games.
Peekaboo! My Italian tank sneaks up behind Andy's British one and squeezes off a shot
Keith was definitely right. If I had to sum up the two things I dislike most about armor games it would be: (1) Their tendency towards dense rules sets that force you to calculate angles and thicknesses of armor; (2) Their unabashed love of anything German. Of course, that last one could be true of many World War II rules sets. More than one gamer has joked that if wargamers wrote History, the Germans would have won WW II. On that note, the French would likely have won the Napoleonic Wars, etc.
Our Sunday night gaming group engages in a swirling tank melee in a North African city
What A Tanker completely fixes those two things in my book. Tanks are given armor ratings, which is the number of defense dice they roll. With the tanks we've used, this has tended to be three to five dice. The rules fix the second thing I hate because a German "4" is no better than a British "4" (let's wait a second while the tank lovers run screaming from the room...). The way side and rear armor is covered is you needed different numbers to hit if you are shooting from that side (let's wait again, while the rest of the armor heads leave the room). Yes, no dense charts in this game at all!
Finding avenues of fire and playing cat and mouse is a big part of the fun of these rules
It IS a different style game, though. The dice dictate what happens and generate their own fog of war. You cannot do what you want to do some of the time...check that: MOST of the time. You roll a certain number of six-sided dice when initiative says its your turn to move.  The score on each dice lets you a different thing: 1's = movement, 2's = spotting, 3's = aiming, 4's = firing, 5's = reloading, and 6's are "wild," allowing you to use them as any number. So, yes, that means you may have a bead on another tank, be spotted, aimed, and ready to fire but roll no 4's. Your crew freezes, or random smoke has drifted across your vision -- whatever.
Joel and Brian check a ruling in this easy-to-learn set, while Mike S ponders his tactical situation
Although these pictures are from our third game, our first game featured me in a tank rated Fast, but not so heavily armored. I was able to race around and get on my opponent Brian's rear. Though my movement dice were fantastic, my shooting dice were awful. I fired away again and again, bouncing off his armor. Equally frustrated, he was unable to get move dice and get facing me. The game definitely works best with players controlling only one or two tanks each, we've found in our massive three games of experience. It also works best with lots of terrain, so you can play cat and mouse with the enemy. The dice provide the fog of war, so that your stalking doesn't always work out the way you wanted it to. I can recommend What A Tanker rules for anyone who normally doesn't like armor games. That said, my friends who DO like them also enjoy the rules. 
More What A Tanker action (don't ask me which tanks these are -- remember, I hate tank games! Ha, ha!!)


Tuesday, January 1, 2019

3-D Printed Market Stalls

3-D printed market stalls from Analog Arcade Accessories and some 28mm customers at this impromptu farmers market
The next step in bringing my 28mm city to life is to paint up those miscellaneous things besides buildings that occupy a downtown area. First up here, are three 3-D printed market stalls. These will go along with some previously painted market stalls from Miniature Building Authority to make a farmer's market area. I picked up the stalls at Cincycon 2017 from a new vendor, Analog Arcade Accessories. They carry lots of things for the miniature gamer, including buildings, vehicles, crates/boxes, and of course, market stalls.
This is my favorite of the stalls -- I decided that it was lettuce and baskets of beans that were for sale
The market stalls come with the awning separate, ostensibly to make it easier to paint the contents of the stall before gluing on the roof. I made the questionable decision to epoxy them into place first and trust that I could get in there adequately with my brush. The stalls were fairly cleanly printed with little flash or "strings" to remove. I primed them black with Krylon Fusion matte black spray primer. I then brushed over them with a 50/50 mix of black paint and water to make sure all the crevices were covered.
I chose bright colors for this fruit vendor, so went with red, yellow and green
I decided to do the contents first, which also meant guessing what food items were in the various baskets or boxes. I went onto Analog Arcade Accessories Facebook page and scrolled through their photos to see if I could get some clues. I had correctly guessed that one of the stalls had fish. The others I had to do my best guess as I could not find labels for them. First, though, I painted the wood boxes or boards that the produce was sitting on. I gave it a light wood color and washed it with a black wash. Then I painted each food product in a darker and lighter highlight color to give them some depth.
A fish vendor completes this trio of market stalls
I really like how the stall with the lettuce and baskets of various beans came out. I think it is my favorite. I even used two colors inside the baskets themselves -- so the coffee beans were painted a darker brown with dots of lighter brown to give it some depth. The lettuce (or some kind of leafy green veggie) looks good, too, kind of spread out. However, I wasn't as crazy with how the fruits turned out. If you look closely, you can see the strings connecting the individual globes that are the fruits. I briefly thought about painting a green stem at the top of each -- it looks like this was modeled -- but decided I wanted the more mass effect of a crate full of fruit. Still, I think both look good. The fish vendor's products were the easiest to paint, with a medium gray base coat and a light gray dry brush. For effect, I put in a light silver wash over each fish, but it doesn't really show up in the photo.
A busy morning at the Farmer's Market in my 28mm city center
The wood of the stalls consisted of two layers of dry brushing: Howard Hues Camo brown first, followed by Colonial Khaki (my normal way of painting wood). The crates and barrels were trimmed with Iron Wind Metals Steel for their metal bindings. The awnings were done in three faded colors -- a faded tan, light blue, and light green. These were dry brushed white, then washed in brown or black. I was tempted to do stripes on a few of the awnings, but decided against it.

Unfortunately, I don't remember how much the market stalls cost, as it has been almost two years since I purchased them. Check them out on Facebook and pick up some of their products, if you're interested!



Monday, December 24, 2018

New Gang: Sons of Thor (German Village chapter)

The Sons of Thor (German Village chapter) are the next of my fictional gangs in my urban warfare project
 When I first decided to go ahead with this project, I had my eyes on Foundry's Ancient German line of 28mm miniatures. I had one or two for my Dark Ages project and new that a number of them were simply bare-chested guys with pants. Since both hands were empty for most, there was nothing overly Ancient about them. I had my friends Tim and Don, who were heading to Fall In 2018, pick up some from a vendor who I knew would be in the flea market selling them.
28mm Foundry Ancient Germans were the figures I used for this gang, with scratch-built weapons
I picked out twelve that I liked the best, and then sat down to make weapons for them. I decided to make some sledgehammers, pipes, clubs, and chains for them. For the chains, I decided to do an experiment with a metal handle with a length of chain attached. The handle was just brass wire, and the chain was a leftover one from a broken piece of jewelry. I had done this with one of the Bexley Blockwatch, but left the chain handing straight down. For these, I decided to paint them with the chain arranged as if it were swinging through the air. I liked it MUCH better this way. For the hammers, I took tiny little pieces of MDF leftover (punchouts) from the 28mm buildings I have been making. I drilled them with a pin vise, holding onto and squeezing the MDF firmly so it didn't split while it was drilled out. I epoxied in more brass wire, then wrapped a tiny bit of duct tape around the wire for a thicker and somewhat textured handle. I should probably have shaped the hammer head with an X-acto knife some, but I think they turned out okay, too. The pipes were aluminum tubes from the craft store, and the clubs were pieces of craft sticks trimmed up with an X-acto knife.
I like the chains whipping through the air much better than simply hanging straight down
The figures were done with my usual, brush-on white prime base coat. I then painted a craft paint flesh on them, followed by a ruddy orange wash that I have premixed. It really gives definition in the muscles. The jeans were painted with Denim craft paint color and dry brushed a Howard Hue light blue. Some jeans were done in a darker blue, and a couple in black. I gave them dark brown or black belts with highlights. For their hair, I went with a number of blonde or light hair colors as this was to be a gang from German village -- which used to be where many German immigrants lived in Columbus on the south side many years ago. I chose the Sons of Thor as a gang name, and postulated they are the local chapter of a nationwide, Teutonic gang. Thus, the proliferation of blondes, auburns, light browns, with a few darker mixed in. Each was dry brushed with a highlight color. The shoes were done as sneakers, mostly white but with a few blue and red.
The big auburn-haired dude is the only one with cast-on weapons that I used in this gang
The tattoos came last. I did a Google Image search of Viking+Tattoo and picked out ones I liked with elements I thought I could recreate with a brush. My efforts were so-so -- not stunning, by any means, but not embarrassing, I hope! I chose to do the tattoos in dark blue, dark red, and black to give it some variety. Some turned out better than others, some more clumsy than others. All in all, I am pleased with this gang - my fifth for the project. I think I will paint up two more before I start playtesting my rules. So, stay tuned!




Tuesday, December 18, 2018

Miscellaneous Urban Terrain

Dumpsters from Miniature Building Authority (right) and Sea Dog Studies
I tend to pick up the odd piece of terrain at conventions, but then it may languish in my unpainted boxes for awhile. Since I am working on my urban gang warfare project, I figured it was time to pull out some of these pieces and prime them up and paint them.
These dumpsters painted up easily and are a great addition to an urban tabletop
First up are three dumpsters from two different sources. The larger two are from fellow Columbus resident Brian Carnes of Sailpower rules fame. He has been 3-D printing ships for his Age of Sail game for quite awhile, but recently added in other types of terrain. He calls his company Sea Dog Game Studios - check out their booth at area conventions. I had my modern Africa games using Wars of Insurgency rules in mind when I bought these, but they will work equally well in inner city America. The smaller dumpster is from Miniature Building Authority, which I believe I picked up at Historicon this year. This is one of their unpainted resin terrain pieces. It is a slightly different style, but that's a good thing! Both of these painted up incredibly quickly. I sprayed them with Krylon Fusion acrylic black primer first. Then, after dry, I brushed on a 50/50 mixture of acrylic black paint onto them to seep into all the detail and make dry brushing more effective. Next, I dry brushed a kelly green craft paint over them, mainly because a lot of the dumpsters I tend to see in Columbus are green. I then highlighted the raised areas in a lighter shade. The lid was dry brushed a medium gray, though that detail tended to disappear after I clear coated them....hmmm. All in all, great urban scatter for the tabletop at a bare minimum of prep time!
Hmm...I don't look like these four Miniature Building Authority police barricades will hold these dudes back!
Next up are four police barricades from Miniature Building Authority. I believe these were also purchased this year at Historicon. MBA has so many great terrain pieces besides the buildings they are famous for that it his hard to resist picking up a few items every time I see them at conventions. The fact that they are such nice guys and loyal supporters of our historical miniatures hobby, makes me even more willing to part with cash when I see them. These were also black primed, then gone over with a 50/50 mixture of black paint and water. Next, I heavily dry brushed Iron Wind Metals "Steel" (one of my all-time favorite paints) over it. I followed that up with a silver dry brush and voila! Three colors and done! More terrain for my urban battlefields.
A pleasant day in the park, and a comfy place to sit - Sea Dog Studios 3-D printed park benches
Finally, two 3-D printed park benches from Sea Dog Game Studios. They seem a bit small for the more heroic scale 28mm figures, but I still liked them so picked them up. I heartily recommend perusing Brian Carnes' booth if you see him at a convention. There is just so much he makes that you wouldn't think about but will look cool on the tabletop. I have a vandalized Coca-Cola machine that is primed and waiting for its turn sitting on my desk right now! These were easy to paint, as well. I did the same spray prime/50-50 mixture as above. I then dry brushed the wood slats Howard Hues Camo Brown, followed by its Colonial Khaki. I painted the wrought iron sections Iron Wind Metals Steel, and honestly, that was it. I plan on doing a park as part of my urban landscape and these benches will go nicely on it.

What's next? Well, I am just about done with my next urban gang - the Sons of Thor, German Village chapter. Look for a post on them soon. Keep checking my blog as I have a two week break from teaching coming up soon, so I am bound to get more done!