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Showing posts with label 15mm. Show all posts
Showing posts with label 15mm. Show all posts

Wednesday, February 02, 2022

Photodump Vol.1: Historicals

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Oh hey there, did you miss me? No.... Cool.

If you don't visit Instagram, here's some of what I have been up to.  The intention was to keep the blog for things that require a bit more depth, but to be honest, I never sit down and write those things up at the minute anyway!

So here's the round up of Historical/quasi-historical miniatures from the last few months:

Two more 15mm Bavarian Battalions; IIRC 3rd & 4th fusiliers

Col. Adam Muir of the 41st; Upper Canada 1812

Imagi-Nations Gebrovian Regiment.  15mm Warrior Miniatures

US infantry platoon.  Italy 1943-44.  mixed 20mm.

The Stuart is a rescue of one of a pair I've owned since childhood!

Stug III G.  PSC kit in 1/72 with full treatment of techniques!

So having got the Biblical stuff put to one side, I went off and blasted out some uniformed troops and added to the WW2 collection from mostly the leftovers pile.

However, I am intent on starting a new front for WW2 in 2022, and going down a different early war route.  In a somewhat related regard, I produced a little diorama for an online painting challenge; which gives a clear indication what I have in mind:

 
Figures are proving a little hard to source, but things are progressing.  This aside I have a couple of historical ideas to start in 2022, and no end of projects to try and finish!

Next time, all the Fantasy stuff.

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Thursday, November 25, 2021

And now for something Completely Different

 

   

Yes, I got cajoled into another side project.

James wanted to do another 15mm Project, one in pre-gunpowder times, and after a little too-ing and fro-ing, we settled on the Biblical Near-East, and the might of Assyria versus the rebellious confederation of Babylonian, Chaldean, and Median forces.  I got the latter team; prone to getting smashed for fifty years straight, but ultimately coming out on top.

Only 15mm he said, shouldn't take very long, he said.

Actually that was true.  Even with it only being a side hustle, I got my forces assembled and ready in just over four months:

Every nation under the sun!

The core infantry

Lydians and Cavalry

Chariots, obviously

All told it's a little over 200 pieces completed.

We've elected to stick with Hail Caesar, and each base will represent a single unit, with numbers of models further identifying small, standard or large units.  The only real exceptions being that 4-horse chariots need a big ol'e base all to themselves, and to get the impression of a phalanx over without destroying every spear tip, I put the Lydians in three ranks rather than two on a cavalry sized base.

I even knocked up a couple of regionally appropriate houses.

Neat!

Illustrations for the period show a mix of courtyarded buildings, and flat roofed houses with what appears to be reed thatch and a slight lean to the walls.  So I replicated one of each, more than enough for a typically barren ancients battlefield.  The courtyarded building has enough roof space for a standard infantry base.  The hut roof is made from cheap bandage soaked in watered down PVA!

As to the minis, well it may be 15mm, and a quick paint job, but I still indulged in some detailing and fancy effects.  This unit of spearmen includes some rough blending on the shields for example.

And daisies!

All the models are Essex Miniatures.  Solid stuff, and they cover everything you need.

Our first battle is actually scheduled for Early next month, so maybe we'll see pictures of both sides soon too.  It's going to be a mid-sized game, but I can already imagine expanding my forces to a more old-school sensibility.  I'm wondering if two bases per unit wouldn't be more appropriate....

Jeez, will the hoarding never stop?!

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Sunday, August 09, 2020

An Actual Game

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Yes, I know.  Many gamers have already cautiously put their heads out of their burrows and in some cases probably never retreated to them.  But for myself, I guess I took to caution, and it has only been now after 5 months' in just the company of my beloved, and occasionally - once permitted - close family, that I have finally been ready to open up the doors to TML Towers, on a limited basis.

So with distance, ventilation, sanitiser and appropriate caution, I welcomed James over for a game of nostalgia...

Hordes of the Things

I guess I last played Hordes *mumble, mumble, mumble* years ago, whilst for James, it was his introduction to wargaming via his father.  As his lockdown project he had been working on a range of opposed armies for the game, and I was more than happy to give them a run out.

My host
I chose the Elves, to face James' Vampiric undead.  The forces, as befits HOTT were 15mm scaled and formed of around a dozen elements making up a 24 point force.  We played on a slightly oversized table around 27 inches square, with the Elves attacking and the undead defending their stronghold; a cave entrance to the underworld.
Our view of the Undead horde
Hordes makes a lot of a small table, with incredibly short movement and shooting  ranges, but it does work.  You have time to maneuver and strategise, you have room to retreat and reorganise.  Our advance nonetheless took time.
The Undead approach in a great mass
For those unfamiliar, HOTT uses a simple commander system, based on DBMM and DBA.  Being from the Phil Barker canon this is no surprise.  Indeed I always thought HOTT the best of the Barker rules.  Anyway, at the start of a turn you roll 1D6 and that indicates your command points.  Moving a single element costing 1 point, but units in a group all move together for a single point, there are few exceptions, such as Wizards, but for the most part it is a simple scheme.  

Ray Harryhausen Approved
I attempted to draw the undead towards what I considered a strong position with spears flanked by missle troops in strong ground.  My cavalry to threaten the enemy flank.  
"You shall not pass"

For his part, James advanced en-masse, with his own strong flanking force to threaten my right.
Coming on Strong
Battle opened truly with highly effective Elven shooting, then close combat.  As with all the DBX family HOTT uses a simple opposed D6 roll once for each element to resolve combat.  Generally you need to double an opponents result to destroy the, other wise merely beating them will make them withdraw a base depth, but again exceptions apply.

The Elves began strongly, and the Skeletons were soon being smashed in great number.  But James was able to get his Werewolves and Vampires into my Right, where they became a thorn in my side.  
The too and Fro of HOTT combat
ON my left however, Half my cavalry had survived long enough to be joined in combat with the enemy General and his allies, by a selection of foot troops.  The Elves were able to push the Sorcerer and his minions back, but not finish them.
The Crux
At about the same time, James was able to sneak an attack in on my Wizard General with his Vampires, but the assault failed and the sneaky daylight dodgers were sent running.  My centre line was finally in a position to advance, covered by my Archers attempting to contain the Werewolf menace.  James committed his Ghouls to try to finish off my Behemoth - a Tree Ent - but to no avail...

Victory!
Whilst both out Generals survived, I had destroyed more than half of the enemy army - in points value - for the loss of only one element of Knights and one of Archers.  On this day, the forces of good Triumphed.

So quick thoughts; it's nice to finally get a game in!

Also HOTT, still stands up.  Sure the rules, like all Barker systems, are written in a manner intended to be bullet proof for tournament play, and so are in a form of exhaustive legalese of which the kindest thing I can say is that is thorough.  It is not the easiest read.  However, I personally still think HOTT was the best of the bunch, and the most fun to play.  I reminds me of Dragon Rampant in some ways, in that it is very open.  You can build pretty much anything and find a way to use it.  Want an army of Mecha, Wizards, Dinosaurs, Penguins?  Sure, it'll work.

The practicalities of playing, in warm summer months, not too bad.  I could open the french windows, circulate lots of air, and stay my side of the table to maintain proper distances.  That all worked well enough to try it again, if we both stay healthy of course.  When the autumn and winter beckon, if things don't improve that may not be so practical, but we can make gaming hay whilst the sun shines.

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Monday, July 06, 2020

13th Light Infantry - 1879 ....

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Finding I've finished a couple of projects, and wanting a bit more variety around the epic that was the Corvus Cabal.  I dipped into the inventory and found a long overlooked army to do some work on.  in a completely different style to my current standards.

the 13th Light Infantry were part of Wood's northern column in the Zulu War, present at Kambula and other major engagements.  I already had one company painted for them, but decided to add two more.  The painting style here is much more of an old-school look for me, one I've not painted 15mm figures in for several years, but easy to pick up again.  Essentially its painting to the edges of a black undercoat, and retouching as necessary; and because I'm a show off there's some blended highlights on the jackets and other big details.

B & C Companies

Now, flags.  Blame Essex Miniatures for that.  I like Essex Mini's 15mm's; they were some of the best in their day, but research was not always the best, and their horses looked like nothing so much as:

true story...

Anyway, Regimental and National standards as my reading has indicated were not used in the Zulu War, at least not unfurled.  So the Standards here are simply as I need every miniature I have to build the units.  Consider them artistic license.  This brings my British forces up to 84 infantry, not many, but they do only represent two battalions in strength.

Aside from these, I've churned out a few other bits.  Firstly another unit for the Imagi-Nations project; another Mounted Grenadier unit for the Gebrovians:

 

And a selection of critters from the Conan box; we're down to the last dozen or so models now:

 

Also, I've had the time to go through the stash of unbuilt plastic, and assemble a lot of models, like well over a hundred!  One of the most interesting for me was being able to assemble a bunch more French dismounted Dragoons for the Penisular War.

Easy to spot the conversions

These will be painted to match the dismounted skirmishers I already have, but will be regimentally mounted, to represent the many times Dragoons were obliged to fight as regular infantry, such as at Talavera for example.  I'm looking for some Napoleonics quick-wins for the second half of this year, so these may hit the painting table soon.

Anyway, that's enough for today; but more to come soon.

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Tuesday, June 16, 2020

Yes, I played a Solo Game: Vilgertshofen - 1808

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Yes, I cracked.  Lockdown got to me eventually.  It is not as if I'm completely alone, me and the good lady have played a fair few boardgames, and she's become quite a fan of Magic: The Gathering; but by mid-May I was Jonesing for a miniatures game.  

So I buckled and set up a simple 15mm Napoleonics game, to christen my Bavarians, and give my Austrians only their second run out.

Well I didn't want to fuss much so these old bones settled on the ground, and I laid out a 5x3 foot gaming cloth I made a while back.  Onto this I set up two roughly equal forces, though with different compositions.

 
4 Regiments of Austrians in 8 Battalions with 4 regiments of Cavalry and two batteries of Artillery, faced 5 smaller regiments of Bavarions deployed en-masse with similar support to the Austrians.  The Bavarians were tasked with holding the line.

 
I've never had a problem with being 'both sides' in a game, though it of course tends to mean each side plays equally smart/dumb, unless you go in with some form of written orders to work to.  But that sort of thing is easy to do.  Any way, I don't want to get too embroiled in that.  Lets get to the action.  

  
The Bavarians rashly led their cavalry against the Austrian left as it advanced on the village of Vilgertshofen.  One Austrian Cavalry Regiment was quickly broken after a sharp fight.

  
The Austrian advance struggled to get going, and soon advance elements were becoming isolated.

 
Meanwhile the Bavarians had to do little, the onus being on the Austrians to attack.. Already however the Austrian left was turned by the Bavarian cavalry.  Oddly the Austrians found themselves with the interior lines early in the battle.

 
On the Austrian right, some confusion led to Austrian cavalry attempting to charge the Bavarian Guns, without any real support.  It went as badly as one might imagine.  In the centre, Bavarian Light Infantry had advanced through the woodland in the centre, but savage fire from several Austrian battalions met them.  They soon broke.

 
The Austrians began to form a more ordered line, and were able to repel the Bavarian threat to their Left.

 
With support moving through the woods, the Austrians advanced on the Bavarian choke point.

 
Here the battle came to a head, with a smaller but determined force of Austrians facing the Bavarian foe.

 
With initial success.

 
But the Austrians were suffering losses too and sustaining the momentum was becoming difficult.

 
Bavarian Artillery was able to smash the centre of the Austrian attack saving the rest of its line from the pressure.  And by this point the Austrian forces were exhausted.

 
They had held off counters from the Bavarian cavalry attacks on each flank, and did their utmost to force the centre but with two Brigades spent they admitted defeat and began an orderly withdrawal.

A nice little game; not only solo, but with a set of one-page rules I wrote on the day as well.  Essentially a stripped down blend of Black Powder and Rebels and Patriots, based on treating base elements as the core of operations.  When I get round to it I'll write them up properly and put them out in the ether.

A pleasure to shove some models around, but if I can minimise the need for solo games, that's alright by me.

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Tuesday, June 02, 2020

Model Miscellany

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Time for another sweeping update, as we are still mainly indoors and painting continues.  I'll keep a couple of specifics back for their own posts, but here are some odds and ends from the last few weeks:

Lavender Hill Mob

At times it's almost felt as if I was running out of things to paint, but in truth there appear to be a good thousand or more mini's hiding about the apartment.  Still I'm getting close to the end of the Imagi-Nations project, for now, with the addition of two more infantry regiments and a pair of Artillery limbers.

Scarlet Pimpernels and Limbers

Similarly on it's last hurrah, is the Conan Board Game.  With the finishing of the bits below there are only a dozen or so mini's to go.

Bosonnian Guards

Both the Guards and the Skeletons below were essentially one session each. 

Undead

The skeletons in particular were largely drybrushed over a basecoat of brown and then extra shades of brown filled in.  Incredibly simple.

Speaking of simple:

Vroom, Vroom.

I added some more road, specifically curve sections , to my Gaslands etc. track.  just an hour or so with some craft paints, but the result is tolerable.

The biggest effort in this post, went into the 8 gentlemen below.

Splitters!

These are Jewish revolt slingers.  Auditing the stocks, I found these part built and in need of some love.  I added mantles (their traditional cloth 'scarves') and sling-stone bags with Green Stuff, and then gave the whole a decent paint job.  It is a nice change to work on small, simple units like these, and again progress was relatively quick.

Quite the Smorgasbord.  Variety is stimulating I find, as I am then never bored of just plodding out the same old uniforms or colour schemes, or using the same technique.  Always having a few options that should not take long is good to keep motivation going.

Next up, something unspeakably big, with some new effects tried on it...

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Monday, May 11, 2020

A Fast and Dirty Fight

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Just before all this happened, myself and James had a try of a set of 'Hard Sci-Fi' rules, to get  play out of his shiny new collection of suitable 15mm troops.

The rules were apparently called 'Fast and Dirty' and if so are available, free, here:  F&D Rules but I was entirely at the tutelage of James on such matters and only had a copy of the playsheet to go by.  From what I can recall it was an Activation based system, with variable unit and weapon mechanics; but generally based on a small unit scale - 1 to 1 essentially.

I set up a - ultimately rather too open - battlefield, with a few copses of woodland on a rolling plain, crossed by a rail line and a road.  James provided a selection of papercraft buildings to go with the infantry.  As defender I had around a platoon of troops, roughly 30 men, to defend the settlement and this key crossroad, I could not know from which direction attack may come, and so spread my sections around, with a heavy machine gun in the centre and my command group based in the main building group.

Deployments 
Central force and HQ, at the Bar of course! 
Naturally the first advance of the enemy came in my rear echelon, where I had the weakest provision. 

Opening attack 
Fire from my opponents wounded a couple of soldiers, and forced the rest in to cover behind the lone building.
Then the attack intensified 
A heavy machine gun was also turned on them, and a second squad appeared in the same area, it would turn out to be the enemy HQ element.  Heavy suppresive fire was put into my rear elements, but the open terrain meant that what of my troops could respond found their targets easy to identify.

The enemy attack breaks up 
Elsewhere a withering exchange between my machine gun covering the railway, and a section of enemy in the wooded hill opposite continued; but the bloodiest exchanged proved to be when the enemy proved unwilling to enter woodland near the rail line, and instead tried to skirt around it.  My own section deployed in that position re-positioned and was able to exert a savage ambush.

It was slaughter 
By this point the attack had faltered, and although there were a few losses on my side, those of the enemy proved more severe, and the chaos in their command structure meant it was no longer possible for them to make headway.

The enemy begins to withdraw
The result was mine, but this was more a case of testing the rules.  From what I can recall nearly two months down the line (I know, I'm rubbish at doing write-ups in a timely fashion) the core of the rules was quite reasonable, with a decent activation and morale system, but we made some design mistakes.  Not nearly enough terrain for a game were ranges were essentially infinite, not enough firepower in the hands of the heavy weapons either (essentially they acted more like sniper rifles than machine guns).  

For me, a bit like Bolt Action, the suppression system rather wound down the usefulness of units irretrievably, and reduced them to simple pinging back at whoever last fired on them; there proved to be an ability to recover and revise the plan in battle.

I don't think James has, as a result, settled on a ruleset, so we may never see these again.  But he his a nice little collection of models and hopefully we'll see more of them in future.

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