Sunday, July 10, 2011

[Saxon Muster] That's the Ceorls Then

Hey,

Once again, the dip did it's magic and my simply-painted minis look 1000% better (although with my half-assed photography, maybe that's not so apparent). Anyway, I dipped them, painted the bases, and sprayed them down with matte varnish to finish the unit off.


[Saxon Muster] 20110710


I've already got then next unit up on their cans and primed. This is a batch of Geburs -- low-ranking skirmishers who will be armed with bows and provide the missile fire for my army. Photos as they develop.

later
Tom

Friday, July 8, 2011

[Saxon Muster] Ready for their Bathtime

Hey,

So I missed an update so this picture adds a lot from the previous one. I did up the metal/wood bits, the leather belts/pouches and the shield colors. If the weather improves this afternoon, I should be able to get them dipped. Otherwise, it'll have to wait until tomorrow sometime.


[Saxon Muster] 20110708


later
Tom

Monday, July 4, 2011

[Saxon Muster] I Got Ambitious

Hey,

So I decided to take advantage of my day off and put in a double shift on my next unit of Saxons. This is a group of Ceorls, the Saxon equivalent of a medieval knight. They're professional warriors, but they don't actually hold land. Definitely second-stringers, but in game terms that means you can get lots of them cheap. The rules also say that as long as I'm leading a unit of warriors with my Thegns, the whole unit gets to benefit from the Thegns' superior morale.

What this means is that I'm using the Thegns as a base and then bulking them out with the cheaper Ceorls.

Also, because the models don't have chainmail, the whole thing goes a lot faster for painting. About half these guys have what looks like a quilted jerkin, so they've got a fairly plain color. The guys who couldn't even afford the padding get bright colors to strike fear into the enemy hearts.


[Saxon Muster] 20110604


So now all that's left is to paint up the metal/wood/leather bits, the shield, and then the lovely dip.


later
Tom

Sunday, July 3, 2011

[Saxon Muster] A Little Dip'll Do You

Hey,

So the first unit of Saxons is finished. Twenty Saxon Thegns with spear and shield:


[Saxon Muster] 20110603


All the minis got "dipped", literally dipped into a pot of liquid that's very similar to wood stain. After getting a good coat, you shake the mini for a little bit and most of the stain flies off. What's left sticks to the nooks and crannies and the effect is heavy dark lines that make the rest of the color really pop. Then I painted the bases a forest green and went over all of it with a matte varnish (the dip leaves a shiny finish so this second coat dulls it down).

I'm amazed at how good my crappy paint job looks by dunking them in a stain. When I first heard about this technique it seemed the height of insanity, but I've used it on two projects now and it looks great.

A friend was over today and I showed them off. She gave me the highest compliment imaginable: "That's amazing, how do you paint all those little details?" That's pretty much my gob-smacked comment to all of my friends who can actually do good paint jobs so I'm rather chuffed by her appreciation.

Anyway, that's one unit down, another 2 to go before I've got the minimum to play and really another four to have a respectable force put together.

later
Tom

Thursday, June 30, 2011

[Saxon Muster] They call it a Shieldwall

Hey,

More painting. But it only took about an hour rather than the two-hour sessions I've been running up until this point. Today I painted on the belts/pouches/scabbards and, more colorfully, the shields. The shields are all freehand and very loosely based off of Saxon designs. But shields are fun and colorful and you get to change it up with each one.

I *totally* forgot to put a happy little tree on one of them, but I'll make a point to do that next time:


Saxon Muster 20110630


Tomorrow I give everyone a dip (a short, easy process that will forgive all my painting sins). Then I have to paint up the bases, give it a matte varnish and that's it. I figure I'll have the unit finished by Sunday.

On Monday, I'll base up the next unit -- gotta keep up the momentum.

later
Tom

Wednesday, June 29, 2011

[Saxon Muster] Metal Bitz

Hey,

Got more painting done tonight on the first unit of Saxons. Tonight I colored in the armor, spear tips and other metal bits and I also filled in the wooden parts (spear shafts, backs of shields, etc.). I also went over the front of the shields in white again so they'll be better able to take the color I'll apply next session:


[Saxon Muster] 20110629


Next time, I'll do the belts/pouches and shield fronts. That will pretty be the majority of the painting (save the bases which are easy and go last after the dipping).

later
Tom

Monday, June 27, 2011

[Saxon Muster] A Colorful Crew

Hey,

Did more painting tonight. Got the pants and shirts on everyone as well as the hats for guys who aren't wearing helmets.


Saxon Muster 20110627


Won't be much longer and the first batch will be finished.

later
Tom

Sunday, June 26, 2011

[Saxon Muster] Not as Pale as the Scots

Hey,

Got more work done on my first unit of Saxons. In a little under 2 hours I put on the flesh, hair and painted the foot gear.

Now they're looking like this:

Saxon Thegns 20110626


The photo isn't very good so it's hard to see the improvements. The next shot should be a lot more colorful since I'll be painting up the leggings and tunics.

later
Tom

Thursday, June 23, 2011

[Saxon Muster] Thegn of Fools

Hey,

So I've been playing various historical miniature games with a bunch of guys at the Hobby Bunker in Malden. The group has decided they want to put on a campaign game for the Fall. They've chosen to do a Dark Ages Viking game using Warhammer Ancient Battles and its Shieldwall supplement.

So members will kit up a group of Vikings, Saxons, Welsh, Picts and so on and we'll duke it out for several weekends. The Vikings got snapped up fairly quickly, but I was interested in working with the Saxons so that's what I went with. Now all I needed were some figures. Luckily, one of the other members bought up a lot of Saxon figures before deciding to switch to Welsh. So I got around 100 figures, assembled and mounted for cost. Pretty good deal.

Now I've just got to paint 100 figures.

I've got a lot of time and for the early rounds I only need about 60 figures put together to meet the 500 points minimum. However, I'm easily distracted, so I'm putting together a schedule to get through everything and I'm posting my progress here so that I've got my unfinished work staring at me.

So, first up, a unit of 20 Thegns, armored in chainmail, with a leader bearing the dragon standard.


Saxon Thegns 20110623


I've mounted all the figures on film canisters using blue-tack. This gives me a handle to manipulate the figures and prevents hand cramp. Next, I based the figures in white jesso and then went back over the metal parts in black (this will make the metallic paint stand out better.

So early stages, but I'm making progress.

later
Tom

Sunday, April 3, 2011

To Have and To HAVOC

So Friday/Saturday I went down to Shrewsbury for this year's HAVOC wargame convention. I played in three games and here's what I thought of them:

On Friday evening I sat down to a game of Check Your Six -- a WWII air combat game. In this scenario, a recon P-38 escorted by a batch of F4 Wildcats had to overfly a Japanese airfield and then beat feet before the Zeros in the area shot them up.

I was on the Japanese side, one half of a squadron that had just taken off from the airfield and was moving low and slow. Because the recon plane was worth a ton of victory points, we decided to circle wide, climb and hopefully catch the recon plane as it comes off its photo run -- though we'd have F4's sitting on our butts almost immediately.

We got lucky and the recon plane took a hit going over the airfield greatly reducing it's speed. It was also too big a temptation for us. Pretty much all the zeros rushed the recon plane and didn't give the F4's enough attention. In the event, through some hard jinking, the recon plane managed to sneak off the board while the rest of the zeros got shot up. Of my two planes, the experienced pilot got shot down while my rookie limped off the board with a damaged engine.

Check Your Six has a pretty simple movement system, you pick your maneuver off the chart, adjust speed and altitude as required and then see if you've got any targets to shoot. Moreso than most wargames, air combat is all about maneuver and second-guessing your opponent. There was a definite chess-like feel to the game. I still want something that puts a bit more 3-D in the fights, but that will ramp up the complexity -- I suppose some sort of computer-moderated system could alleviate that.

On Saturday morning, I got up way to early to drive in and to test out the "I Ain't Been Shot Mum" ruleset in a French Indo-China game. We had a group of French Foreign Legion and Algerian troops who were tasked with the job of clearing a road of mines. Somehow, today would be the day we'd be jumped by the Viet Minh.

So the big twist with this ruleset is that platoons of troops are represented by "blinds" until enemy units get close enough to spot you or you de-cloak for some reason. Of course, the Viet Minh had a number of dummy blinds and they pretty much papered the board with their blinds while we only had just as many blinds as we had troopers.

The other interesting detail with the rules is that each platoon is represented with a card and each turn, cards are drawn at random to determine what activates and what doesn't. The presence of some "end of turn" cards mean that a turn can end without a given platoon activating. Further, some platoons have "Big Men" attached to them, leaders or NCO's who get their own card and can force a partial activation of the platoon. So, if your Big Man card comes out early, do you go now at reduced effectiveness or hang on and hope to make the whole platoon go with a leader bonus and risk the turn ending before you get to do anything?

I've cleared my share of roads in Vietnam so I knew what the smart play was here -- you send infantry out along the sides of the road to roust the enemy and protect the mine-clearing convoy. Once you've beaten back the enemy, you can proceed down the road. There followed several turns of skulking in the tree line trying to spot the blinds and force them to drop. Finally, we decided we were just going to sit there forever so we pushed forward.

On the right, the Algerians encountered a batch of Viet Minh and got held up scraping them out. That all ended when the Algerians rushed the position -- close combat, when you team has a leader gives you a boat-load of dice and a convincing win against leaderless troops. So my Foreign Legion waded out on the left side, uncovered a group of Viet Minh on another hill and swept them right off, followed up back to a rice paddy and then discovered about half the enemy units waiting in a small farm.

Meanwhile, we'd tried to tentatively advance down the road, when a Recoiless Rifle blew out one of our armored cars. Our vehicles immediately went off-road. The other AC got shot up by the Rifle, but the tanks (when they managed to go) put down a punishing barrage on the right-hand side of the board, suppressing the machine gun teams that were chewing up our Algerians.

But breaking the left-hand side was grinding up the Foreign Legion and in the end, we ran out of time about halfway down the board.

I think the rule set was good, but the scenario was problematic (and yes, I lost so take this with a grain of salt). The biggest problem was that every platoon had a Big Man card, plus platoon leaders. So there were a ton of cards that could activate a platoon or squad and tracking which unit/sub-unit had already acted that turn was a pain. Further, the rules are explicit and say that not *every* unit gets a big man card, only a few of them. Reducing the number of Big Men cards would've made things go much faster and made the choice about activating the Big Man less interesting.

For my part, I didn't break up my support platoon and attach the various MGs and mortars to the rifle platoons. That would've given me much needed firepower as I moved up the side.

Still, I really did like the rules. The hidden movement was good, there were opposed rolls and the variable turn length/activation kept you in the game.

A quick lunch at Moe's and then back for a round of Ambush Alley. As you might guess, this is a game about fireteams sweeping dense, insurgent-filled urban areas. So Baghdad, Mogadishu, and like environs. The game has gotten some pretty good press and Osprey is publishing a polished upgrade of the rules that will cover both asymmetrical warfare and more conventional conflicts. So I wanted to give the rules a spin to see about picking up the full rules later this month.

I was on the side of the Marines in charge of a 4-man fire team. We had to cross the board taking out "hotspots" (i.e. insurgent spawn points) along the way while fending off waves of poorly armed, badly trained, but highly motivated troops.

The game bogged down for the US very early. One of our fireteams got caught out and chopped to pieces by the insurgents. So there was some stalling while we got a replacement team. Our one good piece of fortune (from the nefarious "Fog of War" deck that kept dishing out the pain), was the assistance of an M1 Abrams tank. One high-explosive round later and the insrugents who'd hit us were buried under rubble.

Once we got sorted, I moved my team and the tank towards the right-hand side of the board. The tank couldn't really move into the narrow streets but I'd use it to support my drive up the side where two hotspots were located. As I came up on the first hotspot, a car loaded with insurgents came speeding towards me. I promptly shot everyone out of the vehicle. Finally I took cover near the first hotspot. The rule is that you have to sit on it for a full turn to clear it. So I went into overwatch and promptly shredded several waves of insurgents trying to pick me off. Seriously, six guys would run up, unload, we'd be fine and then we'd wipe them out to a man. The tank also made a few telling shots, but a lucky RPG round wounded the tank commander and dinged our main gun (sadly a TV crew recorded the action in a propaganda coup for the bad guys). The tank had to drive off, but it had done it's job.

With one hotspot secured, we rushed down the side of the board, slipping past an angry mob into a courtyard where the next hotspot was located. When insurgent reinforcements were called up, our hotspot was the indicated spawn point. Luckily, it was just a single red shirt. We handily took him out and claimed the spot.

My job was finished. On the left-hand side of the board, another fireteam got hammered letting the third team secure a hotspot. However, the current score was still in the insurgents favor thanks to the injuries they inflicted on us. Our only hope was a mad dash to the back of the board to grab one more hotspot. They dashed up the street, failing to draw any fire and managed to sit tight on the hotspot, claiming it and winning the game.

The game was a little frustrating at first, it didn't seem like we'd be able to make any headway at all (that Fortunes of War deck was a real pain). But once we cracked through the stiff line of resistance we ran riot into the backfield and racked up the score. If the insurgents had a bit more defense in depth they might've slowed us up just enough. That said, it takes a lot of insurgents to generate the fire needed to bring down US regulars. Our first batch of casualties was just really poor dice rolling. On average we could shrug off just about everything that came our way.

One of the guys who'd played a few games earlier said it best -- "The regulars are godlike until they blow a roll and then they're toast". I really liked the set-up and it has me interested in the Ospery version of the ruleset coming out later this month. I got a chance to look at a pre-release copy of the book as well as the "Road to Baghdad" supplement that will be coming out. The supplement is interesting because in all the scenarios they include "historical outcomes" -- well, for the Iraq war the historical out come is "The US won decisively only suffering a couple of friendly fire casualties". Making the scenarios a more interesting game is going to be quite a challenge.

So that was the games. I also hit the dealer tables. I picked up a couple packs of 28mm WWII partisans and some ASL stuff.

There wasn't much I was interested in for the evening, so I joined my gaming friends and we went out to Coral Seafood in Marlborough. The food was pretty darn tasty and there was the usual post-con banter. I was slated to be in a game this morning, but I decided I'd rather be lazy today and sleep in so that's what I did.

Overall, I'm pretty happy with HAVOC. I played in three games using three different systems that I really wanted to try out. My win/loss record wasn't so great, but I had fun in all the games and that's what counts.