As I was prepping my order up for Maelstrom last week, I noticed that they stock 1938 A Very British Civil War. Coupled with their shipping policy, this represents a bargain for international customers, but I had already committed all of my funds.
For those of you who aren't aware of the this fictional Third English Civil War, it essentially exists in an alternate timeline where Edward VIII refuses to abdicate over Wallis Simpson, and the political turmoil that would have arisen from that decision.
There is a much better summary than what I could provide here.
Here is the TMP post from Solway Crafts and Miniatures for the first book:
http://theminiaturespage.com/news/787475
Definitely something I want to explore in the future.
Yes! Even more periods to game - exactly what I need!
As a final note, it appears that Maelstrom does math that does not conform to normal worldly arithmetic. They're still significantly cheaper on a lot of things at the moment due to the strength of the AU$, but I need to follow up with them as to why there is the difference between what I end up with when I total up the costs, vs. the online shop's calculation. It's probably some error on my part.
Monday, 29 March 2010
Birthday Loot - Flashpoint USMC
As part of my birthday haul back in Feb, I managed to pick up some of the old Flashpoint stock that Drew had. It came in a big baggie and I'd started to sort through it into poses, etc. I took this quick photo (phone camera) of the container that they are sitting in as I headed out the door to work this morning.

Because it's a bulk bag of old stock, it's not really representative of the product that Flashpoint are putting out now. Some of the figures will need some clean-up due to flash, but becasue there are so many I should be able to get an initial couple of platoons together without having to resort to clean-ups!
They should go nicely with my Marine Corps Helos.

Because it's a bulk bag of old stock, it's not really representative of the product that Flashpoint are putting out now. Some of the figures will need some clean-up due to flash, but becasue there are so many I should be able to get an initial couple of platoons together without having to resort to clean-ups!
They should go nicely with my Marine Corps Helos.
Sunday, 28 March 2010
VSF-ish
The family went to a 2nd Birthday party at a park across town today.
The park itself was once used as the facility to store coral that had been dredged from Moreton Bay before it was crushed up and turned into concrete.
They have one of the old crushers there and I took this pic.
Here's a closer shot along the shaft.
The park itself was once used as the facility to store coral that had been dredged from Moreton Bay before it was crushed up and turned into concrete.
They have one of the old crushers there and I took this pic.
The way that it's buried into the ground made me think of some sort of Victorian Sci-Fi tunneling machine.
It was a massive piece of machinery.Here's a closer shot along the shaft.
Thursday, 25 March 2010
Buying more stuff!
When I started this blog it was supposed to be a bit about doing this hobby "on the cheap". Now I find myself buying even more stuff!
This is a little different though as I'm not buying any new figures (I tell myself....) with this birthday cash. I'm going to get some hobby stuff from Maelstrom thanks to the weaker Pound and their free shipping policy.
Top of the list is going to be some Army Painter "dip". I'm keen to give this a go, as anything that speeds up my painting will encourage me to get back into tackling the Lead Mountain. Also I'll be picking up some Flames of War bases for my Flashpoint figures and......for the first time ever...... flock and static grass! w00t!
I'm also going to pick up a copy of Cold War Commander. I know at least one reader of this blog who will now be fighting his gag reflex at the thought of the Warmaster system, but I'm looking at options to get my 6mm stuff back out again.
This is a little different though as I'm not buying any new figures (I tell myself....) with this birthday cash. I'm going to get some hobby stuff from Maelstrom thanks to the weaker Pound and their free shipping policy.
Top of the list is going to be some Army Painter "dip". I'm keen to give this a go, as anything that speeds up my painting will encourage me to get back into tackling the Lead Mountain. Also I'll be picking up some Flames of War bases for my Flashpoint figures and......for the first time ever...... flock and static grass! w00t!
I'm also going to pick up a copy of Cold War Commander. I know at least one reader of this blog who will now be fighting his gag reflex at the thought of the Warmaster system, but I'm looking at options to get my 6mm stuff back out again.
Hi all!
I know I've been pretty quiet for a while.
Mainly been loitering over at the Flashpoint Miniatures Forum in between bouts of frantic demands from work.
No progress on painting or modelling, and I haven't even managed to take any pictures of my birthday haul!
As part of the engagment with the Flashpoint forum, I've been doing a lot of vietnam reading and research, so to keep the blog going while I'm in a bit of a hobby slump I'll probably post some reasearch notes etc.
I wished I'd started doing that sooner, because I now have no idea where I found a particular table of equipment for the Viet Cong!
I know I've been pretty quiet for a while.
Mainly been loitering over at the Flashpoint Miniatures Forum in between bouts of frantic demands from work.
No progress on painting or modelling, and I haven't even managed to take any pictures of my birthday haul!
As part of the engagment with the Flashpoint forum, I've been doing a lot of vietnam reading and research, so to keep the blog going while I'm in a bit of a hobby slump I'll probably post some reasearch notes etc.
I wished I'd started doing that sooner, because I now have no idea where I found a particular table of equipment for the Viet Cong!
Thursday, 28 January 2010
Turkey Shoot II - Revenge of the Turkeys
As mentioned previously, we replayed the Ambush Alley Turkey Shoot scenario a week later, but this time with a few modifications:

In addition, this time we had two players (myself and Adam) playing the Regular fireteams, while Brad took the Insurgents again.
With two players as Regular, we opted to allow the situation where we could end up with 2 Fog Of War (one per Regular Player) per turn.
Part way through the game, we realised that this was a bit of overkill, so we drew two assets (suggested by Insurgent commander Brad to redress the situation we'd found ourselves in) and went back to maximum of one Fog of War per turn.
The Regulars moved forward just fine to begin with.

But with the Fog of War flying thick and fast, the Marines got pinned down in the alley just beyond the target building.

They were attacked by friendly fire (mortars and air strikes - luckily this A-10 could hit a barn door!),

3 technicals,

and a carload of insurgents.

Just when these threats appeared to have been neutralised, the Insurgents torched the target building (Fog of War "Fire! Fire!" card) , rendering the mission a failure!

Luckily, while they had been pinned down in the alley, a secondary mission to investigate hostages being held in the area had been radioed through.

So the Regular teams quickly set out to attempt to free them, despite now being low on ammo ("Praise the Lord and pass the ammunition" Fog of War).

After assaulting the building, the hostages were rescued, but by this time each Marine fireteam was nursing casualties, with one man dead.

We finished the game there because we were over time, but hopefully it was a very enjoyable game for all! Especially Brad and his team of pyromaniac Insurgents!

I'll be starting to shoot a Tin Pot Little Country comic for this engagement over the next few days.
I'll put a quick post up on this blog to let you know as the pages go up on TPLC.
- Marines were dropped from Recon (d10) to standard (d8).
- No APC was taken (again).
- An extra Hotspot was added to the table bringing the total to 5.
In addition, this time we had two players (myself and Adam) playing the Regular fireteams, while Brad took the Insurgents again.
With two players as Regular, we opted to allow the situation where we could end up with 2 Fog Of War (one per Regular Player) per turn.
Part way through the game, we realised that this was a bit of overkill, so we drew two assets (suggested by Insurgent commander Brad to redress the situation we'd found ourselves in) and went back to maximum of one Fog of War per turn.
The Regulars moved forward just fine to begin with.
But with the Fog of War flying thick and fast, the Marines got pinned down in the alley just beyond the target building.
They were attacked by friendly fire (mortars and air strikes - luckily this A-10 could hit a barn door!),
3 technicals,
and a carload of insurgents.
Just when these threats appeared to have been neutralised, the Insurgents torched the target building (Fog of War "Fire! Fire!" card) , rendering the mission a failure!
Luckily, while they had been pinned down in the alley, a secondary mission to investigate hostages being held in the area had been radioed through.
So the Regular teams quickly set out to attempt to free them, despite now being low on ammo ("Praise the Lord and pass the ammunition" Fog of War).
After assaulting the building, the hostages were rescued, but by this time each Marine fireteam was nursing casualties, with one man dead.
We finished the game there because we were over time, but hopefully it was a very enjoyable game for all! Especially Brad and his team of pyromaniac Insurgents!
I'll be starting to shoot a Tin Pot Little Country comic for this engagement over the next few days.
I'll put a quick post up on this blog to let you know as the pages go up on TPLC.
Wednesday, 27 January 2010
Turkey Shoot - initial run
This is a report on my initial run of Turkey Shoot.
We've run the game subsequently with some changes after this run through, and it was a completely different game. More details on that coming soon...
Okay, so back at the game on the 16th Jan:
Turkey Shoot is a scenario where a squad of Marines must escort a sniper team to a position where they can engage targets "off table". The Marine Squad must keep the team alive for 3 turns on the roof, and then exfil off the edge they started at.

The Scenario as written has a full squad of US Marines (3 fire teams and a squad leader) protecting two snipers and accompanied by an LVTP7.
I didn't have a suitable APC available, and it seemed overkill (more on that soon) so we dropped it from the game. It should also be noted that the Marines themselves were Recon Marines. This meant that they were rolling a d10 rather than the standard d8 for trained troops.
Even without the APC we were soon to find that this scenario would be a whitewash for the Regular player.
The Regular team stepped off and engaged an Insurgent RPG team on a nearby building. The threat was neutralised, but during the shooting roll, a Fog Of War card was triggered! "The Colonel says what?!?" meant that the Regulars were pinned in place for a turn, unable to move forward.

In the mean time, the Insurgent player took the opportunity to occupy the target building....

And prepared to spring a trap on the Regulars....

However, this where the Recon Marines stepped up!
They demolished the ambush on the left hand side of the road, leaving one man standing.

In a later turn, this one mad insurgent managed to skirt around the fireteam that had engaged his group to charge another team from behind....

He was quickly dispatched.
Meanwhile, on the right hand side of the road, the Marines in position there had achieved a similar result.

As you can see, machete-wielding Insurgents are hardy indeed!
At this point the Insurgent group in the Target Building began engaging the Regulars.

Their shooting was inaccurate, and over the next couple of turns, their numbers were whittled away from 6 down to 2.

The Insurgents had received some reinforcements by this stage, but due to a lucky break on the Fog Of War, the "What's this made of....Swiss Cheese?!?" card rendered them vulnerable to the Marine Fireteam holding that arc.

It was around this point that Brad failed the rolls to bring 21 fresh insurgents onto the table!

However, luck was not completely against him, as another Fog OF War ("Contact!") provided him with another squad of Insurgents. These, however, were still unable to cause casualties on their Marine foes.

At this point, the Marines reached the building and began clearing it:

After the building was cleared, the sniper team swung into action and began to engage their "off-table" targets.

Some further reinforcements for the Insurgents was "too little, too late"....

...and the Marines exit the area with no casualties!

In the post game wash up, we believed that the Marines were too strong (and we didn't even use the APC!) and that at least one more insurgent hotspot (there were only four) was required.
In the second game played recently, we dropped the Marines to "Trained" (d8) and added an additional hotspot to bring the total to five.
But more on THAT game for another post!
We've run the game subsequently with some changes after this run through, and it was a completely different game. More details on that coming soon...
Okay, so back at the game on the 16th Jan:
Turkey Shoot is a scenario where a squad of Marines must escort a sniper team to a position where they can engage targets "off table". The Marine Squad must keep the team alive for 3 turns on the roof, and then exfil off the edge they started at.
The Scenario as written has a full squad of US Marines (3 fire teams and a squad leader) protecting two snipers and accompanied by an LVTP7.
I didn't have a suitable APC available, and it seemed overkill (more on that soon) so we dropped it from the game. It should also be noted that the Marines themselves were Recon Marines. This meant that they were rolling a d10 rather than the standard d8 for trained troops.
Even without the APC we were soon to find that this scenario would be a whitewash for the Regular player.
The Regular team stepped off and engaged an Insurgent RPG team on a nearby building. The threat was neutralised, but during the shooting roll, a Fog Of War card was triggered! "The Colonel says what?!?" meant that the Regulars were pinned in place for a turn, unable to move forward.
In the mean time, the Insurgent player took the opportunity to occupy the target building....
And prepared to spring a trap on the Regulars....
However, this where the Recon Marines stepped up!
They demolished the ambush on the left hand side of the road, leaving one man standing.
In a later turn, this one mad insurgent managed to skirt around the fireteam that had engaged his group to charge another team from behind....
He was quickly dispatched.
Meanwhile, on the right hand side of the road, the Marines in position there had achieved a similar result.
As you can see, machete-wielding Insurgents are hardy indeed!
At this point the Insurgent group in the Target Building began engaging the Regulars.
Their shooting was inaccurate, and over the next couple of turns, their numbers were whittled away from 6 down to 2.
The Insurgents had received some reinforcements by this stage, but due to a lucky break on the Fog Of War, the "What's this made of....Swiss Cheese?!?" card rendered them vulnerable to the Marine Fireteam holding that arc.
It was around this point that Brad failed the rolls to bring 21 fresh insurgents onto the table!
However, luck was not completely against him, as another Fog OF War ("Contact!") provided him with another squad of Insurgents. These, however, were still unable to cause casualties on their Marine foes.
At this point, the Marines reached the building and began clearing it:
After the building was cleared, the sniper team swung into action and began to engage their "off-table" targets.
Some further reinforcements for the Insurgents was "too little, too late"....
...and the Marines exit the area with no casualties!
In the post game wash up, we believed that the Marines were too strong (and we didn't even use the APC!) and that at least one more insurgent hotspot (there were only four) was required.
In the second game played recently, we dropped the Marines to "Trained" (d8) and added an additional hotspot to bring the total to five.
But more on THAT game for another post!
Sunday, 24 January 2010
Just had a cracking game!
Just in the middle of packing up from another Ambush Alley game.
We played Turkey shoot again, but with some modifications.
The previous play last week (which I still have yet to write up) was a bit of a walk in the park for the Regulars.
This week we down-scaled the regulars and became a far more challenging proposition. And a lot of fun!
This week's game is going to get a proper write-up. The game from last week is now going to receive an abridged AAR.
Stay tuned.....
We played Turkey shoot again, but with some modifications.
The previous play last week (which I still have yet to write up) was a bit of a walk in the park for the Regulars.
This week we down-scaled the regulars and became a far more challenging proposition. And a lot of fun!
This week's game is going to get a proper write-up. The game from last week is now going to receive an abridged AAR.
Stay tuned.....
Thursday, 21 January 2010
AAR still pending....
In a relentless return to form, work has gotten busy and I haven't had time this week to put together the AAR for the "Turkey Shoot" Ambush Alley game.
Thankfully with Australia Day coming up next week, I intend to rectify this.
Return to your duties......
Thankfully with Australia Day coming up next week, I intend to rectify this.
Return to your duties......
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