Friday, July 24, 2015

Empress Miniatures - .50 cal HMMWV

One of the items that I picked up at Historicon was a .50 cal Humvee for modern 28mm skirmish gaming. I already had a technical (with MMG) for the insurgents, so I thought I would add some mobile firepower for the ISAF forces.

The kit itself was fairly straightforward to assemble. There was some excess material on the inside of the tires that needed to be removed with a hobby knife, but other than that, there was very little flashing.
My biggest dilemma was where to put the .50 cal. Looking at the image provided on the box (visible in the background), I was thinking about mounting in the rear firing position. I had a couple reasons for wanting to do this - (1) most folks would probably mount it forward facing, so it would differentiate my model from others and (2) having recently watched Blackhawk Down (on the car ride home from Historicon mind you), I noticed that while making the drive to the crash site, the gunner was typically firing in the rear arc after having already passed the target. There was also a triangular shape in the driver/rear side of the cupola that seemed to be similar in shape and size to the base of the .50 cal mount, so I thought that would make for a good mounting point. After gluing it on (of course), I noticed that the hinges for the roof hatch were on the driver's side which meant that positioning the gun there would prohibit the swing of the hatch. This bothered me, so I popped of the gun mount and resorted to gluing it facing forward. Oh, the best laid plans...

How it compares

Here we can see the scale comparison between another Empress vehicle - the technical with SPG-9 - and my first technical - a Stan Johansen miniature. The Empress vehicles are listed as 1/50 scale models. The Stan Johansen model may be closer to 1/56 for 28mm. As you can see, they're pretty comparable and there shouldn't be any scale issues with them being on the table at the same time.

Summary

Overall, I'm pretty happy with the .50 cal HMMWV kit. A buddy of mine had picked up the weapon station HMMWV kit at Historicon as well and he was not happy with it. Perhaps it's the difference in kits or he was just unlucky. This kit was pretty smooth. It'll set you back a pretty penny, US$32 was what we paid at Historicon. There will certainly be cheaper options out there - perhaps even 1/43 scale die-cast if you plan ahead (settle on that scale for vehicles and be consistent). There was a die-cast model on Amazon recently for under US$15, but I don't think that would scale well at all with these figures. I've already made that mistake once before - bought a 1/48 scale plane and set it next to some 1/56 scale tanks - and plan to not repeat it

G&G Rating

Wednesday, July 22, 2015

Historicon 2015 wrap-up (Thursday)

Thursday, July 16

Car ride up - Mole, Toad, Rat, and Badger speed away from a heist amidst chaos and confusion


"Ice cream!"
"Ramona!"
Bang!

Out of Dodge is a four-player, RPG about four criminals escaping from a botched heist. I won't go too deep into this one, but it was fun and made for an interesting car ride up. We were quoting things said in this session through the weekend, so I'd say it had a lasting impression.
There's a more in-depth review on Shut up and Sit down: http://www.shutupandsitdown.com/blog/post/review-out-dodge1/
Check it out!
Available from Bully Pulpit Games: http://www.bullypulpitgames.com/games/out-of-dodge/


The early bird gets the worm. We got Armada... sort of.

We arrived on site after registration and the vendor hall had closed. Most of us had pre-registered, so that wasn't a terrible loss. However, that meant we would not be able to participate in any of the games this evening (I don't think any of us anticipated getting there in time to play any of the PEL events anyway).

We walked around and surveyed the games being played.

After a while, we settled back into the main exhibit hall, found a few tables and chairs and setup a game of Star Wars: Armada to show some of the guys in our group that had not yet played it. Call it excitement or anticipation for the con, but this hardly got up and running amidst all of the chatter. A few turns were played and I think it was beneficial for those looking to learn more about it.

It was definitely after midnight (I think after 1am) at this point and we had not even seen the hotel room yet, so we headed back that way. We had a big day ahead of us...

Skirmish Sangin BattleScribe build

I started working on putting together a BattleScribe Game System and Catalogue for Skirmish Sangin. The initial build will just be USMC and Insurgent forces. I will be seeking input from folks on the Sangin forums... If by the way you were unaware, there is a forum dedicated to Skirmish Sangin - http://skirmishsangin.freeforums.net. Check it out.

In the meantime, here are some initial screenshots from my progress. I wasn't sure if people would want to use this for pulling together the standard/historical selections or creating their own custom forces. In the d, the answer is probably both. So, I've included a Standard Fire Team which fills in the default setup, but also a Custom Fire Team which removes restrictions on size, breakdown, etc.















Tuesday, July 14, 2015

UPDATED (7/28/2015) Skirmish Sangin, Maalintii Rangers, Historicon, and Kickstarter, oh my!

Skirmish Sangin, Maalintii Rangers, Historicon, and Kickstarter, oh my!

Just caught wind of the Meeples & Miniatures podcast with Colin Phillips of Radio Dish-Dash.

Catch the podcast here:
https://meeples.wordpress.com/2015/07/12/meeples-miniatures-episode-149-radio-dish-dash/

There's mention of the latest Battle Book, Maalintii Rangers, which is an add-on to Skirmish Sangin and will be released at Historicon.



Sneak peak over on the Skirmish Sangin blog:
http://skirmishsangin.blogspot.co.nz/2015/06/sneak-peek-at-maalintii-rangers-day-of.html

Also mentioned is a possible Kickstarter campaign where we'll potentially see figures, vehicles, and buildings.

UPDATE (7/28/2015): The KickStarter campaign is now live! As of 7/28/2015 it is beyond its funding goal and on track for some stretch goals.

I picked up the Skirmish Sangin PDF on the drive home from Historicon last year. Unfortunately, a year has past and I never did manage to get it to the table. I did eventually get all of my insurgents forces painted and a few USMC done - as seen in a previous post. At that time we utilized Flying Lead and its Afghanistan expansion, Hearts & Minds.

This year at Historicon, Colin himself will be in attendance. I am hoping to catch a demo game of Skirmish Sangin on Friday to get the juices flowing and hopefully convince a local gamer or two to partake in a few games this year.

Friday, April 17, 2015

Blackhawk down in Afghanistan - Quick demo AAR

After spending some time working on terrain and painting up a few hundred points of Insurgents and Marine Force Recon, the time had finally come to try out Flying Lead and its expansion Hearts & Minds. Unfortunately, an unpunctual horse farrier (yeah, I had to ask too) meant my gaming partner for the evening was not going to be able to make it.
 
I wanted to try the system out and perhaps walk through and find some of the gotchyas before we met up some time next week. Below is a brief AAR of a couple impulses:
 
Scenario:
I had recently picked up a 1/60 scale model of a Blackhawk helicopter, so I placed it in the center of the (roughly) 42"x42" table and figured I'd play this akin to the Top Secret scenario from Bolt Action, but in this case, the Marines were fighting their way to protect the downed pilots and the Insurgents would be looking to grab a hostage or two.
 
Setup:
The four Force Recon Marines would start on one table edge.
The Regional Leader and Tier 1 RPG gunner started in one building. The Local Leader and a Tier 2 Fighter started in the other building. And the three remaining insurgents started off-board. I would randomly determine which of two table edges they would come in on - if they passed their Quality check first.
 
Lists:

 
Photo Report:

 
Tier 1 Insurgent fires an RPG-7 at hillside and whiffs
 
After seeing an RPG whiz by, UGL Operator fires a 40 Mike-Mike at the building hitting it spot on.
 
PKM Gunner was just out of Short range, but was still Shaken. Tier 1 RPG gunner was not so fortunate...
 
Tier 1 RPG gunner was knocked down and Out of Action. PKM Gunner was later shot and also knocked Out of Action (represented here by two Bolt Action 'DOWN' dice)
 
Three Marine specialists overlooking the crash site. LMG gunner fires on the local Taliban leader in the building and takes him down (KIA).
 
Summary:
The action moves along nicely. Not too many modifiers to remember.
I do need some more trial time though. It's hard to tell after just a couple impulses, but it seems as though the special forces are just too easy to get 3 actions every time. The four of them are all Q3. But, with H&M adding personal comms to all of them, they all get their Leader's +1 to Q when they are within 2x Long range of him. This meant they were successful on anything but a '1'. But who knows, it could have been a whole different outcome if that RPG would have at least hit the dirt.
 

Sunday, November 9, 2014

Lessons Learned: First Tournament since Historicon

My first trip to Historicon (2014) also lead to my first two major tournaments - both 1,000 point Bolt Action tournaments. The list I put together for both tournaments was a project I was working on for a local Stalingrad multiplayer game. It included a heavy hitter (StuG 33b) which was also a heavy point sink. In a 3v3 matchup, that's not such a big deal. In a 1v1 tournament match, sinking over 30% of your list into one element can be hit or miss. Unfortunately there was a lot of misses at HCON... Except when being shot at. The mobile heavy howitzer was an AP shell magnet and was knocked out in the first couple turns in several of the matches. In the matches where she did last, she rarely made up her point value in enemy kills. Of course, it just as easily could have gone the other way as it did in my local matches leading up to HCON where the massive 3d6 HE rounds eliminated several large units in one swing.

Almost immediately after HCON 2014... Scratch that... While sitting around after Saturday's tournament at HCON, I was already listing for next year's tournaments. I was considering an early war Blitzkrieg list with more order dice and lots of bullets (i.e., MMGs). One die to do lots of damage didn't work out so well, so how about many dice to do a little? Perhaps playing the percentages would serve better than playing the 3d6 lottery.

So I'm trading in the StuG 33b for a Rad 6 and two Panzer Is. With the points leftover and some other list modifications, I'm planning on adding two leFH 18 10.5cm medium howitzers. The nice thing here is they can still dish out a respectable 2d6 HE and unlike their sIG 33 heavy howitzer brethren, can be moved around without the need of a prime mover.

Unfortunately, for my tournament Sunday, I did not have either 10.5cm ready and instead shuffled things around to get two Forward Artillery Observers - which given the scale of the game is probably more realistic than indirect fire from a 10.5cm howitzer firing from and landing on the sane table anyway.

Game 1: Hold Until Relieved

My first opponent was fielding a Japanese list. Given the infantry centric nature of the Japanese and the large quantity of rounds I'd be sending down range, this was probably the best matchup I could hope for in my first game.

I was thinking I'd rather attack than defend, but my opponent won the dice off and chose to be the attacker. I stuck my 7 man, all SMG Pionier squad and 9 man Regular Rifle squad in the building/ruins surrounding the objective. My forward observers would have to be in the First Wave to utilize their Forward Deploy rule, so I chose them, my pair of Pz Is, and the 6-Rad to form my First Wave. The truck, loaded with the two 2nd Lts and two 5-man fire teams (one a Pionier squad with 4 SMGs and a flamethrower and the other a Regular LMG squad with 3 rifles, an SMG, and an LMG) and the Motorbike would form my Reserves.

Since most of his infantry started on board right away, I had quite a few targets to sight my off board artillery on. He had his three suicide bombers on my side along with a small squad and an MMG team (which was setup in Ambush). After getting the FAO Fire orders out of the way, I brought the first Pz I on. It Advanced and fired at the MMG team taking out one crew. The Recce capable 6-Rad moved up close to the lone suicide bomber toward the center of my long table edge. Using its light auto cannon, it shredded the AT bomber, leaving the center of the table free to roam. The second Pz I moved up that center path and fired some long range rounds into a large squad advancing on the Objective.

At the start of Turn 2, both of my artillery strikes hit, including one 6 which wiped out the remaining 11 Vets from that large 13 man squad. A great start indeed. The remaining arty rolls dished out several pins, but that wouldn't matter much on the other large squad as it just kept using its Banzai ability and running toward my squads holding the objective. That is a nasty National Rule by the way!

The game continued in a similar fashion - the massive amount of flying lead would eventually dwindle down the Japanese fighters and lead to a German victory.


Game 2: Demolition

Game 2 saw Germans face off against Germans. Both players were 1-0 and with a small pool of players, we mutually decided this game would settle our fate: Win, Lose, or Draw.

This opponent had two large Pionier squads, each loaded up in their own Hanomag; with AT support in the form of a Hetzer. Similar to last game, I knew I would not have a highly effective way to deal with the armor, but the thin sides Hetzer did present a means, albeit never the opportunity to possibly knock him out. 

Since this scenario has a First Wave and units held in Reserve, I chose not to fire my FAOs on the first turn; waiting instead for the Hetzer to appear. My opponent made a bold and daring dash with his Hanomag - running it across the table and within striking distance of my marker. This through me off my game a bit as now I had to deal with an immediate threat that MMGs could not destroy. They did a fine job of applying pins, but if I wanted to remove the threat, I would have to deploy my truck loaded with my flamethrowing Pioniers - something I had hoped to deliver in the vicinity of his marker; not mine. I also placed the nearby Pz I into Ambush hoping to spray the Pioniers with lead as they disembarked... However, my flamethrower destroyed the 251/1, forcing his Pioniers to take some hits, but go down rather than move. A bit of a wasted turn for the Pz I.


The other Pz I was on my right moving up toward my opponent's marker, but was KO'd by the Hetzer. My two FAOs were largely ineffective this game, one coming on board on its first try and the other delaying for a turn and then rolled to come on. In both cases, no more than 1 or 2 pins resulted. I made progress up the right side with my SMG squad, 6-Rad, and motorcycle; but his second Hanomag brought on his other flamethrower squad and wiped out my Pioniers just inches from the marker.

I loaded up the truck in a last ditch effort to get men on the objective quickly, but the order die drawn after the truck moved was his and his Hetzer destroyed the truck and effectively everyone on board. The remaining Pz I darted toward the objective and eliminated his Regular squad guarding it. The motorbike made a running dash but came up short when time was called. A Draw!

The Results

Not a bad outcome for the new list, 1-0-1. The FAOs can bring some Pins and some pain, but it left me wondering if getting a shot each turn (or 4-5 even per game) out of two medium howitzers would be better. That was the original plan after all. So, I know what to do... Get assembling! We'll see how the intended Blitzkrieg list fares next time.




Monday, September 1, 2014

Quick and easy DIY Dice Box

I can't recall where I saw someone else post theirs elsewhere on the web, so apologies for not giving credit, but here is mine.

Quick and easy (and relatively inexpensive) dice box


Shadow box frame (9"x9") from Michael's (on sale for $8)
Felt foam ($0.99 before coupon)
Apply 20% off entire order coupon (including sale items)
Total (with tax): <$8

Apply spray adhesive to glass (was the cover of the shadow box).
Apply felt foam to glass.
This will now go in on bottom rather than top.

Reassemble shadow box.

Roll dice!