Showing posts with label Ramble. Show all posts
Showing posts with label Ramble. Show all posts

Tuesday, 18 October 2016

I Aten't Ded

Well, it's been a while. More than five months since my last post. But no need to worry - I've not fallen off the ends of the earth or been taken by dimensional horrors (yet). No, it's just been a deeper summer lull than usual for me, with little miniature hobby enthusiasm to post about. Due in parts to other hobbies, distractions and general life stuff. Including quite a few games of Netrunner, both in my local 'meta' and travelling to a couple of organised play events.

But I've been languidly back at the brushes in recent weeks, to the the point where I've actually finished something - huzzah! Yes, another two Requetes for the SCW, started months ago, sat idle for the summer and finished off over the past fortnight.




But beyond these, I've not been totally idle. After the last AHPC, I dug out all of my terrain for a good sort out, into worthy completed pieces, bits that needed some repairs or a refresh to meet current standards, and stocktake the many bits and pieces that I've picked up over the years. One of the new pieces that I built was this walled apple orchard:


This was my first dabble in using the crazy-cheap trees that can be sourced from China on eBay. While a bit uniform and of dubious colour, I tarted mine up with some paint and reckon they came out ok. As good as model railway trees on the cheaper end, anyway.




While I could have squeezed a couple more trees onto the base, I left it a bit roomy to easily fit miniatures on, giving the effect of an orchard while hopeful the trees would get less mauled with usage. I did briefly consider doing the trees separate to the main base, too, but felt it unnecessary..

I also knocked up another 'coir mat' field as more area terrain always comes in useful, and reworked a kitchen garden/veg patch that I made years ago.







And a whole host of other repairs, including re-basing and re-foliaging my hedgerow set:


In a nutshell, what I've been up to miniatures-wise. But, as they say, 'winter is coming' which means we're heading full tilt for the Analogue Hobbies Painting Challenge. For that, I've got miniatures to prep, including a new project with that brother of mine Gharak. You should definitely see more of me over the winter months!

Sunday, 17 January 2016

2015 in Review, into 2016

(This post published a week later than planned, due to a Blogger posting error) 

I don't think I normally do an annual review post. But I did cast my eye back over the year's productivity and was quite pleased with myself so thought I'd indulge with a brief post. 

2015 was a year of two projects, both jolted forwards by the AHPC, as usual. First, bringing the Sudan project to a good place to pause, with 'enough' painted to play either Black Powder or other rule sets of choice. Then I was pleased to put on a game at the Wyvern Wargamers Too Fat Lardies event. 



Most of the year I've been working on forces for the Spanish Civil War. They've only seen the table a couple of times, but I think they are shaping up to be one of my best painted projects, and I'm taking my time to add extra details. 



Painting over the summer stuttered due to the purchase of a PS4, but picked up again in the autumn. 

Games-wise, 2015 was a bit intermittent. Chain of Command has been by far the most played rule set, in WWII, the Spanish Civil War and AVBCW. I always enjoy games of it, it offers challenges and excitement. Beyond that, I invested in Star Wars Armada, which I do like, but hasn't seen the table enough to earn back the steep buy-in cost (but...Star Destroyers!). 

I made it to three gaming shows: Salute, The Other Partizan and a local show. None saw excessive shopping or dramatic lurches into new projects - probably for the best! 

In other highlights, I was pleased with my 'er Madge' entry for the AHPC:


And some of the terrain bits I knocked up:


So, what will 2016 bring? Firstly, finishing up the SCW project to three sections of infantry and a range of support options. And a big sort out of the terrain, focused on the Iberian peninsular for both SCW and Napoleonics. Rework or replace pieces that are out of favour and add some new, most urgently large hills and maybe a river. I've sourced another cloth that I aim to pimp up and am hopeful will at last the boards/terrain tiles/cloth debate for me and give me something to tie my terrain collection to. Plenty to be getting on with. 

Other than that, I reckon Pulp will feature, perhaps with a Lovecraftian edge. Other than that, we'll see if new projects take off, or perhaps revisiting old - Gharak and I have talked about dusting off the Napoleonics again, which haven't seen the table in an age. I'd like to get to. A show I've never been to before, and for once will probably give Salute a miss. I'm hoping I can get games in more consistently too, either up at the club, with Gharak and friends, and even just bring some of my favourite board games to the table more often. 

Here's to 2016! 















Wednesday, 21 October 2015

Kickstarter Find: Foldio2 Review

For a long while, I was dissatisfied with my hobby photography setup. It was awkward to use, and I couldn't seem to apply enough light to my painted minis, despite lugging my painting lamp up to he loft each time I wanted to take some snaps of my latest work. 

The lightbox offerings on places like Amazon were uninspiring each time I browsed, looking cheap and flimsy. But the Foldio2 Kickstarter piqued my interest. A simple, nicely designed collapsible light box with LED lighting, a second kickstarter was being run for a refreshed, larger design. Not particularly cheap by any means, at $65 plus shipping but I'd read good things about the first product and Kickstarter campaign.

And once again, OrangeMonkie delivered, pretty much on schedule. In a sleek box, that happily avoided customs charges, my light box, a choice of backgrounds and storage bag.



Opening it up, it's made in light but durable white plastic sheeting, and held together with quite strong magnets. These magnets hold it together when packed, and hold its shape when constructed.



It's a doddle to build up, just fold out and form an open-sided cube with the recessed magnets. There's a flap to stick one LED light strip at the top, and more magnets to hold your backdrop of choice in place. The backdrops are a nice matt felted paper.



The Foldio2 is a decent size to photograph even the largest miniatures - at 15" square, I think it'll take squads, vehicles or monsters easily. With a 28mm miniature for scale:





This shot was taken with just one LED strip, and the set came with two. And of course you can add further lighting if that's not enough. The LEDs are really bright and come with a dimmer switch built in. Both attach to a transformer with a choice of plugs, so should be usable worldwide. Each also had a light diffuser, meaning the Foldio2 claimed many improvements in the LED setup from the first Foldio.


One LED strip stuck in place on the top flap - you can see how the three side-panels overlap and are glued by the magnets. 

I've been using Foldio2 for a few months now and am really satisfied (look back and note the switch from my usual blue to grey background from July). I've found I can get more light, more evenly on the miniatures and am less reliant on pointing bulky lamps at small miniatures to get a decent shot, all the while struggling to reach the camera. It folds up and down easily for storage if needed. Simply, it does exactly the job I was looking for it to do. And it is durable and nicely designed. I've not tried OrangeMonkie's own photo-editing app to go with it, sticking with the reliable Snapseed for now.

I do have a few niggles with it. First, the magnets are held in recesses with white stickers, and a couple of mine have popped out. And of course, once a sticker has come off, it's never as strong. So sometimes when packing up/down, there's a game of 'find the misplaced magnet' to put back in its recess.  Second, the set comes with two LED strips, which is great (there was a four LED option too). But there's only one logical place to stick the LED strips and it seems wasteful to have them both on that flap. I've found that holding the second just above the camera's lens gets a great even light, though is a bit awkward. There is a bottom flap but I think having it that low it sheds too much light on the shadowed portion of the miniature and washes them out too much. I'm worried that the LED strip isn't durable enough for me to keep manhandling in this way. Thirdly, I'd have really appreciated a pale blue backdrop to be included - that's my colour of choice. The set came with black, white, green and grey. You could use any paper-thin background of the right size, but the ones provided are a nice photo-friendly paper. At some point I fancy making/buying a terrain backdrop to fit it and blue would have been great for that too.

I'd heartily recommend it as a solid option if you're looking to improve your hobby photos. The Korea-based company OrangeMonkie have created a good, well thought out product and fulfilled two Kickstarters on a large scale, on time - very impressive! But it does cost a good few pennies so is definitely a hobby luxury, for those of you trying to get the best photos of your work that you can. With the Kickstarter long over, it's  available at OrangeMonkie's website.

And, for reference, his was my old homemade backdrop, made from  cardboard box and some sheets of card as backdrop:



A significant improvement, all in all! I'd be interested to see other people's solutions. 

Thursday, 28 May 2015

Oops...

...this might stymie painting progress somewhat for the next few weeks! 


Been dipping into Witcher 3, not a series in familiar with but damn it looks good.

Thursday, 1 January 2015

In Search of Pea Green


It's time to start the Spanish Civil War project. First onto the painting table are a squad of Carabineros, dashing in their "Light Grey-Green...lighter than that of the Civil Guard; one source described it as “pea” green" (from Balagan).

My paint selection wasn't big on greens. Having bought Vallejo out of potential colours (a fairly limited range made difficult by needing to do it online), I find myself undecided  on the best combination - there's no clear shade and highlight combination that I can see. I'm undecided if I'm after a grey-green or just a pale green. My Googling has unearthed no colour plates, just the description above and a handful of painted examples.



There is lots of a SCW knowledge no this community, so any sage advice for me from the options above?

Cheers!

Saturday, 11 October 2014

Lost: My Hobby Mojo

It's been a couple of weeks since the games up at Wyvern, and it makes me sad to report that despite the enthusiasm from such a successful day, I've made pretty much no progress hobby-wise. Well, I halfheartedly built a 4Ground building and couple of Perry Afrikakorps, but that's about it. Excepting of course playing Clint's excellent play by blog naval game


Image credit

Why is this, after a fairly productive summer? Mostly, work, which has me quite busy and less motivated to do much of worth in the evenings. I was away last weekend too, so no prime time weekend morning slot to kickstart me back into building and painting. The rush to finish a bunch of minis for the Wyvern games day may be a contributing factor too - I usually take a few days down time after a deadline. I've also reached a 'which project next' crossroads.

I've not settled on how best to break the malaise. When I'm tired or less motivated I tend to prepare minis - less brain cells required and can be done in front of the TV. That or grab a random pulpy mini to paint for pleasure. But I've barely managed either. Perhaps I should seek the comfort of the PS3 and TV with the wife for a couple more weeks? Or maybe shineybloodyitis is the cure: not usually a problem for me and the pleasure of some new shinies might get me back at it. Alas, I have bought quite a bit recently, which has just gone on to be added to the pile, though the SCW project lingers, despite some enthusiasm waning at the club.

Though I have half an eye on the fast-approaching winter months, which are often so productive. So, what are the options? Well, in order of 'likelihood you'll see them before Christmas':
-Prep and paint 15mm WWII Germans to face my US paras
-15mm WWII terrain (another 4Ground building and a box of supplies to be turned into hedges, bocage, walls and fences)
-Something Pulpy that I prepared earlier
-Other misc terrain bits
-28mm SCW
-More for the Sudan (still a noticeable lead mound and a recent Grand Manner sale provided some bits to 'pimp my steamer', so to speak)
-28mm Perry Afrikakorps
-Something else

Well that's that off my chest. Does the wisdom of the blogging community have any suggestions for me?

Tuesday, 7 October 2014

AAR: Wyvern Wargamers All Dayer

Late September brought a prime opportunity to get the Sudan collection onto the table for a few games: a Wyvern Wargamers all-dayer. So, after a hectic post-holiday week of painting miniatures and finishing off some missing movement trays, I rolled up bright and early on Saturday.

The British commanders Stu, Ian and Jon were given the following briefing following follows on from the last game:

10 March 1884
General Graham's defeat of Osman Digna at El Teb in late February avenged the Hicks expedition, but the British expeditionary force in Sudan faces near-Herculean tasks. While Suakin itself and the vital Suez Canal route to British India has been secured by the British troops, the Suakin region continues to simmer with tribal tensions and must be secured more permanently. The truculent tribes must be suppressed and loyalties to Egypt restored. Graham marches against Osman Digna once more.

Further, Major-General 'Chinese' Gordon is in Khartoum and has begun to evacuate the city in the face if the Mahdi's strength. To support Major-General Gordon, routes to central Sudan should be opened, one option being the old caravan route from Suakin to Berber, which offers a staging post on the Nile between Cairo and Khartoum.

While your performance at Hashin was not exemplary, you have field experience against the Mahdists. You are to march to Handoub with a bolstered force, including Egyptian regiments recovered from the remnants of those defeated at the first battle of El Teb. While they of questionable quality and experience, they must be blooded as the long-term safety of a Suakin depends on the Egyptians.
March northwest to Handoub, seize and hold the town and water supplies. Firmly suppress Mahdist resistance.


Commander-in-Chief: Colonel Sir C. Ashburnham (Stu)
1st Brigade:
  • The King's Royal Rifle Corps (Steady)
  • 28th Bengal Infantry (Steady)
  • Screw Gun of the Royal Artillery (Steady)
  • 10th Hussars

2nd Brigade: M. Greenham (Jon)
  • Royal Marine Light Infantry (Steady)
  • Naval Brigade (Steady)
  • Naval Brigade Gardner Gun 
  • Mounted Infantry

3rd Brigade: A. Cathcart (Ian)
  • Egyptian Infantry (Wavering)
  • Egyptian Infantry (Wavering)
  • Irregular Egyptian Infantry (Wavering)
  • Irregular Egyptian Horse (Wavering)
  • Hales Rocket Trough (Steady)
The Mahdist commander (me, also umpiring) was to stop the British advance and deny them the water at Handoub.

As the players were less familiar with Black Powder and my tweaks, I kicked off with a quick ambush scenario to show them the mechanics. The Anglo-Egyptian force, marching in two columns, spies movement on their flanks.





With admirable precision, the Egyptians wheel into a firing line and Stu's British form up to fend the ambush off the other flank. The cavalry screen sees off marksmen in the scrub then a few tight volleys cause the threatening tribesmen waver, then are seen off.

Well, its almost a square...

















Throughout, Jon's Naval Brigade barely move from their start positions - not boding well for precise maneuvers!

The second game brings us to Handoub. The British entry, on the top left (vaguely southwest), sees the town and a ridge ahead. The primary objectives are the vital water source and town itself. The three hills forming the ridge are secondary objectives.



The British marched swiftly across the front of the ridge, in good order. Once again, Jon has trouble bringing the Royal Marines and Naval Brigade to order. 

Mahdist scouts in the scrub
Stu's vanguard - KRRC and Bengal infantry in their sharpest formation.


While captured Egyptian gunners and their Krupp gun open the score from the ridgeline under a watchful overseer


More Mahdists emerge to contest the central ridge

Note the Naval Brigade lagging behind - damn sailors!
Stu sounds the advance while the second and third brigades form up behind


In a fit of jingoistic fervour, the vanguard surges forward to assault the ridge on the far northeastern/left flank. While overenthusiastic (*ahem*blunder*), it was pretty much as intended.



Cold steel to the fore, the stalwart British throw the Mahdists of the ridge in disarray. But many hundreds more surge behind them.


Can the line hold?


....apparently not! The fresh units behind the ridge catch the British line exposed and unprepared. A vicious melee ensues and the line disintegrates. The British overextended itself and may be in trouble.


Her Majesty's hussars, in all their parade-ground finery, spur their mounts down the hill to take  revenge on the Mahdist horde, a risky move by Stu with the horsemen of the Baggara tribes finally making an appearance.


While the melee swirls, the enthusiastic tribesmen face down another British line. Finally - the Naval contingent arrives!


Hussars ride down the celebrating Mahdists.


While the furious fire of the plodding Naval troops sees off the threatening tribesmen.


British artillery sees off the captured Egyptian gunners, but the rocket team suffers a dramatic malfunction as a rocket detonates in the trough.

Suffering 'first outing syndrome'
With that, the Mahdist forces pushed off the ridge, there is a lull in the fighting, The battered Anglo-Egyptian force consolidates its gains, able to build makeshift defensive positions. But the day is not done - while a number of objectives have been met, the town is not secure.



The British, having reformed their battered troops, take an audacious tack once again (all Stu's fault, I suspect) - surging into the town before the fresh wave of Mahdists can threaten. But they immediately take a withering fire from captured remingtons and krupps before they can reach the relative safety of the buildings.


The mauled KRRC, reformed after the previous charge, once again take the brunt of the Mahdists' religious fury. 


But while they are flung back, they hold their nerve. Egyptian troops, unscathed until now, are able to start garrisoning the town.


The Royal Marines see off an initial Mahdist charge.


Another lull, but more Mahdists form up to throw the British out of their town.


While a flanking force threatens from the western flank.


A second assault reaches the town and the Marines are caught up in another melee on the rooftop.


Nowhere to escape to
The British are pressed on all sides - as one side of the town is cleared, the Mahdists threaten from another. Can they hold out?



Even the mounted scouts are called upon to charge into the fray to prevent the Hussars being overwhelmed. 


Casualties mount on both sides
It looks desperate, but have the last resrves been seen? Will the foothold in the buildings hold and the day be carried on pluck and the heat of battle?


The day draws to a close - Mahdists mill in the streets, under a steady fire from the buildings, each of which remains in British hands. Managing to displace so many disciplined, well-armed troops is not likely. The Mahdist forces withdraw. A reasonable, but not comprehensive victory for the British!


A fine day's gaming with the chaps: thanks to the three of them for going at it with gusto and thanks to Wyvern for hosting another great all-dayer. This was a milestone game for me, I've put on a few games before but this had everything completely finished: a pleasing moment given how long I've been painting the whole collection. I also got lots of great compliments on the collection, which were very much appreciated.

I controlled the Mahdists, with the dust clouds serving as spawn points, which would be the deployment for 2-3 fresh Mahdist units before I moved them to another point to represent the next wave or flanking force. This mechanic worked well - I could make best units of my limited numbers of units, keep rotating them onto the table and the British could see something was coming and prepare, but not be sure what was threatening.

As the series of games follow one another, I ran them with a very basic campaign system: the morale of infantry and cavalry moved up and down a sliding scale of morale states: Black Powder special rules 'Steady', 'No rule' or 'Wavering'. Troops will lose or gain these states based on good or poor performance. Steady would be normal for British troops and Wavering for Egyptian.

I also ran out sub-plots to add tensions between the players and think these went down really well. We changed them between the two main games. Stu managed to pull two of the most fun: 'Glory Hunter' ("Have one of your units be the first to seize or complete a major objective") and Personality Clash ("Prevent your nemesis from Routing more units than any other allied commander"). Black Powder, in its simplicity, takes such modifications rather well and they evoke the era of adventuring characters looking after their fame/careers rather well!

Black Powder is good for a day's gaming, allowing a fast flowing game on a large board without anyone having played before. No doubt I missed some rules, but that doesn't really get noticed. One niggle was the at-times dramatic shift from a relatively fresh to a routed unit removed from play, particularly if Mahdists managed to charge while relatively fresh. While I see the benefit for ease of play, it doesn't quite evoke the furious but short melees of the period and difficulties in actually breaking a line/square totally. The Bengal infantry and KRRC both being smashed in one round is a prime example, though poor luck on the first two morale checks played a part. I'd be tempted to have another state ("shattered"?), where the unit still exists. It is also off that a battered Mahdist unit is almost as effective as a fresh one: perhaps another thing to tweak given the immense numbers of casualties wreaked by volley fire of the Martini-Henry rifles. I accept that all this fiddling could break what is means as a smooth, process-free game - perhaps starting with a period-specific ruleset would remove the need.

Having said that, the Mahdists still need to have a chance: they have a tough job as it is.
this is why I like GMing them - it is more about presenting a challenge to the British and having some fun rolling the dice than a 'fair fight'. Having read around the period a little and noting the overwhelming advantage of firepower, I'd count routing a British unit as a Mahdist victory (well, a moral victory at least). The British won fairly comfortably and achieved most of their objectives, but in my view, such losses would be unsustainable over a campaign. They would have been well above the proportions registered in the major engagements, with the mauling of the KRRC and Bengal infantry, plus most other regiments having received charges or fire. Perhaps the Mahdists could lose every battle yet win the war through attrition?

Well, that was a long post, thanks for reading if you made it to the end!