Showing posts with label Too Fat Lardies. Show all posts
Showing posts with label Too Fat Lardies. Show all posts

Wednesday, July 4, 2018

Some Modern Vehicles & 'What a Tanker!'


I've been fairly busy with work, outdoor stuff and some home renos, but I've not entirely neglected the hobby desk and have managed to get a few more things added to my ACWII project.

I figured that if I'm going to build a modern miniature collection, I really needed to beef-up my vehicle park to help set the stage for more urban scenarios. Nonetheless, doing this using wargaming-designed resin models is a fairly costly proposal, so I put on my thinking cap to see what alternatives were out there.

Card vehicles were definitely an option, as many of the available kits look quite good and are inexpensive, but I gave them a miss as I thought the whole cut, fold and assemble thing spread over 20-odd vehicles would make me snap my crayons, and they might be more susceptible to wear and tear over the long term. 

Hmm, okay, diecast vehicles was another possibility. They come painted, have a nice heft  to them and generally look petty nice. Nonetheless, sourcing civilian vehicles that are close to 1/56 scale can be a bit tricky, and often the final cost is not that much different than resin once you factor in shipping. 






In the end, I came up with the idea of using railway models after looking at some attractive  layouts at a local model shop. After scurrying home and doing a bit of research, I discovered that O Gauge is a fairly close fit for 28mm figures. So I scanned through eBay and found several Chinese suppliers who will happily provide bulk lots of painted plastic vehicles at very reasonable prices. I ended up getting 15 cars for $30 including shipping - that's about the same cost of a single resin model.  Score!!  To be honest, there's an inordinate number of BMWs in the lot I received, so I may have to acquire a few diecast domestics to better round out the collection, but overall its turned out to be a very economical way of filling up a street or two with traffic. 



While I was in the eBay vortex, I also purchased a couple transport trucks which seem an ubiquitous feature on any North American road. 


These are Tonkin 1/53 diecast models. While they are quite nice, they can be a bit pricey. Nonetheless, if you're patient you can find some for reasonable money (around $25), especially if you're willing to take on ones that have open packaging, or have minor bits missing. 




Okay, that's the civilian stuff pretty much sorted, how about the military gear? Well, let's start with some paramilitary kit in the form of a couple of armed trucks, or 'technicals'. 

This light duty truck is a resin kit available through Empress Miniatures.


Its designed to fit a wide number of weapon loadouts, from rocket launchers to heavy machine guns. Here I have it armed with a nasty ZU-23 automatic cannon. 


To provide a more North American idea of a technical, I also did a light conversion on one of the larger police trucks from the excellent 'Walking Dead' scenery set. 



To mask the roof police lights I used a bit of putty to mock-up some tarped stowage I then made a few base inserts for the truck bed so I could drop in whatever heavy weapon I wanted them to roll out with. The first few pictures are of it with a 50 cal HMG and... 




... another(!) ZU-23 automatic cannon.


Finally, I finished painting a 1/48 scale BMP-2 that I picked up from Empress Miniatures a few years ago (originally an HLBS kit). I did it up in a relatively generic three-tone camo pattern. Fairly quick work with an airbrush - it looks okay, but I think I'll dirty it up some more to make it more of a battered old veteran. Still, a pretty scary vehicle for an infantry skirmish game. 




To close off, I just wanted to mention that this past weekend we played our first game of 'What a Tanker!' . 



I mashed together a simple game using my old 15mm FoW North African collection. Well, what a hoot! The rules are very easy to pick up and quick to dive into. The activation mechanic is reminiscent to Chain of Command, with a nice crew advancement system for follow-on games. I'd like to see it expand to include armoured cars, anti-tank guns and perhaps something that abstracts infantry support. It's a bit 'popcorn' perhaps, but I think it gives a great game. Highly recommended.

Saturday, May 10, 2014

A Mountie Always Get His Man: On Vacation to Blog-Con and Lard Island


We finally finished transiting from planes, trains and automobiles and are now enjoying the first leg our much anticipated spring vacation. I write this from the picturesque town of Delft, Holland after spending the previous week in the St Alban's area outside of London where we enjoyed the generous hospitality of Sidney and his wonderful family at Roundwood Towers. So now that I'm in a gap between gobbling food, binge drinking and gaming I thought I'd crack off a post and provide a blog update on recent goings on. 


As some may know, last weekend Sidney and I drove up to York to attend Blog-Con. DaveD was kind enough to arrange the venue and put on the first game of the day, a spirited cowboy donnybrook in his storied town of Serenity. This was a real treat as I've had the pleasure of witnessing the progress of this wonderful project over the past two Painting Challenges and now I was getting a chance to play a scenario within it. Brilliant!

(Thanks to Phil and Dave for the great Blog-Con photos displayed here!)

Blog-Con: Great company and a good many laughs.
Being the token Canadian in the crowd I was assigned to play 'The Mountie' in the scenario. His job was to escort the villainous 'Budgie' Ray on to the local train for transport to Canada in order to face charges for crimes against beavers (or something along those lines). 

The Mountie
The Mountie's just mission was opposed by a host of shady characters ranging from bloody-minded Pinkertons to vicious lasso-wielding hillbillies all bent on stopping the virtuous Canuck lawman from doing his duty. Nonetheless, our hero jutted his lantern jaw, furrowed a brow over his narrow-set eyes and resolved to get the job done no matter the cost.

Once he saw what was arrayed against him, the Mountie knew he had to take desperate measures, perhaps cutting a few corners regarding the comfort of his prisoner. With this in mind Ray was unceremoniously shoved off the saloon's balcony, with the intention that he would land in the water trough below and save a bit of time in their bid for freedom. Well, as it turned out, both physics and geometry were not The Mountie's strong suit and poor Ray landed just shy of the trough and was knocked senseless. 

Hmm, where's the splash? Oh, sorry about that Ray old boy...
Undeterred, our Canadian hero jumped down to the ground, fetched some rope from his trusty steed 'Flat-Out' (a name soon to be realized), hog-tied Ray and, not wanting to waste time, set off on his horse dragging the prisoner behind him.



A few local miscreants tried to interfere, but apart from of few wild shots, the steely-eyed stare of The Mountie made them change their minds and leave him be. 


Nonetheless, the arrival of a team of cold-blooded Pinkertons soon made things a bit hot for our hero.  The Canadian's faithful horse tripped on the tracks in front of the moving train, but The Mountie managed to bundle Ray to the other side before the locomotive made glue of the Canadian's unfortunate mount. 


The Pinkertons, these chilling mercenaries of American justice (very ably led by Ian), wounded The Mountie several times but the Canadian girded his jodhpur-clad loins and succeeded in getting both himself and Ray into the caboose of the escalating train.  

After securing Ray to the caboose stove a frenetic gunfight ensued with the Mountie fighting Pinkersons at either end of the rail car. My luck managed to hold out and The Mountie dispatched both assailants in a flurry of pistol shots.

The fierce shootout in the caboose.

The next game was run by Sidney using his fabulous WWI figures and terrain. The scenario was titled 'Get Carter' which entailed the British forces scampering across No Man's Land to rescue their popular Captain Carter. From my post-game discussions with Sidney I understood that the scenario would always be a challenging one for the British. Nonetheless, the Tommies made a valiant go of it and almost pulled the caper off, but were ultimately swamped by elite Stosstruppen released from the German tactical reserve. 


It was a great game and very evocative of the period. I won't go into great detail on it here as Sidney has provided an excellent photographic account on his great blog. He also provides details to running this scenario along with helpful play aids. I must say that I particularly liked the scenario's 'whistle blowing' mechanic. This is where the German side accrued 'alert' points through the whistles of their forward sentries. These alert points eventually built-up to the point where various levels of alarm / activity would be initiated. This added great tension to the game as the British try to creep up to the German lines to quickly snatch Captain Carter and make their escape.


Big kudos go to Sidney in keeping eleven players fully engaged in the scenario. It went right down to the wire and was a treat to both play and view. Well done my good man!


A few days later I got to do it all over again when Sidney hosted a variation of the same scenario for his clubmates on Lard Island. Yes indeed, I had the distinct pleasure to be invited out to a club game night with the collective that makes up Two Fat Lardies. I won't go into the details of the rules behind the game but it did involve the development of the upcoming Version 2 of 'Through the Mud and the Blood'. Pretty exciting stuff.

The nerve center (nerd centre?) of Lard Island...
I must say I was a bit star struck in a dorky kind of way. I'm a big admirer of the Lardies rules and I was quite chuffed to meet all of them and especially to chat with Richard. All the members were very gracious in having a colonial in their midst and were a load of fun to hang out with. I quite enjoyed talking with Richard regarding rulesets, styles of play, clubs, etc. 

Richard and Big Al pondering the enormity of it all...
What particularly impressed me was how open they all were to challenging and changing the mechanics of their own rules. Some rules designers can be a bit pedantic regarding their designs but I was delighted with the enthusiasm and creativity of the group in adapting rules mechanics or changing them entirely. I know, it's pretty nerdy stuff but I found it very cool to witness and be a part of in a small way.

Rich and Big Al looking at Sidney: Patent disbelief on their faces, writ large...
At the end of our stay in the UK I gave out a few figures. Two of them were Mounties, with one of them going to Dave in thanks for the figures he provided me and his great efforts in organizing Blog-Con...



...the other went to Phil whose Pulp Adventure collection seemed desperately in need of a man from the NWMP (North West Mounted Police - the precursor to today's RCMP) to fight the good fight.



I also gave a figure, a French WWI aviator, to Sidney in deep gratitude for his marvellous hospitality over the week.

He just needs a long-ashed gauloises gripped in his fist to complete the scene. 

Thank you Sidney, it was a delight and a privilege to hang out with you! I very much look forward to the next time.

So there we have it! That's brings us pretty much up to date with my adventures. Next up is an update on my participation in the Lead Painters' League and more importantly my gaming visit with the excellent lads from the 'Royal Dutch Water-Bicycle Detachment'. Stay tuned!

Saturday, September 7, 2013

Initial Impressions of 'Chain of Command: Rules for WWII Combat at Platoon Level' (used for Spanish Civil War)



Last night I hosted an introductory game of 'Chain of Command', the new, toast-of-the-town, WWII skirmish rules from Too Fat Lardies. As I hadn't had the SCW collection out for awhile I thought I'd let them stretch their legs and take in the Segovian air. This won't be a detailed review of the rules, as there are many fine examples already available, but more outlining our initial impressions of the system and an invitation to others to comment with their experiences.


Sylvain's Carlist Requetes in their distinctive red tams, giving fire from behind a stone wall.
The scenario I cooked up was a meeting engagement on the outskirts of Madrid during the early autumn of 1936. Artillery spotters, both Republican and Nationalist, want control of a ruined stone farmhouse situated on a small hill being that it provides a good vantage point of the surrounding area, and so two opposing platoons have been tasked to secure this valuable piece of real estate.


Members of the International Brigade moving through a field under covering fire of their LMG team.
I kept things relatively simple by limiting the scenario to a pure infantry engagement. Both sides had three sections, including a couple LMG support teams and two teams of light mortars (so around 30-odd figures for each side). Peter and Sylvain commanded the Nationalists while Stacy and myself raised our fists, pledging 'No Pasaran!' for the Republican cause.


Guardia Civil with a light mortar and Moroccan LMG in the background. The disc faced with the Spanish Nationalist colours is a 'jump-off' marker where their forces can be introduced into the game.
(Note: Throughout this post you will see a dog's breakfast of photos of the game. These shots are from the morning after as I usually hate breaking up play with paparazzi nonsense and frankly I'm complete crap with night photography). 


Some Anarchists moving through a small crop of corn. A Republican 'jump-off' marker in the background.

It took a short bit of time to bring the guys up to speed with the basic rules concepts. As they had all played 'Through the Mud and The Blood', which has many similar mechanics to 'Chain of Command', we were pretty confident we'd have no problem bodging our way through the evening.



We quite enjoyed the Patrol Phase, which is virtually a game within a game itself. In this very clever pre-game segment both sides maneuver patrol markers (usually four to a side) to establish the rough battlelines for the engagement. Once one of your patrol markers comes within 12" of an opposing patrol marker they are both 'locked down' and can no longer move. It can be quite cagey as both sides try to edge up to advantageous terrain, all the while desperately avoiding getting 'locked down' in a poor position. We were quite amused at our final result which basically pivoted our positions 90 degrees and had us fighting down the length of the board instead of the width where we had initially started.


Republicans in a tight spot, under fire from rifles, mortars and a LMG. 
Once the Patrol Phase was completed the 'main event' rattled along at a fairly rapid pace. I think all of us liked the command dice mechanic for activations/rewards/special events. It's somewhat similar to 'Bolt Action' but I find it has much more depth and tension. We were also struck by the variable length of the turns. The first couple of turns wound down quite quickly, but the rest of the game was consumed in the final two turns which probably lasted for 12 or so phases in of themselves. This can provide a bit of nail-biting fun as the longer a turn lasts there is more chance of things happening, both good and bad. Sometimes you want the turn to linger so you can patch-up a flank or press an advantage, while other times you wish for it to end so it seals the fate of a breaking enemy unit, lifts an artillery barrage, allows a wounded leader to regain consciousness, etc. 


The bloodied Moroccans take the objective and hang on.
While the beginning of the game saw some good fortune for the Republicans, in the end Sylvain and Peter took possession of the hilltop ruin with their Moroccan Regulares who used it as a base of fire to dominate, and ultimately pick apart, the Republican line. In the end they managed reinforce their position with a flanking section of Guardia Civi and so Stacy and I conceded, the Republicans melted back into the countryside and we all shook hands over a good evening's entrainment.


Guardia Civil advancing cautiously on the Republican right flank.
A poor Republican LMG team suffering under withering Carlists rifle fire.

Our impressions? A very good and innovative set of rules. The very nature of a 'first play' means that you end up blundering through some mechanics not knowing the full implications until later. We found this particularly the case with the Patrol Phase as it has a significant effect on how the game plays out (as Stacy and I discovered). The rules, while simple, are quite nuanced and reward good tactical thinking, but introduce a healthy dose of 'friction' through the command dice mechanic. If you already play a platoon-level set of rules like 'Bolt Action' I strongly suggest you try 'Chain of Command' as an alternate change-of-pace. 

'Chain of Command' worked very well in our Spanish Civil War setting. Frankly, this should come as no real surprise as the war in Spain concluded only months before Germany entered Poland, so the weapons, vehicles and tactical organizations are very similar. I think CoC could easily be modified to reflect the wide variety of troop qualities, vehicles and weapon types that operated in the Spanish Civil War. For example, I'm thinking of grafting in the rules for ammunition 'stoppages' from 'Through the Mud and the Blood' to reflect the execrable ammunition quality suffered by the Republicans during the conflict.

Perhaps my only concern with the rules is that they give the impression that both sides need to be similar is size (i.e. platoon vs platoon) in order for the system to work to its strengths. I'm curious to how well the rules will adapt to asymmetrical scenarios such as a small elite unit contending with a much larger force. I'm sure they've been tested in this manner but I'm keen to see how they fair. In light of this I have another CoC scenario in mind which I will post on soon.

Again, highly recommended.