The ongoing adventures of a boy who never grew out of making and playing with plastic model kits (and even some metal ones too). Also a wargamer in search of the perfect set of wargaming rules for WWII Land and 20th Century Naval campaigns.
Wednesday, 26 March 2025
Overflight: A Solitaire Cold War Game
Sunday, 30 July 2023
Blood Red Skies (BRS) Campaign - Low Countries and France: Pendrakon Event
In round two however I met my Waterloo, while escorting a slow bomber formation I was bounced by obsolete RAF Gloster Gladiators from a cloud formation (that is my story and I an sticking to it) - fearlessly piloted by a very capable RAF Flight Sergeant Leslie who scalped my unwittingly-foolish-laxidasical Ace who instantly regretted treating the Gladiator Ace with contempt (see below, the true meaning of the Greek word hubris was learnt, especially as the bombers went on to miss the airfield target they were trying to annihilate - a hard one to report back on the Head Quarters, dangling on teh end of a parachute the Ace had a long time to think about it):
Two nil down, but the German armies were pushing relentlessly through France and the Low Countries and for the third round I face Belgian Hurricanes (again), this time against a new Allied player who was facing a scenario disadvantage of "stretched fighter resources" - which gave me a one plane advantage in the battle (see below, [Luftwaffe kill one] this time the day went to Hun but my gallant Belgian adversary fought to the last and despite his great skill it was the German numbers that told in the end):
The Belgians earned the Luftwaffe's utmost respect and gained yet more gallant combat spurs on the day. Despite their country being overrun, one could tell by the fierce look of determination on their faces, that these pilots were destined to fight on under new colours (see below, [Luftwaffe kill two], one feels like we will meet these Belgians again over the green fields of Britain):
All in all a fantastic day, rewarded with good natured play and some nice campaign "goodies". many, many thanks to my old friend Renko (see link for his posting on his thoughts for the event day) for setting it up and for Pendrakon hosting it. Respect!
Saturday, 1 January 2022
Xmas Presents: Naval Aviation and an Osprey Submarine Game
From flying above the waves to swimming beneath the (Cold War) waves! A game from the Osprey stable but written by a former RN Submarine Commander. Also an excuse for a few 1/3000 Navwar modern miniature perhaps (see below, note in the design notes it is very much a "game" rather than a "simulation" but based upon "the principles"):
Monday, 13 December 2021
Midway Aerial Combat - Warlord Games Starter Set
Tuesday, 8 December 2020
Aeronautica Imperialis - Orc Dakka Dakka Fighta Bomba - Trials and Tribulations ...
I say all the above the stuff about orange and yellow because I slavishly applied a brown wash to get a ugly feeling of rust in the paneling, cracks and missing parts that are a signature trait of "orc craftsmanship" (see below, but everything just went a "darker orange"):
The model started taking off when I finally got a couple of coats of Golden Yellow onto it (see below, this was the colour of the planes that harassed and attacked me in the iPhone game of Freeblade .. and I so liked shooting them down as they exploded beautifully .. hats of the the graphic designers, animators and computer programmers for a job well done):
Again slavish to the "rust concept" I plonked another layer of brown wash on it (see below, oops I think I am missing a trick here as I pretty much undid all the brighter yellowness of the previous stage for not much texture gain, and in hindsight I was putting a lot of paint on the model - less is good in most cases):
At this point Sun Yellow came to rescue me from insanity, the first coat starts to bring me round to the yellow look I an after (see below, but it was very patchy and would definitely need another coat - seriously I am putting too much paint on this model .. and I cannot get the knack of putting thin coats of yellow on it to look right, so in desperation I am globbing more Sun Yellow paint on than I know is really right):
At this point I honestly could have easily given up on the Orc Fighta Bomba and who knows in a none Covid-19 scenario I might well have done. Instead of aborting, I took a big deep breath and left it alone for a while and busied myself in another concurrent ACW project I have on the go (more on that in a future post). I came back when my painting frustrations were abated (also with a tick in the box for the ACW project) and with a nice strong cup of tea in hand, plus a plate of calming chocolate digestive biscuits I (see below [although the natural light is on the dim side], the second coat of Sun Yellow seemed to saved the day and I resisted the brown wash on the yellow [good decision] - but I did re-apply the brown wash and needed to do some black lining on the silver leading edge paneling):
Now I just went full-throttle for the finish, using Moon Yellow and a very slight touch up on the silvery bits (see below, you may also notice a bit of brassy gold applied [and a subtle brown wash] to various pipe things and vent things as a contrast to the silver/gun metal):
The beast is complete, but it did have one final bite to give me. My big clumsy mitts managed to either smear some red on the canopy and nose, or rub yellow paint off to expose the orange .. urk, it looked a mess .. but I took a deep breath and undercoated it white so I could reapply the Moon Yellow. In a spur of the moment decision the leftover white+yellow paint ended up being dabbed a random patches of super highlight (see below, all-in-all it seems to have worked and I am fairly happy with the final results):
Thursday, 29 October 2020
Dakka Dakka Attack Jets Rumble with the Imperial Navy (AI 40K) - Game 2
The Orc War Boss raged as the Orcling's Dakka Dakka Jet's blip disappeared from the crude radar apparatus. He turned and pointed to the three surely looking young Orcs. "Waaagh". The Orcs understood their leader's order. The Dakka Dakka Jets took off in unison hell bent on revenge. Soon enough they had their chance (see below, three Orc Dakka Dakka Jets tangle with a pair of Imperial Navy Thunderbolts - winner takes all):
The speed of the Orc Dakka Dakka Jet has to be respected but it first must be controlled and all three Orcs are guilty of overshooting their original marks (see below, the temptation of running up to speed 8 was just too much for these young hot-heads, dangerous as the Navy pilots had a height advantage and have planes that can turn):
The battle suddenly became a twisting turning fight that teh Navy pilots liked, with two Dakka Dakka Jets again over shooting but remaining safe while the third lay in the cross hairs of "both" Navy Thunderbolts - this little Orc surely was fried chicken! (see below, despite being in the optimum "middle range/killing zone" of both auto-cannon (6 dice) and lasers (2 dice) [rolled for twice], the Navy pilots missed a sitting duck [perhaps putting each other off] - something they could well live to regret latter, be sure to take your chances quickly when they come in Aeronautica Imperialis):
The Navy pilots then faced a nightmare of their own creation, two Orc Dakka Dakka Jets up 'close and personal' in the Orc Dakka Dakka Jet "close-in killing zone" each wielding a hefty load of firepower (8 dice) and with the Orcs holding the initiative, at least one Orc jet would get to "fire first". Perhaps it was inexperience (or just plain bad dice rolls) but the young Orc muffed his chance and only inflicted a inconsequential amount (one hit) of damage to the sturdy Thunderbolt's frame (see below, the bottom Orc jet misses his chance [badly]):
With the immediate threat to himself gone the Navy pilot coolly decides to "take out" the medium range Orc Dakka Dakka Jet lining up on his partner and the result is one young Orc dies in an incandescent ball of flame, not ever "seeing" his killer, his eyes being fixed upon his opponent directly to his front (see below, first blood to the Navy, 1-0):
The fast paced action continues, spinning into a dizzying frenzy of raw speed and crafty turns. The lower Thunderbolt twists and jinxed onto his opponent's tail while the upper Thunderbolt cleverly anticipates the third Orc pilots "stall turn" and gently "swoops" in from the side lining up a medium ranged shot (aka the Thunderbolt's armament "sweet spot"). The Orc pilot is first blinded and then deafened by both the eye-piercing laser and crashing sound of the auto-cannon's shells, before an explosion hurtles him into oblivion (see below, "Fly Navy" 2-0, things are not looking good for the last Orc):
Being tailed is possibly last thing you will ever do! Strike three to the Imperial Navy as the Orc, although not in the Thunderbolt's "sweet spot" takes the "tailing fire" before it can move. A good hit means a dead Orc (see below, the young Orcs knows his mistake, but sadly not live to tell learn from his mistake and "tell the tale", 3-0 to the Navy, 4-0 in the campaign - but there is a seemingly endless supply of Orcs ready to join the fray):
The Orc War Boss orders reinforcements and plans to lead the next mission himself (see below, the next painting project is the Orc Dakka Dakka Fighta Bomma - with a turret at the back that could come in useful given the twisty turning capabilities of the Navy Thunderbolt fighters):
Conclusion: The air war continues unabated on Drakon-514. The Imperial Navy holds a slight tactical advantage. Who will win? Only time will tell, I see only a winter of sky combats over Drakon-514.
Tuesday, 27 October 2020
First Test Run of Aeronautic Imperialis: "Fly Navy" versus "The Space Orcs"
A cloudless sky over Drakon-514, a simple patrol to test the refurbished engines but a wailing alert shattered a peaceful dream as an Orc Dakka Dakka Jet appeared as a tiny pin-prick on the horizon. Joss froze he only had his integral armament as the Techs did not want to risk causing an unnecessary malfunction, he just hoped the interloper was not tooled-up with long range missiles or better still fast asleep at the wheel (see below, the Navy Thunderbolt closed with the Orc Dakka Dakka Jet):
The planes turned into one another. the Orc was no slouch as it was he who fired first. Joss slightly out of position, paid dearly for his early error as the NAvy airframe took a beating. He could hear his instructor cursing his incompetence (see below, thankfully the Thunderbolt is made of stern stuff, being able to soak up three hits, whereas the Dakka Dakka Jet is a more flimsy, with two structure points):
The planes whizzed by. Joss marveled at the simplicity of the Dakka Dakka Jet in comparison to the sophisticated Navy Thunderbolt and its ability to "turn on the gas". It was pure speed, but in overshooting its position the Orc had given Joss an opportunity (see below: the hunter is now being the hunted):
The Orc had the initiative but was not reacting with its OODA loop now more predictable than the Thunderbolts. With a seeming less ease the Thunderbolt seemed to move itself into position (see below, medium range is the killing range for Thunderbots, whereas Dakka Dakka Jets have to get in close - if the Orc had gotten in closer earlier it would have been Joss' loss being reported):
The Dakka Dakka Jet was now atoms spinning crazily earthward, to scatter across the sandy, barren plains of Drakon-514 (see below, the was killed two times over and came to a catastrophic ending, not even time to feel the shame of fear):
Joss dipped his wings, circled slowly and headed for home. Already the Squadron Leader had sent him an automated congratulations as the computers chimed with his next mission details. In the air war over Drakon-514 there would be no time for luxuries, his next mission might not be against an inexperienced "Orcling" as this one was.
Monday, 19 October 2020
"Fly Navy" (Thunderbolt and Fury) - Aeronatica Imperialis is approaching lift-off
With three Orc Dakka Dakka Jets in air it seemed reasonable to scramble a pair of Imperial Navy Jets to fight them (see below, there were two variants included in the "Wings of Vengeance" starter box - Thunderbolt [the staple Navy fighter] and Fury [hard hitting but can run out of ammo] so I made one of each; not that you can notice from a top down view):
I think my plane painting will take a pause here until I get a couple of games under my belt. The rules seem fairly straightforward (Canvas Eagles - Blue Max comes to mind) but the devil may be the tabletop detail.
Sunday, 18 October 2020
It's "just for fun" painting really .. but it really helps clears the cobwebs - Aeronautica Imperialis (40K)
Sometimes it is a case of an excuse for "freedom of expression" and sci-fi (and I care not what 'how' the figure manufacturers want the figures to be seen to be painted) gives me that (see below, my second Orc Dakka Dakka jet comes off the painting stocks):
It also allows me to try new techniques .. sometimes fast, sometimes more slower (see below, in the case of Aeronautica Imperialis it is slower, as in the approach I took for this project with a "two milky coats" is better than "one thick coat" so "thin the paint" - at first with water but next I will experiment with the Vallejo medium):
The result is pleasing as I let the thin paint layer add depth even though the end result is a little cartoony, but that befits the project (see below, in many ways it was an exercise in over-painting a model to then see how much you can take out of the process to leave it with the same effect):
The end result was a Dakka Dakka Jet "pair" (see below, [milky washes] of Vallejo Game Colour [sic] of Gory Red, Gory Red, Contrast Skeletal Hoard, Scarlet Red, Scarlet Red, Contrast Skeletal Hoard, Blood Red, Blood Red and a final Wash of Skeletal Hoard .. with highlights of Blood Red):
This gives me three planes (ahem, or rather sci-fi objects) that I can run through the rules with me and the kids .. if I can drag them away from their digital devices (see below, during my painting my technique was to have complete coverage with the first milky was and then selectively paint the stronger areas with the second and then let Skeletal Hoard . aka an aged brown .. shadow the model. The next milky paint layers were applied more and more selectively .. with the final highlight being very selective and minimal .. as were the subsequence applications of .. aged brown wash):
All in all this "game in a box project" was an un-locker to other more historical projects that had been lying around (for instance Ancients and ACW).
Final Painting Note: My experience with the Citadel Contrast paints was slightly underwhelming, they are certainly no "magical tartan paint" (one coat and a highlight and you have a figure) but, well at least the one I tried (Skeletal Hoard), was a superior kind of wash that I will integrate into my painting technique - when I want to be a bit fussy about the effect I get, And I am almost always a fussy painter. The test of these paints to my mind would be how they perform in the yellows, but they certainly seem to be capable of giving Vallejo's "Wash" and "Ink" range a run for their money (but more expensive) or better still complement them.
Saturday, 17 October 2020
Painting Imperialis Aeronautica - Navy Thunderbolt
Some opposition was required for the Orc Dakka Dakka Jet. A smooth looking cool dude, a little bit like Stingray's colours for me, [one for the Gerry Anderson oldies] but I see that as a good thing (see below in a flat base of Vallejo "Imperial Blue" and "Golden Yellow" on the tail):
I was also cruelly thinking that the model reminded me of a Formula One Racing Car hitting a Saab Viggen; finally if you ask me and also quite big and chunky for a fighter - but I still like it! (see below, WIP with the base colour - kind of a WWII US Pacific War colour scheme):
Highlighted and passed fit for the wargames table (see below, battle ready and taken to the air!)
Video's I found online, but in the end I did my own thing with the paints that were just to hand:
Tuesday, 13 October 2020
Blood Red Skies
I finally gave in. With copies of the original becoming scare and my Blood Red Skies wargaming friends constantly buzzing with enthusiasm I had to jump onto the train before it left the station (see below, "my" copy of Blood Red Skies - I am now officially a BRS person):
The classic 1940 Battle Britain dogfight starter kit, soon I believe to be replaced with version 2 Midway(?) if my sources are to be believed (see below, the unboxing):
1/200 scale planes. Another scale I have a Spitfire in. Well they also match my Skytrex Action 1/200 .. but I cannot see a cross over (yet). Games will come but I need to do the first thing all new BRS players have to do - even before reading the rules - paint the planes
Wednesday, 22 January 2020
Blood Red Skies: Battle of Britain (3 of 3) Battle End
Thankfully Von Ken claims a final "boom chit" on a tight turning Spitfire and they have had enough, boom chits being greater than the number of engines on the table (see below, this comes as a great relief to this particular shot-up Me110 crew, Herman's "not so finest"):
As the Spitfires disappear and the Me110s morale (barely) hangs on (one more "boom chit" and they too will be off) the Destroyers try one more head-long charge at these pesky Hurricanes, bringing 20mm hard hitting cannon to a deflection shot on a "Cat" (see below, another 'boom chit' on the Hurricanes):
It is up to Von Ken to deliver the coup de grace, as a disadvantaged Hurricane finds itself "finally" on the receiving end of a burst of deadly fire from a Me109 (see below, and much to the relief of the crew of another shot up Me110):
The final act is for both the Me110 Squadron and Hurricane Squadron to call it a day with "boom chit bust" and go home (see below, the parting view is the Hurricane going down in flames and the RAF pilot parachuting down to home soil and a welcome from the local Home Guard):
The Me109s of Von Ken rule the skies over Kent before a low fuel gauge tells them it is time to go home (see below, where have the RAF gone?):
A good introductory game, although my Me110 nose (and in particular rear gunners) got a "bloodying"! A few less people round the dinner table at the chateau for the Destroyer Squadron but meanwhile high spirited toasts to Von Ken's for his latest kill in there more rough ad ready farmyard accommodation. Across "The Channel" there is earnest discussion in the 'Cat' Mess Bar over the real merits of the "Vic three formation" and down the Dog and Duck laughs as Maisie serves up another round for her favourite "Boys in Blue" as the ivories of the piano get a hammering!
End Note: Despite my collection of 1/144 fighters I may have to male a token dabble into 1/200. Although I am loathed to replicate across different scales (again)! The starter box set of Blood Red Skies might be a more sensible purchase!
Tuesday, 21 January 2020
Blood Red Skies: Battle of Britain (2 of 3) The Grist to Battle
Meanwhile the Me110s have made a desperate dash at the Hurricanes, trying to get their deadly 20mm frontal cannons into play. However the crafty "Dapper Dave" has learnt a thing or two from his experience fighting the Luftwaffe in France and is not going to fall for a frontal exchange (see below, the pilots trade curses and "skill tests" trying to out manoeuvre their opponents into disadvantaged positions - with mixed success):
Note: The upright position of the plane on the stand denotes it is in an "advantaged" position - while you have an advantage you cannot be shot at (which is really good believe me), therefore there is a lot of positioning and skill tests (a pilot action is used to make the other pilot 'make a skill test' or lose one grade of position [advantage/neutral/disadvantage - state change left to right] when you get within mine inches of their plane). The easiest way to be put in disadvantage is by letting an enemy in within gun range in your rear arc. You are very vulnerable to being shot down while at disadvantage - so the number one rule is to maintain an advantaged position at all costs (see below, multiple skill tests start to wear down the Me110s from advantaged positions, starting with my "wingman"):
I find out to my cost Me110's are poor chasers unless you can "zoom and boom" with a "great dive" ability - which gets you a boost of extra movement (see below, my incompetence lets this Hurricane escape):
It is satisfying when you manage to to get a bucket full of sixes (German Crosses on the Luftwaffe dice) but you can only ever get "one hit" - a second cross ups that to a critical (which makes it harder to save) but you do not automatically inflict damage. Things are handled rather abstractly, with the attacked plane allowed to make a saving throw. If this is failed when the plane is at a disadvantage, the plane is shot down, otherwise you "get a boom chit" which accumulates as fatigue and loss of morale. Eventually the accumulation of "boom chits" breaks the squadrons "will to fight" and they disengage. It's a very nice concept and game mechanic - other rules systems encourage a last man standing fight to the death (see below, it cannot get much better for the Germans, but even such skewed stats rolls do not produce overly devastating effects, but rather secure a good outcome):
One advantage of having a two-engined plane is that you effectively get two lives. The first life loses one engine (which loses some speed) and kills the rear gunner - which means you cannot get the Parthian shot at the Hurricane in your rear arc anymore, the second sees you tumble out of the skies like a flaming meteor (see below, disadvantaged and failed my skill test means my rear gunner and an engine is lost):
The Me109s are really taking it to the Spitfires, no losses but lots of "boom chits" acquired. The Spitfires tight turns give them plenty of dice to make their saving throws, which turns a rear arc shot into deflection shot. From auto kill to a morale "boom chit". At least four Spitfire pilots owed their lives to this ability! The Hurricanes meanwhile are certainly taking to Baron Mark's flight of "elite" Destroyers!