Showing posts with label WW2. Show all posts
Showing posts with label WW2. Show all posts

Wednesday, 26 November 2025

Painting Update - Battlefront Shermans

Howdy everyone,

I hope all is well on your side of the internets, here’s to keeping the plague at bay. Here is a quick post on some more painting that I was able to get finished over the summer. These Shermans are from the Battlefront Open Fire starter box that I had bought years ago. The same box that one of my US airborne infantry platoons came from. If I remember correctly, I think the box came with two platoons/troops of Shermans, but to be honest, after I put these four together I was pretty damned frustrated with these models that I threw the other frames off to the side and gave them no mind.

For this group, I decided to have no markings…this way they could feel at home in any setting…WW2 or post-war or the Afropia region. I did enjoy figuring out the stowage and extra improvised armour thanks to extra track. While the assembly was a major headache, they painted up really well. I am almost convinced that I should grab that last frame and put them together…we’ll see where that takes me.

Anywho, please enjoy the pics.





Running up that Lead/Plastic Hill...

Painted

1/200             4 
15mm          65, +6    
28mm+        36

Terrain           1

Fabricated
     
Bought        42

Progress   +64

Wednesday, 19 November 2025

Painting Update - Six pack of Assault Guns

Howdy everyone,

I hope November is finding everyone well. It was great to see the snow hit relatively early this year, and not as great to see it go away...although there is a little left on the ground and the temperatures are at least within the norms. As the current year has gone by I see that my blog-fu or steadfastness has waned a little with less posts than I would like. Rest assured, I have continued painting...perhaps at a lower rate, but I am still wading through the crowd on the painting table.

I wanted to throw a quick post at the internets with some models that I completed earlier this year. These are a bunch of SU85's that my buddy Duncan gave to me which he had 3d printed. They were very clean and didn't present any annoying lines and whatnot. I elected to paint them up moreso for post-WW2 than a pure Soviet WW2 unit. 

So, with that as my intent, I went with an olive brown/brown violet base. If I'm honest, I had them socked away for a bit, pulled them out and had SU-122 on the brain and thought, hey I can just paint these up for some possible Cubans as part of Team Yankee Red Dawn...research corrected me rather quickly, but I still painted them up that way. Not only will they serve as fine proxies should I need, but I thought they would do well in the Afropian theatre of operations. Some post-45 Soviet military aid to a developing nation in dire need of a solid ride for their imperious leader.

I hope you enjoy the pics. Cheers.




Running up that Lead/Plastic Hill...

Painted

1/200             4 
15mm          59, +6    
28mm+        36

Terrain           1

Fabricated
     
Bought        42, +6 (I recently bought some Marvel Crisis Protocol figs on sale...couldn't resist). 

Progress   +58




Thursday, 30 October 2025

Painting Update - more 02 Hundred

Howdy folks,

I hope all is well on your respective fronts. I will admit the past month or so has been very busy and hasn't given me the chance to post as much as I had initially planned to, hopefully next month will be kinder with that.

Anywho, as the title says, this is a quick update on my painting progress with my 02 Hundred Hours purchases that I made at this years CanGames. I have already finished all of the SAS figures from the starter box, here, and I thought I would keep up with the other Allied troops that I bought. For this post, I present for you, a blister pack that looks to be an assortment from Artizan Miniatures range of WW2 British and Commonwealth.

These have been packaged up for Grey for Now, but looking at Artizan's website, the blister I bought is sourced from SWW115 and SWW118. These are meant for the North Africa expansion and are SAS reinforcements and when I saw them, I figured what the hell...I'll get them, try out the game, and probably pull the trigger on expansions later.

While the starter box and Wargames Atlantic contributions are plastic, these SAS reinforcement figures are metal...so the detail is there, but not as crisp as the plastic sculpts, but they do have some good weightiness to them.

Anyhow, inspired by some Osprey pics and Rogue Heroes stills, I painted them up in what I guess is somewhat classic look...I did not flock the bases as I had originally intended. After I had painted up the bases and added some wash, I thought they were strong enough on their own.

I hope you enjoy the pics.







 
Running up that Lead/Plastic Hill...

Painted

1/200             4 
15mm          53    
28mm+        36, +4

Terrain           1

Fabricated
     
Bought      +36 

Progress   +58

Tuesday, 22 July 2025

Painting Update - 02 Hundred Hours

Hey folks,

I hope all is well on your end. While I was exercising a high degree of control for most of the year, I admittedly had a misstep and fell off the buying wagon at Cangames in May. There was a good variety of vendors at the Con, but one caught my eye as they had brought a really great selection of inventory with them. Not only that, but I had great chance to talk with the owner over the weekend, and Kamal was really great all-around. If you’re looking for an online gaming shop, then I would definitely check out Centuries Historical Miniatures & Tabletop Gaming.

I had seen a fair amount of reviews and articles on the 02 Hundred Hours game from Grey for now, but I hadn’t had a chance to check it out beyond the internet. Kamal had a great selection, so I ended up with the Starter Set and a pack of SAS/LRDG commandos (I thought I could make them fit and I’ll probably pick up the Desert Raiders later this year). Duncan also picked up a few boxes and we had been talking about giving the game a run through over the summer. 

So, for your viewing pleasure, I have just painted up the 12 SAS commandos in preparation for our first game. I have to admit, I took longer than expected but I also wanted to do the figures justice. I had found some excellent reference pictures from the British Paras museum for the Denison smocks (which I found a little intimidating) and also found an excellent tutorial for painting British Paras. I adapted the tutorial along with a guide I had from Battlefront for 15mm Paras. Ultimately I wanted something that was simple enough for my brain to replicate, something that looked good, and I really liked the idea of keeping the smocks lighter so that they didn’t get lost on the table (thanks for that Moiterei!)


The figures are from Wargames Atlantic and my main criticism of the figures so far…a lot of options (which can be good) but boy some tough decisions. But really, it comes down to how frail some of the pieces are…when I was trying to cut a Lee Enfield from the sprue, the sling broke in 2 with the centerpiece of the sling breaking off. I ended up taking another broken sling, cutting down the section I needed and splicing that in with the original piece. The dog handlers that come with the box had some similar issues with their leashes meant for the dogs…these just broke off and I will need to do some crafty MacGyvering to make them work.

Here’s the team…

Classic group shots…

Overhead shot…I took some extra care with the bases and painted up some rocks to break up the flock.

Front and centre, the 'main' group…Thompson SMG, Sten SMGs, Enfields, and a silenced pistol.

Close up shot with a few of the troops…

The artwork on the cards looked really great and I made sure to build my officer as he looked on the card. He has a really great ‘Clark Gable’ movie look to him and I really went with that.

The classic Bren gun…and another silenced pistol…I did piece together a Sten gun for the left hand of the  pistoleer…and I have to say, with the power stache he is sporting, all I can picture is a WW2 version of  old school Thomas Magnum

One of the specialized troops…radio operator on the right.

The Tommy gun…

Left to right, Radio Operator, demo-man, marksman, and silenced carbine.

Hero shot…silenced pistoleers and marksman

Running up that Lead/Plastic Hill...

Painted

1/200             4 
15mm          53    
28mm+        28, +12

Fabricated
     
Bought      +36 

Progress   +49




Sunday, 22 June 2025

Cangames - Report #2 - Rapid Fire WW2

Howdy all,

For anyone about to be OR already under a heat-dome, good luck and keep hydrated & cool. Following up my previous ‘timely’ Cangames post and battle report, I thought I’d get #2 posted up. This time, I signed up to try out the Rapid Fire ruleset that my buddy Ed was using for his Eastern Front WW2 game. Of course, as with my last post, I have made sure enough time passed so that I cannot remember specifics.

I do recall that I found that the ruleset seemed pretty easy flowing. Admittedly, Ed does an excellent of GM’ing and guiding players through…so while the learning curve is there, he is handy with the values need for the roll. I think Rapid Fire might have a bunch of tables, but again that would be guessing as Ed was the man with the numbers. I did like how easy it was to do hits, casualties, and movement…so that’s a solid bonus. 

The game was a river crossing on the Eastern Front with Soviet troops pushing hard to overwhelm German defenders. The Sov’s had the ability to call in air support (Il-2’s) and at some point had the River Navy to bring extra direct/in-direct artillery support. On the Soviet side it was pretty clear, the main feature being the 4 launches and docks for the river crossing. On the German side, the village was spread across the table edge, there were a variety of entrenched positions and ruins for the defenders, and for both, each side had an array of reinforcements that they could call on (if they rolled appropriately, each unit designated by a numbered poker chip).

The setup as described above…the docks included a set (1 at either side of the picture) of small boats/canoes more for infantry troops, a large barge that could take heavy armour, and 3 transports that could get infantry and light gun troops across.

The view from the German side, flank to flank. As you can see, early morning fog as well as Soviet Gods of War have laid down an impressive pre-emptive strike with HE and smoke munitions. The first wave of Soviet infantry have leapt from their landing craft and stormed the riverbank. 

As the first wave push towards the German lines, the first wave of river crossers head across…given the width of the river, it would take 2-3 turns to get offloaded on the opposite riverbank.

Infantry, heavy machine gun support, anti-tank gun, and mortar platoons load up and start their crossing.

Wider view of th above shot…the smoke/fog is clearing…you can see the rafts beached on the German side. The first wave is closing in on the edge of the town, casualties shown with red X’s on the stands. If you look closely you can see some buildings that are empty, these have been cleared of defenders with massed shots at range.

The Sov’s make it to the centre and right blocks in town and they are taking the outer wall of a few others…there’s still some smoke to obscure line of sight, but casualties are mounting.

No rest for the river flotilla as reinforcements start to queue up for their turn. River monitors start to shift position to bring some fire to bear…and you can see the stands of air support rushing in to provide close air support. We actually didn’t do too terribly with the air support - we had to roll to bring it on table, we had to roll for target visibility, and depending on the outcome, the aircraft could be diverted off target or even end up engaging friendly forces. All in all, we were successful bringing on a few sorties, I think one of them ended up targeting some of our unit (luckily they missed), and we put some hits on high value targets when we needed them most.  

Overview shot of the flotilla and diverted air support sortie.

And here you can see an Il-2 roll in to engage German defenders. The Sov’s are making some progress, in bottom of the pic you can see HMG troops in the first line of ruins providing support to infanteers pushing to the second line of buildings.

Heavy tanks pushing to the riverbank now.

A furball of activity…the Sov’s had some favourable events cards that brought on Partisans…they provided some much needed bodies to support the assault. You can see armoured elements mixing it up as German Panthers try to push assaulters back to the water.

Final move of the game, our tanks try to rollover the Soviet positions and lay down some late game hurt. At this point, I think we were able to achieve an extremely minor victor given the losses…we had put out some pain, but had some tough rolls that kept the Germans in the game. 

All in all an enjoyable game and I would like to try Rapid Fire again to get a better sense of the actual mechanics…but a great first bite.


Tuesday, 17 June 2025

Cangames - Report #1 - Face of Battle

Howdy folks,

I hope all is well on your side of the internet. This post definitely took me much longer to get out than I would have liked...it is a continuation of my Cangames coverage and post-con contemplation. Of course, there has now been sufficient time past that my memories are somewhat muddled, so this will be much less substantive as an after-action report, and moreso a recap of memorable highlights from the game.

In this post, I finally had a chance to try out Michael Ball's ruleset The Face of Battle...version 2...to be honest, I had never been able to make timings meet so I totally missed out on version 1, and this con was the first time that Michael was taking this version to the Cangames crowd. The game is World War 2 focused, with player activation based on which cards you turn up. Each of the players control a force, a platoon or platoons of infantry and/or tanks, and while each player activates together (i.e. they all flip over a card at the same time), the card determines the action and by whom. 

So in the case of our game, we had 3 players per side. Each player had a deck of cards specific to their allotted force, so in my case I had an infantry squad/section and at a later point in the game I was going to get a T34 tank. Each infanteer had a specific weapons loadout, so I had stats table for them, but the determination of which individual soldier could do their actions was dictated by the card I turned up. In addition, the leader(s) had their specific actions that they could do as well as leadership actions that they could allocate to a soldier when that card was drawn. As well, each specific crew member of the tank had their own individual cards (i.e. loader, gunner, driver, etc.).

Admittedly, I found that there was a pretty steep learning curve as there were several nuances that needed some practice to go over. The overall flow of the game was really good, but given the con setting, it was tough to get the details straight…the mechanics, definitely picked up quickly…but I was fretting over getting the details right.

Anyhow, please enjoy the pics and random commentary.

Initial layout...the Sov's will come in from the top right side of the pic, German troops from the mid left side. Objective is to capture as many buildings in centre as possible.

Our platoon starts moving up. Each player has control of a section/squad of infantry (I think up to 10 troops - 1 leader, 1 light machine gun, up to 8 soldats mix of smg's and rifles). Her you can see a squad that has double-timed up to the stone fence; another squad mid-field; and third squad on left side of the field.

Different perspective as we cant the picture. The squad that was at the stone fence make it to the line of buildings. My squad is half mixed between the other field (near the blue card) and building across from that...they are holding there before double timing to minimize exposure.

Closer look at my squad hunkered down, a couple of soldats have entered the building, I have 2 others waiting to sprint across the road.

The game has progressed a bit, at some point I kinda stopped taking pics of the infantry and focused on the action on the German side of the table...we have infantry at the cemetery walls, a T34 behind the tree...squaring off against a Panther that is next to the building at the top right of this pic. The green field shows some German infantry taking cover behind a fence. There's an MG team out there somewhere, I think behind the tree at centre of pic.

T34 moves a little closer taking it slow.

The Panther taking aim...

The T34 dashes forward and tries to disrupt and ground down the MG team that is causing some hassle for the infantry trying to advance into buildings.

Not the outcome we were looking for, the MG crew get a lot lower down in their position (the crater was deeper than it looks) and the Panther connects and makes it mark. The mechanics and resolution of hits by vehicles takes a bit of time as there are multiple tables to consult and damage is boiled down to damage to each crewmember and vehicle system.

We finally reached the point in the game where the rest of our armour support shows up…3 x T34’s show up in the field and we start pushing them towards our right flank and the cemetery.

The German players score some hits on the tanks and we end up with some slight damage and one of the tanks has to fall back before taking some additional damage. At this point the game is pretty much one…the one building that I was trying to hold was destroyed by tank fire, so that was one less point available. All in all, an enjoyable game but like I said some of the nuances eluded me and the level of damage detail for vehicles was pretty intense.