Sunday, 13 August 2017

Relic Knights: Shattered Sword

Introduction

I've been very quiet on the blogging front recently, but that doesn't mean I've stopped all hobby activity.  Far from it: I've been painting away busily, trying to finish - or at least put a serious dent in - 2 major projects.  One is to finish off all my Super Dungeon Explore figures (a difficult task, seeing as how I've got several unopened warband boxes yet to go) and the other is to paint my small (but growing) collection of Relic Knights miniatures.



I first came across Relic Knights at Carronade 2017, where my son and I played a small demo game.  For us this was very much the highlight of the show: he loved the Anime setting and I was intrigued by the card-based playing style.

I decided to buy some figures after Carronade; this decision was confirmed after another excellent demo game at Claymore 2017, though with a slightly newer revision of the rules.  Here is my first completed faction!


The Shattered Sword

Over the past few months, I've collected at least some models for 4 different Relic Knights factions.  These have all been sourced from eBay as second-hand bundles, as the new prices for this stuff is too much for my liking.  As a consequence, the collection I've been able to amass is an eclectic mixture of squads and heroes, rather than having any pre-planned composition.

Also, note that some of these models were built (but not painted, much) by a previous owner.  This wasn't always done to quite the standard that I would have achieved myself, so if a few of the figures look slightly odd in pose then it's not entirely my fault!

So, the Shattered Sword is an organisation of Space Paladins, perhaps somewhat akin to Jedi Knights in Star Wars.  They're pure of heart, well armoured and although they do use missile weapons and have psychic powers, their strength is in melee.


Francis Malory & Quill


There are 2 types of knight in Relic Knights: Questing Knights and Relic Knights.  Both types are heroes and are available to every faction.  Each knight has a "familiar" known as a cypher, manifested of mystical energy and (at least somewhat) matching that knight's personality.

The difference between the types is that a Relic Knight is more experienced and has found a relic to aid them; this seems to be almost invariably a large, stompy robot/walker.  On the other hand, a Questing Knight is more junior and is still searching for such a powerful artifact.



Francis Malory is a Questing Knight; his cypher is Quill, a giant, blue bird something like a hawk.


Swordsworn


Of course, each faction has foot soldiers, grunts, thugs or other minions as well.  In the case of the Shattered Sword, the basic troopers are the Swordsworn.  They're your fairly average space knights, dressed in white armour & blue cloaks and wielding power swords and blasters.


Paragons


The Paragons are heavy support troopers.  They are in much larger suits of armour/mini-mechs and are armed with star lances (yes they can shoot, quite effectively at that!)



In addition, the Paragons have rocket packs, so they can fly - or at least make short hops.  Note that the "exhaust" effect is something I scratch-built; it's not part of the models as supplied.  It helps to remind me of their flight capability, though (and it was fun to build!).

I'm not very happy with the way I painted these models.  They were the first Shattered Sword unit I built and I was still experimenting with how to paint a mostly-white figure.


Sebastian Cross and Rook


Finally, Sebastian Cross is a Relic Knight - he has found his ancient artifact, a large warrior mech.  His cypher is Rook, a miniature knight with a surprisingly dark look.

Sebastian himself seems to be extremely devout.  It's not obvious whether he's just praying/meditating before an action, or if he controls his mech/relic with thought power alone.



This relic is a huge model!  My white paint isn't particularly good quality and it needed at least 3 or 4 coats to achieve a decent finish.  Consequently the mech took several weeks to finish - probably longer than all the other models in this faction put together.

I'm assuming that the "vents" at the back are heat sinks, rather than being any form of jet propulsion.




Conclusion

I've enjoyed painting these models, though obviously they're not enough on their own to play a game.  Most of my Black Diamond (mercenary army) force is now complete and I've also got some Star Corsairs (space pirates) and Cerci Speed Circuit (boy/girl racers) to build.

I'm still not sure if this is just a passing fad for me, or whether it's the start of something more significant.  Probably the former, but you never know...

Monday, 7 August 2017

Claymore 2017

Introduction

Last Saturday was the date for Claymore, one of the 2 large wargaming shows in Scotland that I try to attend each year (the other is Carronade, held in Falkirk during May).  As is my custom for several years, I took my middle son (A.); he's turning out to be very keen on gaming days!

It's about a 2 hour drive from Helensburgh to Edinburgh.  I don't enjoy it much, but it must be tolerated if we're to have such a day out.  'nuff said.

Arrival

We reached the Edinburgh College venue some 20 minutes before the official opening time.  However, we were able to walk right in; plenty of folk were already there and we were by no means the first visitors.  It's nice not having to queue!

The first thing we did was to buy some tombola tickets from the SSAFA charity stall that was near the front entrance.  Of course, all of my tickets were losers - which I didn't mind at all as I regarded the small amount of purchase money as a donation anyway.  A. then defied the odds by winning on 3 of his 4 chances.  The prizes were mostly books on obscure subjects that will probably not be of much interest to us, but if nothing else this good fortune set us in an upbeat mood for the rest of the day!

Game 1: Relic Knights

We encountered Relic Knights at Carronade earlier in the year and enjoyed the game very much.  The Glasgow Games Group (G3) were back again; this time demonstrating the new, not-quite-released (?) 2nd (or is that 1.5th?) edition.  Would we like another game?  You bet!



So, I took some Star Corsairs.  I had an evil pirate chief and his mermaid cypher (familiar), a fallen knight and some scurvy underlings.  Oh, and a large energy cannon!  Our goal was to raid the planet; our objectives were an arcade game and a chocolate-vending machine.  Hmm, I think I might have aimed for something a little higher myself - but everyone has to start somewhere.

A. was defending; he had a poser hero (come on: anyone who wears a trench coat over a bare chest is a poser, even if it's a white trench coat.  Or they're a pervert, but that's not a line I wish to follow...)  He also had a couple of gals with big spanners, a bunch of street thugs and a very annoying princess dressed in a white skirt along with her rabbit-like cypher/familiar.  His goal was to reach the communication towers and call for help (what - don't they have mobile phones on this planet?)



  • My knight flew over a building to try to ransack the coin box from the arcade machine, but he was stymied by A.'s thugs.
  • The cannon gained a good, solid hit on the enemy princess; when the smoke cleared she wasn't there any more.  I hadn't killed her, though; she'd merely been whisked away to safety by her cypher.  Still, A.'s forces were a bit more circumspect after that!


  • My cannon scored several more crippling hits, but didn't quite wipe out the enemy street thugs (the last model in the unit was left on 1 hit point)
  • The pirate chief strode forward and took out the poser in the white trench coat with a single attack.
  • Princess Malya shot my fallen knight in the back and felled him.
  • After scoring 1VP for stealing some chocolate from the vending machine, my raiders traded blows with the pit crew.  I came off worse and lost my unit, but the cannon got revenge by obliterating the victors.
  • The last remaining street thug moved round the back of the secondary communication tower and spent 2 turns calling for help, despite my mermaid/cypher's repeated psychic attempts to dislodge her.
The final turn was really nail-biting and could have gone differently if my pirate chief had been able to reach the comms tower and interrupt the call for help (he was 1/4" too far away).  End result: 4VP to the Cerci Speed Circuit (defenders) and 3VP to the Star Corsairs.  A. steals a win from under my nose!


Game 2: Fury

Another game that we had seen at Carronade 2017 (but hadn't been able to get close to) was Fury, put on by the Leuchars Veterans.  They've run some very entertaining games in the past and I was keen to give this a go.

For anyone who hasn't seen the film ("Fury", of course), I'm not going to give too much away.  Suffice it to say that we had 4 Shermans versus 1 Tiger I, facing each other across a mostly-empty field.  Not really a good position to be in..



The Shermans were distributed randomly; I was given control of the mighty Fury whilst A. had the lowly Lucy Sue.  We charged forwards as fast as possible, laying down as much smoke as we were able.



The Tiger manoeuvred in a strange way and we ended up forming a firing line behind it at very close range.  I managed to set its engine alight before the other 76mm-armed Sheman blew the turret off.  Total casualties to the Americans?  Lucy Sue lost a track and could only turn right.

We came away from this game feeling slightly dissatisfied.  The models were beautiful; the premise for the game was reasonable and it flowed quickly enough.  However, something didn't quite gel.  Perhaps the movement rules were a bit too fluid and predictable, whilst the shooting rules were very random (requiring a series of high rolls to achieve anything much - not even much less for the Tiger!)  I don't regret participating - far from it - but it could have been better, I think...


Interlude

We ate our lunch outside in the courtyard, where there was plenty of seating and a little bit of occasional sunshine.  Having brought a packed lunch with us, we didn't have to wait in queues or suffer the indignities of show catering (though to be fair, I didn't even look at what the on-site canteen was selling.  They might have changed from the all-chips-and-pies fare they had on the last time I bought anything there, several years ago).


Game 3: Indonesia


The East Neuk Irregulars put on a small game with custom rules, based around a section of SAS troopers in Indonesia trying to reach a remote rendezvous in the 1960s.  This was a very lightweight affair, but quite fun all the same.  A. and I each took a squad of 4, but we decided to take different routes through the jungle.


  • One of my men fell down a ravine and was lost.
  • My remaining 3 men slaughtered quite a lot of local wildlife (one very dead pig, plus a clouded leopard which tried to attack me).  Note that I scared off the Orangutans; none of them were hurt.
  • I lost another man in a firefight with Indonesian militia and a third to an ambush.
A. looked to be doing better for much of the route:
  • A native guide led him into a militia patrol, which he managed to evade.
  • One of his men succumbed to snake bite.
  • Another man was lost in a firefight with militia.
  • At the last moment, A. lost a third man to an ambush.


So, by the time we reached the opposite corner and the helicopter arrived, both squads had been reduced to 1 man each.  Hardly a resounding success, though apparently the record in this game is just 2 survivors from a single squad.  Hmm, I think it may be a bit heavily weighted against the SAS!  Ah, well - at least both of us escaped.


Homewards

We finished relatively early, in the mid afternoon.  After chatting to some old friends, both A. and I felt tired and I had a long drive home as well.  Perhaps more to the point, we'd done some shopping and played some games.  There weren't any other participation games that we were itching to try, so we decided to quit while we were ahead.

Loot


Obligatory loot list:
  • Spray varnish (I always get this at shows now.  Since Royal Mail decided that they wouldn't carry aerosols, the only other option is a courier.  I'm not a big fan of courier firms delivering to domestic premises; they are expensive and seem to make quite a lot of mistakes).
  • Arab heavy cavalry.  A. wants me to start a Saracen warband to oppose his fledgling crusader force for The Crescent and the Cross rules.  I haven't really got the free time to do this right now, but I bought some figure anyway...
  • Some Pulp victims.  Who doesn't need a model of a woman tied between 2 stakes, about to be sacrificed to a volcano/giant ape/dinosaur/whatever unless the hero can reach her in time?
  • 3 tombola prizes, still with the tickets attached: 2 books and some eau de toilette.
  • The current edition of White Dwarf.  I'll flip through it before A. spirits it away.
  • Purple paint.  Because I need some purple for a couple of current projects...
  • Some certificates, rulers and other freebies from various participation games.

And there we have it, another year, another Claymore.  Time well spent.


Thursday, 29 June 2017

Perilous Island 3: At Death's Door

Introduction

Scenario 3 in the "Perilous Island" campaign book for Pulp Alley is set in a large customs warehouse, full of row upon row of crates.  The leagues are searching for a package that may contain clues to the location of Lord Darrow (the missing archaeologist), so they break in to the warehouse at night and hunt for the item, all the while avoiding (or overpowering!) the guards and each other.

Of course, I don't have a model of a large warehouse filled with shipping crates.  Instead, I decided to set the game in one of the Snake Cult's (see previous "Pulp" posts) outposts.  The cult was last seen being fought to a no-score draw in Perilous Island 2: Final Flight It's not unreasonable that while they and the Safari's characters are languishing in Lumbasa jail, the other two leagues in the campaign should raid their base!


The Setup


Somewhere in east or north Africa, the snake cult has complete control of a small village.  They have a big operation under way; the hamlet is full of crates of supplies and trucks - but for now there aren't too many cultists around.
The infiltrating leagues have decided to approach in the middle of the night, so visibility is reduced to 12".

Plot Points

Unwittingly, it seems, the cult actually have Lord Darrow's box [major plot point] hidden amongst their piles of goods.  There are also 4 minor plot points, any one of which might be able to reveal this important item:
  • Achmed: a night watchman.  Armed and potentially dangerous.
  • Baqil: another night watchman.  Also armed.
  • Jasar: the janitor.  Not particularly dangerous, but he might know a bit about recent comings and goings.
  • A catalogue/inventory: It's written in a simple code, but someone might be able to decipher the writings.  This document has been mislaid; it has been dropped on the road leading into the village.
To find the major item, a character must take any one of the 4 minor points into the centre of the board and query them [using finesse] to reveal the box's location.  It is then placed on the table close by and may be attempted as a normal, major plot point.

Terrain

We decided on the following effects:
  • Climbing 1 level of a building would be perilous.  Climbing 2 storeys would be extremely perilous.
  • Anywhere within 2" of a non-building terrain feature would be perilous (snakes come out at night to hunt), apart from the path through the rocks to the north (marked with a blue arrow, as one of Tarzan's entry points).

The Leagues

Tarzan's Jungle Alliance.
Tarzan is mighty, the gorilla is savage and the monkeys are numerous.

Stahl Helm's Doom Squad.
A relentless Nazi leads an assortment of sinister sidekicks and heavily-armed goons.  Plus a robot.

As mentioned before, the Snake Cult is providing "guest stars" in the form of the watchmen and the janitor.  Officially the Cult isn't involved though; the fate of these extras will not alter the league's reputation, experience or other attributes in the wider campaign.


The Game

In the first turn of the game, all four minor plot points were attempted:



Koko crept up behind Jasar in the dark.  The first thing the poor janitor knew of the ape's presence was when a large, dark arm wrapped itself around him.  Jasar tried to struggle [the plot challenge was against might], but he didn't have a chance of escaping.  1-0 to the Jungle Alliance!



Johann and Herr Stengel approached from the south.  In a staggering display of bad luck, Johann tripped over something unexpected in the road and knocked himself out.  Herr Stengel then groped about in the dark to see what was there, but ended up stubbing his toe badly against a large account book [in other words, both of them failed the plot point challenge for the inventory rather badly].



In the east, night watchman Achmed took his job seriously.  When approached, he fought like a dervish and immediately felled Ernst.  It took all their energy for Stahl Helm and Panzerbot 5 to avoid the guard's flashing blade [another set of terrible dice rolls by the Nazis!].


Meanwhile, Tarzan had no trouble at all in subduing the other watchman, Baqil.  2-0 to the Jungle Alliance!


Monkey Time!


Stahl Helm finally convinced Achmed to stop waving sharp objects around [so that's now 2-1 in favour of the Jungle Alliance], but Herr Stengel just couldn't find the inventory in the darkness.  Life was about to become a whole lot more chaotic for the spectacled Nazi, as the whole troop of monkeys made a beeline for him - they could hear the sounds of him scrabbling about on the road and thought that this needed to be investigated!

It wasn't all good for Tarzan's followers, though: Caesar was bitten by a snake as the monkeys passed near the well and Kurt arrived to protect his Nazi boss, having been delayed by a random event.



Within moments, the monkeys were all over the Germans, hooting, throwing things and generally getting in the way.  They weren't much good at brawling, but the little creatures had a reasonable Dodge ability and it was hard to prevent them from making a nuisance of themselves [Importantly, their presence prevented Herr Stengel from attempting to complete the Inventory plot point, much to his frustration].


Bullets and more Bullets


At the crossroads, all the remaining characters stumbled into each other at the same time.  Tarzan and his captive watchman turned a corner and came face to face with Stahl Helm and his captive.  Awkward...

Meanwhile, the Nazi goons attempted to pin down Koko and the janitor with machine gun fire and grenades.  This just served to annoy the great ape!



In a brief lull, Koko seized his chance to reveal the location of the final plot point.  He dragged the janitor into the middle of the crossroads, held him up and shook him until the terrified man pointed towards the stack of crates and squeaked "it's over there!" [Koko's finesse skill was not great, but it turned out to be enough (just!) for this task].

Quick as a flash, Tarzan jumped onto the baggage and after throwing a few boxes aside he came up with a package addressed to Lord Darrow.  [As in a number of previous games, the random challenge for the major plot point was against might, which Tarzan has in spades!  He does seem phenomenally lucky in this respect]



Having reloaded, Ernst and Panzerbot 5 blazed away at the gorilla.  Bullet after bullet hit Koko; he fell, stood up again and then collapsed once more, not to recover.  As the ape's grasp weakened, Jasar (the janitor) decided that he was needed somewhere else; he fled before any of the Nazis could corner him.

On the other size of the truck, Stahl Helm levelled his pistol and shot at Tarzan, but he missed.  Thus alerted, the jungle man dodged around the corner of the building and ran away with his prize into the night.



Back down the road, the monkeys finally made a mistake and Kurt, the Nazi muscle man, managed to grab the pair that were taunting him and bash their heads together.  He then stepped into the other brawl and rescued Herr Stengel from the attentions of the third creature - but it was too late.  Some time during the fight, the inventory must have been kicked away and was now lost in the darkness.

With signs that more cultists were coming to investigate the fracas, the Nazis left the village, not particularly well-rewarded for their efforts.


Conclusion

That was another excellent game, though a bit one-sided!  Final score:
  • Tarzan: 4 victory points (1 major and 1 minor plot point), though almost all of the Jungle Alliance were knocked out.
  • Nazis: 1 victory point (for 1 minor plot point).  They held the field and only lost 1 follower, but in the long run this didn't help.
I don't make a habit of commenting on poor dice rolling, as normally such effects are more in the mind of the player than in any scientific reality.  However in this game, the Nazis really did have a tough time.  In particular, Herr Stengel's repeated attempts to pick up a book in the dark were somewhat comical.  Perhaps he broke his glasses when he tripped initially and couldn't see properly thereafter?

It could all have gone very differently, of course.  If Koko hadn't managed to make the janitor reveal the location of the final prize then there would have been an almighty fight in the centre of the village.  Both sets of potential combatants would have been fairly evenly matched, I think: Tarzan and Koko would be better in a brawl, but the Nazis had all the guns...

Friday, 16 June 2017

Bonsai? 28mm Tree!

Introduction

Did you know that it is possible to buy plastic bonsai trees?  I didn't know this, at least until very recently.


It went something like this: I was wondering how I could model a large, solitary tree for my African games (probably Congo and/or Pulp Alley).  I'm thinking of the sort of thing that frequently provides a focal point in the savanna, something like an acacia or baobab tree.  For whatever reason, my mind skipped from scale model vegetation to cheap, "fishtank" grasses and shrubs and from there to larger pieces.  A quick Internet search and I had discovered imitation bonsai trees!


Preparing The Tree

It turns out that there is at least one Chinese company which makes fake bonsai trees.  I saw these on eBay, put in an order for two of them and waited for the postman to arrive.  In due course, this occurred.  Here's some things about plastic bonsai trees:
  • They're very cheap.  I paid just over £2 for each item, including postage.  At this price, I figured that I could afford to bin them if they didn't work for my purposes.
  • They're also very crudely moulded, in brightly coloured polythene.  Not really like any real tree at all (bonsai or otherwise)!
So, what could I do with this?




  1. Firstly, I stripped off all the green foliage clusters.  In hindsight, this was a mistake because it took a surprising amount of time and I ended up spraying the foliage with the same colour of paint before putting it back on the branches.  I might as well have just left it where it was!
  2. Next, I glued the roots to an old CD, after first roughening the glossy surface of the CD with some coarse sandpaper.  This should help with adhesion.
  3. The base was spread with pre-mixed filler, paying particular attention to working it under the places where the roots arched upwards.  Once the filler was dry, sand and grit was glued all over the ground.
  4. I sprayed the model with a paint that was specially formulated for vinyl and other plastics.  This I obtained from an automotive store (Halfords, in the UK).  Usefully, for my purposes, the paint was a very dark grey/black in colour and therefore perfect as an undercoat.  It was quite expensive to buy, but really does seem to stick to the polythene in a way that a regular undercoat would not have done.

Finishing Off



    1. When the undercoat was hard, I dry-brushed the trunk and branches with a single coat of "lichen grey" (a slightly greenish-tinged, mid grey colour).
    2. I sprayed all the green foliage clusters with the same undercoat, then pushed them laboriously back onto the branches.  Should just have left them on in the first place...
    3. Next, I painted the foliage generously with "foam tack" glue and sprinkled it with Woodland Scenics "Fine Turf" flock.  Despite the "fine" in the name, this is a slightly coarse, ground-up sponge material that provided a useful texture for the leaves.
    4. Finally, once all the glue was dry, I sprayed the model heavily with sealer.


    Conclusion


    This was a very cheap and relatively easy model to build, at least when using glues and paints that are designed to work with soft plastics.  I think it will be a useful addition to many of my games tables.

    Of course, I did buy two of these trees, so I have another one to build as well.  I'm going to try some surgery on the second one, to reposition one of the branches so that the 2 models don't look completely identical.  How hard could this be?

    Monday, 12 June 2017

    28mm: The Middle Eastern Village

    Introduction

    A few months ago, I started to prepare for Scenario 3 in my Pulp Alley "Perilous Island" campaign.  As written, this scenario takes place inside a large warehouse that is full of goods and inhabited by a few night watchmen.  I did look for warehouse models (I have quite a few crates and the like already), but didn't really find any that were both large enough to fit my vision and at the same time cheap enough to be affordable.



    One day, I was browsing the Hoka Hey Wargaming/Timeline Miniatures website when I happened to see some 28mm MDF Middle Eastern buildings.  Suddenly, I changed my plans: Tarzan and the Nazis could fight the scenario at the hideout of the Snake Cultists instead!  Since my cultists are vaguely North African, some adobe buildings would work just fine.

    I'll add some trucks and some crates & other goods for clutter (hmm - the Cultists obviously are in the middle of some nefarious plan, such as shipping copies of their manifesto to unsuspecting bookshops across the civilised world!).  Of course, the night watchmen will then become a handful of cultist guards instead.  Muahaha!

    So, the rest of this article describes the 3 buildings that I have constructed...


    The Small Adobe Building


    The smallest of these models is basically a simple, wooden box.  It has been detailed slightly by the addition of wooden beams that protrude from the tops of the walls to hold the roof (these are just about visible in the picture below).

    For all 3 models, the laser-cut MDF fitted absolutely perfectly.  I suppose that I should expect that these days, yet it always comes as a pleasant surprise when a kit such as this goes together so well.



    I've "upgraded" the basic MDF shells by coating them with a mixture of white glue, sand and a ballast powder (I used an old tile grout).  Of course, this required some fixing up after the mixture had dried, to clean any excess from the joints between the walls and the roof!  Oh, well...


    The Medium Adobe Building


    My second building is slightly larger than the small, simple one above.  It also has a second storey and a canopy over the front door.



    Like the first building, the interiors are playable.  In this case, the top lifts off to reveal the upper floor, which I have decorated with some printed paper planks and rugs.  I've also added a piece of dowel in the centre of the floor, to act as a handle...



    ...allowing the upper floor to be lifted out easily to reveal the ground storey.  I've left most of this space empty, but there are some more rugs, a table and some pots to hint at habitation.


    The Large Adobe Building


    The 3rd and final building in this collection has multiple rooms, a dome (a resin hemisphere) and a courtyard.  This latter has allowed me to add some exterior detail; in a couple of the nooks and crannies there are large pots that contain lemon trees



    Once again, the top storey lifts off to reveal the upper floor.  Again, I've added a dowelling handle to make it easier to remove the next piece...



    ...which then shows the 2 rooms on the ground floor.  Once more, I've added minimal detail to these space - just some rugs - thus allowing plenty of room for figures or loose scenery items.


    Conclusion

    Timeline make only these 3 types of Middle Eastern building, which is a pity as they're really nice models.  I think that repeats of the largest building would look a bit strange (it's quite distinctive), though I'm somewhat tempted to get more of the small and medium ones.

    These kits are easy to build and could be painted just as they came.  However, I'm glad that I added the plaster mix to the walls; it gives texture to the otherwise completely smooth MDF.  It was a messy and slow process, though!

    I'm in two minds about my interior detail.  Part of me thinks that there should be much more to be realistic, whilst the other part says that open space is better for playability.  I'm really not that sure...

    I note that other manufacturers exist: Knights of Dice (in the USA) have a larger "Tabula Rasa" range that includes quite a variety of adobe buildings.  These seem to be specifically designed for the model-maker to add detail (the name of the range is a bit of a giveaway!) and are very similar in concept to the Timeline models.

    Sunday, 4 June 2017

    Low Tables for 28mm Middle Eastern Homes

    Introduction

    I'm working on making some 28mm North African or Middle Eastern buildings.  Why?  Because they'll be useful for Pulp games - specifically, for the 3rd instalment of my Pulp Alley "Perilous Island" campaign.  Technically, the 3rd scenario as written is set in a large warehouse, but I figure that it will work just as well in amongst buildings.  I've never been afraid to change a scenario's setting before!

    Before I get to the buildings themselves, I thought that I'd need some furnishings.  If they have playable interiors then I don't like my wargames buildings to be completely empty, though any furniture is strictly representational and will leave plenty of room for figures or other models.

    So, tables...


    Low Tables

    Now I don't know a whole lot about North African buildings or their furnishings.  Nevertheless, it seemed to me that some tables would show that the places were inhabited.  They should be easy enough to make as well, right?




    I started with the table tops.  Now I could have just cut out some rectangles of thick card or plastic.  Instead, I found some unused rectangular bases from Renedra.  These worked just fine; I took one of the longer bases and cut it into 2 pieces.



    For legs, I raided an old sprue from a Wargames Factory kit.  These were designed with legs on one side and cups on the other, so that the sprues could be stacked with each other to make a block that was easily packaged (seemed like a neat idea to me).

    Each of my sprues had eight cylindrical spacers of about 1cm in length; pretty good for a 28mm coffee table, though rather too short for a full-height table.




    To make them a bit more interesting, I added some baskets and pots to the tables.  These metal items come from Steve Barber Models, from his "28mm Market" range.  Roughly speaking, one table has food on it (bread and fruit), whilst the other has drink (3 cups/goblets/small jugs and a larger vessel)




    Finally, here's a (rather gloomy) picture of the finished items.  I've also included some larger pots that also came from Steve Barber Models.


    Conclusion

    These tables were easy to make and cheap.  I do wonder if they'll be enough, though - even if my goal is to have very sparsely-furnished buildings.

    Sunday, 28 May 2017

    Plotting Away...

    Introduction

    I like my wargames to be fought over something important.  It's not very interesting to play to inflict casualties on the enemy for the sake of it, or to gather more "plot points" than the opposition if these are in the abstract form of yellow tiddlywinks.  No, victory (or defeat) has to be tangible.

    With that in mind, I've written articles about modelling plot points for my Pulp games on a couple of occasions previously:
    Well, the collection continues to grow...


    Yet More Plot Points


    I think that I have described the pouch of diamonds before, but the dynamite is new.  It was formed from 7 identical lengths of plastic rod, glued into a bundle [and oddly that was much harder to build than it sounds; I had glue and lost pieces of rod all over the place].  Two thin strips of paper were wrapped round the bundle and I finished the model off with a thin piece of wire as a fuse.



    The missionary's luggage is a commercial casting.  It comes with the "Lady Isabel Poppington" model from North Star, though obviously I have based it separately from her.

    The pile of skulls also comes from North Star; if I remember correctly then it was part of the "Cannibal King" pack.



    The crate of rifles is a bit more complex.  The crate itself is based on a small MDF/Greyboard kit [I cannot remember the manufacturer at the moment], but with a scratch built lid.  The rifles came from the Wargames Factory Zulus set.

    Lastly, the enormous footprint was made very simply by pressing the foot of a toy dinosaur into Milliput.  Note that I mixed the putty and then left it for quite a while before making the print; I wanted the mixture to be malleable but have lost all its stickiness.


    Conclusion

    Left-to-right:
    Back row: 4 totems/skulls on sticks
    3rd row: Missionary's baggage, pile of skulls, suitcase, whip & hat
    2nd row: radio, dynamite, jewelled sword, crate of guns, giant snail
    Front row: pouch of diamonds, journal, Spratchett's Quintail, enormous footprint

    These plot points are intended for use in my Pulp games, which are roughly speaking based around Tarzan, The Lost World, King Solomon's Mines, King Kong and the like (so tropical wilderness).  But there's no reason why the concept shouldn't be used for any objective-driven game.  In fact, I should really build myself something similar for games of 7TV set in Star Trek, Captain Scarlet or similar "space opera" settings.  Hmm, ideas are forming...