Saturday, February 22, 2025

WW2 - Autoblinda AB 41

The weather finally warmed up enough for me to run out and get some paints that I wanted for painting my Italian armour yesterday! Though the evening I knocked out the first of them and got a lot of work done on the rest

The first to be finished is the most recent acquisition - the Autoblinda AB 41

Autoblinda AB 41

I picked this up a few weeks back when I ordered some other stuff for the Italians (including the Italian X Arditi Section, some Italian Colonial Troops, and some USMC Raiders for the Pacific Theatre of Operations!) 

I figured it might be a think kept around an airfield that the SAS or LRDG or RAT PATROL might raid! 

I also have a pair of CV33 tankettes and am M13/40 Medium Tank which I will likely have finished in the next few days... 

I was VERY nearly done the last of the Italian Infantry for World War Two... but they've been pushed aside until I get the armour completed!!

(I've also decided to repaint the Bersaglieri into desert colours, so it can join the rest of the Italians in the Desert... rather than have one odd unit..) 

A Little Visit to the Den

 It's been mighty cold in Saskatoon the last few weeks. Before that I had a cold and hadn't been going out as much... so when the temperature plummeted, I was already in the habbit of not-going-out-so-much and just continued with that for the next two weeks!? I've barely left the house unless absolutely necessary!  I used to think nothing at all about bundling up and going for a bike ride in -40 weather... but now... 

It's been daytime HIGH temperatures in the mid to low -20s°C - but with windchill making it feel like the -30s (or lower)... The last -40 day was Tuesday... 

It seems bonkers that we had weeks of -30/-40 weather... and then a couple of days later it is melting!? The forecast was not wrong... It was very nice on Friday and I finally got around to heading over to Dragon's Den games to pick up the copy of the new Codex:Aeldari that they'd been holding for me almost two weeks since it's release! 

Of course, while I was there... I picked up some other things... 

They had FINALLY gotten in the Warbands of Embergard set of cards for Warhammer Underworlds!! Now I have access to ALL the cards for warbands that I have! Yay!

Also, they happened to have a copy of Five Parsecs from Home: Tactics! which I ended up picking up because... I do like Five Parsecs from Home and I really, REALLY WOULD like to get back to that little campaign I started... um... well over a year ago now!? 

I also picked up some paint I was desperately needing to get painting some ARMOUR!!! (I'll be posting some of those a bit later!?) 

I've finished the Autoblinda AB41 and made some serious headway with the rest of the Italian armour! I'll post some better pictures later today... 

Friday, February 21, 2025

WW2 French Foreign Legion

In addition to the 1940 French force, I also have a small group of World War Two French Foreign Legionnaires. I have a feeling these were painted about 15 years ago and have mostly seen action in Pulp Adventure type games. 

Since I have access to the French Army lists for Bolt Action and have been working on forces for North Africa, I thought it might be a fun mental exercise to figure out what I have and what I'd need to fill this out to a 1000-1250 point force.

The force so far... Four officers, a medic and three squads of eight men. 

What this looks like in (Bolt Action Third Edition):

Rifle Platoon

Platoon Commander (1st Lieutenant)  39pts (Veteran)

Foreign Legion Infantry Section  70 (Veteran) 1 NCO and 4 men
+ 3 men @14 = +  55 Points
+ LMG = +15
= 127

Foreign Legion Infantry Section  70 (Veteran) 1 NCO and 4 men
+ 3 men @14 = +  55 Points
+ LMG = +15
= 127

Foreign Legion Infantry Section  70 (Veteran) 1 NCO and 4 men
+ 3 men @14 = +  55 Points
+ LMG = +15
+SMG
= 130

Medic (Veteran)  30pts 


Heavy Weapons Platoon

Platoon Commander (1st Lieutenant)  39pts (Veteran)


Artillery Platoon

Platoon Commander (1st Lieutenant)  39pts (Veteran)


Total (so far): 531 points

Over half way to 1000 points! I have officers for the Heavy Weapons and Artiller Platoons... but no Heavy Weapons or artillery yet! What could I get to fill out those platoons and get this force to 1000 points!?

+6 Riflemen @14 (to make all the squads 10) +84 points

+6 men @13 (to give all the Platoon headquarters 2 extra men) +78 points

+ Medium Mortar Team (Veteran) +54 points

+ Medium Machine-Gun Team (Veteran)  +65 points  

+ Light Howitzer (Veteran) +59 points
Add gun shield for +5pts

That gets me to 976 points...? Not a lot of anti-armour capability, save for the light howitzer, which itself isn't a lot of anti-armour capability! (can't even give Foreign Legionnaires anti-tank grenades!?).

I could do all this with five packs from Perry Miniatures! 

What else to bring it up to 1250, though (which seems like the NEW standard size for 3ed edition)!? Another Infantry Squad!? Another Howitzer!?  An anti-tank team with an anti-tank rifle might be apropos, but I can't seen to find any Foreign Legionnaires armed as such! 

Crusader miniatures has a French 25mm anti-tank gun and crew... in Adrian helmets... maybe I could carve off the helmets and give them a Kepi...? 

Also, I definitely do not need all four Officers... so I was thinking this one, along with the Charles De Gaulle miniature I have, could join the French 1940 force as the much needed Platoon commanders for their Heavy Weapons and Artillery Platoons... Then I just need another tank for them (or three... or four...?) 

Thursday, February 20, 2025

FiveCore Pulp Adventure - Cult of Cthulhu

I played this game of FiveCore Pulp Adventures over a week ago now. I ran Amanda and Finnegan through a game on a Tuesday evening when we would regularly have been playing Warhammer Age of Sigmar: Soulbound... but I was feeling wildly unprepared and had these rules on the brain and had been dreaming up countless scenarios and adventures for the game since I'd played my first solo game two days days earlier (also, i'd just played a game of Five Men at Kursk earlier in the day!) 

Will THIS become ANOTHER campaign!? I'm not sure... both said they had fun and would play again... but we're already playing Soulbound and Warhammer Quest - WEEKLY - which already seems like a bit much, sometimes... perhaps some other night when I'm not feeling like running Soulbound...? 

Situation

New Orleans, Louisiana, 1930

The group of heroes, summoned to Louisiana by Inspector Legrasse, as investigations into local cultist activity have led him to believe there might be  another incident like the one he witnessed back in 1907...

Scenario

For this game I let Amanda and Finnegan pick out a Hero and an adventurers for them each to play (and had them name the characters)... 

Amanda's hero(ine) was Helen Rogers 

her Adventurer was Ivan McDowell

Finnegan's Hero was Edmund

and his adventurer was Sister Yvanne

Accompanying them were Inspector Legrasse, Constable Johns, Constable Smith,   Constable West - all of whom were Followers, and then there was Harvey Holden a reporter from the local newspaper - a Hanger-On! 

In the scenario there were worshipers around a monolith and three pairs of other cultists patrolling between three patrol points - the small campfire, the smaller idol, and the brick shithouse. (I was using the Stealth/Commando operations rules from Five Men at Kursk.) 

Ma and Pa, the owners of the land - who were just as mad as the cultists - kept a keen eye out for interlopers that might disturb their friends ritual. 

Ma and Pa were static Sentries that could attempt to spot anyone that moved within line of sight. 

inside the cabin were their sons Judd and Jethro.

At the beginning of each Patrol Phase - on a roll of ONE - one random member of the family would decided they needed to go use the shithouse and would walk out towards it - much like a sentry moving towards a patrol point and would stay in the biffy, until the alarm was raised or another one was rolled, then they'd head back to the cabin. 

another veiw showing relative positions of cabin and worshiping cultists. 

After a number of turns of these cultists are chanting... something nasty would be summoned! 



The Game

All set up and ready to go...

I gave the option of approaching stealthily or just go in guns-a-blazing! They chose stealth.. and then IMMEDIATELY decided that was taking too long and started doing full moves, putting out noise markers and drawing the attention of the Patroling cultists!? 

The heroes and police approach the cultists ritual site - chanting can be heard in the distance. 

Cutlists chanting away... 

There was about a turn of attempting to be stealthy... but that was too slow and the heroes (or... their players...) got impatient. 

Edmund, crashing throught he woods, made noise and drew the attention of the Patrolling Cultists, but they did now spot him. 

Another turn of crashing through the forest...

More cultists turned to investigate. 

The everybody was rushing through the woods making noise... Cultists were drawn into the woods to investigate...

Ivan Mcdowell charged forth and attacked one of the Cultists! 

Killing one with a swift, silent blow, he turned to the other patrolling with the first... 

And took her out silently, without alerting other sentries or raising the alarm! 

Yeah... I probably need to make proper cultist casualty figures/markers... looks little weird using these... looks like he punched them right out of their cultist robes!

Another pair of Sentries were drawn in the direction of Edmund... HE'D actually attempted to be stealthy that turn... but the cultists were drawn towards the noise markers made by others! One failed to spot Edmund, but the other drew closer and got close enough to automatically spot him and raised the alarm! So Edmund blasted the shouting cultist with his shot gun! 

Helen Rogers also started blazing away with her rifle! 

Edmund shot another cultist, as did Constable Smith. 

The partner of the cultists shot by Smith, charged Smith. 

Smith fled the melee, and the cultist, feeling rather sure of himself charged into attack Ivan McDowell... that went less well! 

Helen Rogers maneuvered around to start taking shots at the leader of the Cultists! 

Constable West, blundering through the woods, came to the edge of the woods and found himself face-to-face with Ma! BLAM! He shot her point blank with his shot gun and she went down! 

In the distance, Jethro, witnessing the shooting let out a cry of distress and then started shooting at the copper in the woods. Constable West flinched and fell back into the woods to take cover 

Pa and Judd made their way up to the Brick Shithouse to further investigate the disturbance on their property! 

One of the worshipping cultists, after being shot at by Edmund, turned to return fire... or throw daggers... or... whatever the 12" shooting attack of the cultists represents!? (we imagined it was daggers they were throwing!) 

and TOOK RDMUND OUT!? 

Helen Rogers was also downed by one of the Cultists who turned away from workshipping to defend his master! 

Then Imspector Legrasse was taken out of action! Things were not looking well for our heroes! 

Constable West and Pa exchanged shots, after Pa had wandered back into the woods to see what was going on... 

West gunned down Pa, just like he did his wife! 

Constable Johns exchanged fire with Judd.. 

Jethro rushed up to check on his Ma and shot Constable West! 

Upon investigating Ma, he discovered she, too, was out of action! 

Sister Yvanne was injured and downed by a Cultist...

who also injured Constable Johns! 

Constable Smith and Ivan McDowell had fled combats and just could not rally!? 

Eventually Ivan McDowell rallied... just in time for Jethro to rush forward and shoot at him with his rifle. 

Jethro missed. McDowell returned fire and he did not miss... 

Constable Smith also rallied and moved forward with McDowell under cover. Judd had also taken cover and was shooting at them. 

One of the cultists had moved in to try and finish off Sister Yvanne and that did not work out for him... she rolled over and filled him full of lead and retreated to the cover of woods! 

Sister Yvanne checked on the downed Helen Rogers and got her patched up and back into action.

and then snuck forward and started shooting at the Cultist Leader. 

It was Helen Rogers that finally put a bullet through hin and stopped his chanting.. 

But the other cultists continued their chanting!!

Judd continued shooting at Ivan McDowell and Constable Smith. 

Ivan eventually decided he'd had enough and charged out of the treeline, across the open and cut Judd down with his machete! 

One final cultists continued chanting on his own! 

He was briefly halted when bullets got a little too close! 

But then quickly rallied and finished off the incantation... 

a monsterous beast from beyond space and time appeared... and ate the cultist! 

Ivan McDowell was terrified by its sudden appearance and once again fled into the woods! 

Sister Yvanne and Helen Rogers started blazing away at it with their firearms... 

Ivan McDowell rallied and joined them! 

The trio spread out and kept blazing away! 

It was Helen Rogers that finally put it down! 

In the end, it was discovered that Inspector Legrasse and Constable West has been killed in the exchange! Constable Johns recovered from his injuries... but was never quite the same... 

Edmund was found alive but quite injured by the Cultists throwing knife! He will have to sit out the next adventure (should we play one!) 

The bodies of Ma, Jethro, and Judd were also recovered... Pa was nowhere to be found. A blood trail and drag marks lead off into the Bayou and it was assumed that 'gators had got him! 

If I did it again, I would make it WAY HARDER to damage the shoggoth... but maybe gave it less lives... Perhaps any time it got injured by a kill die, I'd roll a kill die of my own and could take the lesser 

Eleven of the Cultists had died in the fight, only one was arrested. The leader, however, seemed to have slipped off in the confusion of the battle with the otherworldly beast! 

I realized AFTER the game we'd forgotten a number of things... REACTIONS, somehow!? And In-Game Events... Ah well... 

The spoils from the adventure only yielded Two Fistfulls of Dollars... It did turn up one Lead! 

If we did play again, I'd let them recruit a new group of Followers and Hangers-On. 

I did choose Harvey Holden, news reporter, to roll and see if he "graduated"... He did not... He will remain a Hanger-On... for now... 

If we DID continue with these. I might be tempted to dig out the many, MANY Call of Cthulhu adventures I have and use them as plots foe the campaign, just read through those and find ways to turn them into tabletop encounters!