Monday, February 5, 2007

Vimy Project Update

Vimy Project Update

5 Feb 2007

This is an update on the status of The Vimy Project. Things are chugging along. Thought I'd put up this post to let you all know where things are at.

Figures

Germans are starting to roll off the production line. I made moulds for the first four Thursday and Friday of last week and cast the first lot later Friday evening. Here is what they look like (click on the pictures below for a bigger version):


The new Germans, front.


The new Germans, back.

There’s another four Germans needing one or two little details then they too will be moving on to having moulds made. I have two more regular Canadian infantrymen in the works a man chucking a bomb (very nearly done) and a lewis-gunner (chugging along...). I’ve also started a bunch of Canadian Highlanders as well as Canadian and German Staff officers. I had hoped to be able to make some HMGs and trench mortars and crews for both sides… we’ll see if I have time or if I really even need them – depending on how some of he play-testing of the scenario goes.

Here’s the state of my worktable:



Terrain

I have finished up the wire I need (see other posts on this blog; 36 miles of barbed wire Part 1 and Part 2). Big thanks to Curtis and Darrin for all their hard work – Darrin especially, who tells me he still has glue on his fingernails…!

Last week I did a lot of sketching and scratching out and destroying brain cells trying to figure out how to make the terrain boards. I was having a hard time deciding how tall the contour intervals should be and how big the steps should be. It’s all, more or less, sorted out now.

I have cut the four boards I need and drawn on them where the various trenches will be as well as the basic contour intervals. Hopefully construction will begin on these in the next week or so.

Scenario

Having painted the better part of one of the brigades involved and having roughly one battalion of older German figures I decided to start play testing last Friday evening. Gary and Mr. Miller came by to help out. I just wanted to see how the first couple of turns would play out, so we set up the figures on the rather bare terrain boards with just pencil lines to show where most of the trenched were. I was mostly interested in seeing how the creeping barrage would work and how well it would destroy the wire… It raised a lot of useful questions. Big thanks to Gary and Tim M. for helping me out with that.

Here are some pictures from our play-test:


New Figures

While working on all the great war figures for the Vimy Project I decided to make a couple of pulp adventure figures of my own just for laughs. Here are the first two. Click on the pictures below for a bigger version.


The first is a Tramp Steamer Captain. Can anyone guess who the one on the left was painted to look like...?


Next up are some Cultists. I always wanted my own cult of followers. Now I have them. I've started on a second cultist figure that will have an open sleeve that a hand carrying either a knife or a revolver or a torch can be pinned and glued on to. perhaps I'll paint up two cults and have a skirmish wargame between two rival cults! These red ones will be The Crimson Death Cult!


Here I was experimenting with some different colour schemes. These will be (from left to right); The Jade Death Cult, The Violet Death Cult, and ... uh.... The Sons of the Hobgoblin....? I don't know what possessed me to paint him like that. When I was finished I looked at him and was suddenly reminded of a supervillain... I think it was from the Spiderman cartoons I watched as a kid, and I think his name was the Hobgoblin... any comic nerds out there that can correct of verify this?


This is what the "green" from the cultist figure looks like.

There'll be more. Stay tuned...

RESCUE IN THE DESERT (SW- Pulp)

RESCUE IN THE DESERT

The following is another episode in my Savage Worlds Pulp Adventure Serial. The game took place (Savage) Sunday, 4 February 2007. We mostly use the Showdown skirmish rules with some elements of the RPG added for flavor or fun.

Starring
Darren Morris as Oscar Carson, Private Investigator (and Cptn. Ralph Bagnold, Royal Corps of Signals, Cairo)
Curtis Tessmer as Montana Black, Two-Fisted Adventurer (and the British soldiers)

… And, of course, directed by and starring myself, Tim Brown, as the rest of the bad guys; Bandit Desert Nomads and their leader who calls himself “the Son of Rasouli”, as well as the Angry Native Villagers.


27 March 1922

The daughter of the renowned British aristocrat and Egyptologist, Sir Walter Smythe-Wagner, has been kidnapped by a ruthless band of ruffian nomads. The beautiful Emily was abducted from a dig site where she had been working with her father near Karnak. Demands have been made for her return in one piece. Gold, of course, but also the expulsion of all British Foreigners… not really possible…

Sir Walter has prevailed upon his friend, Montana Black, who worked with Sir Walter on a dig in Egypt before the Great War. Black has also brought along partner, Oscar Carson, and enlisted the help of a Captain Ralph Bagnold who is something of an expert at desert travel by motor cars and has done much surveying of North Africa for the Royal Geographic Society.

Carson’s excellent investigative skills, Black’s knowledge of the local languages and tracking ability, and Bagnold’s keen desert navigation, have brought them to a small and remote oasis on the edge of the Great Sand Sea by the Libyan border. Their trucks secreted behind a large rocky outcropping the party stole forward to observe the encampment during the day. Having successfully located Emily’s tent and ascertained the size of the hostile force they fell back to their own camp to formulate a plan of attack, leaving one of the soldiers to continue observing the camp.

The plan was simple. Black and the soldiers would cover Carson and Bagnold as they approached the camp from opposite ends. Carson would rescue Emily. Bagnold was to lay in wait at the other end of the oasis and if Carson was discovered he was to scatter the horses to cause a diversion as well as to keep the nomads from riding them down as they made their escape to the waiting trucks.

Midnight. The rescuers take up their positions.

(click on the pictures for a larger version)


In the top left is the Bandits encampment at the oasis. A few sentries can be seen sitting around a campfire (just imagine a campfire there!). Carson can be seen at the bottom of the picture and Bagnold is off to the right. Between the two are Montana Black and the four British soldiers.


Carson, left, Black, right, and the Soldiers between them observe the oasis


Yet another view of the oasis.

On the other side of the Jebel there was also a small, impoverished village quite hostile to foreigners. My plan was to have a daunting enough force, with possible reinforcements coming from the village that the players wouldn’t try to “kill ‘em all” but rather grab the girl and run for it and have to execute a fighting retreat while being chased across the desert to their get-away trucks… well… it nearly worked…

The first couple turns consisted mostly of Bagnold and Carson sneaking up on the oasis and the Nomad sentries trying to “spot” them. Carson was dealt three jokers in a row on turns two, three and four! The first netted him an extra benny, unfortunately with the second joker he rolled a two inciting a freak event… The Pharaohs Revenge! All that water from the water holes along the way finally caught up with Carson. All rolls for the rest of the game were at -2 due to a sudden acute case off Dysentery. (Let the poop jokes begin…!)

On turn four Carson, tried to stealthily cut the back of Emily’s tent open. Difficult to do while having to concentrate on keeping our butt cheeks clamped firmly shut lest a torrent of diarrhea be unleashed… Despite this the guard in the tent was completely oblivious to the tent tearing just behind him. Perhaps he was sleeping, he went bust on the notice check while Carson, with highly pressurized bowels ready to blow, scored a 15. I’d call that “getting the drop” – unfortunately he’d have to wait until next turn as he already preformed an action (cutting the tent)

Turn Five

Nomads go. The four sitting around the campfire were still completely oblivious to what is going on. The one in the tent, however, wised up to Carson’s presence. Perhaps Carson cut the cheese as he raised his knife to strike the guard or something, whatever the case the guards notice check beat Carson’s sneak test and the guard raised the alarm and spun around taking a swing at Oscar with the but of his rifle.

Bagnold, at this point, tried to spook the horses he had been untying. I decided this would be an intimidation check. He failed.

Carson finally took his first swing at the guard and missed. This happened a lot, what with the minus two for the bowel trouble and a further minus two for darkness…

Turn Six.

Everyone was now dealt in; those that were sleeping started this turn shaken. To keep things fast and furious I gave all the nomads one card but treated them as a couple of little units for movement and coherency.
Oscar Carson went first, taking another swing at the guard in Emily’s tent. He missed. Again.

Emily woke up with a start, recovered with a raise, screamed, picked up the stool the guard had been sitting on and bashed him in the head with it. He was shaken. Not bad considering she was -2 for darkness, -2 for unskilled, and -1 for an improvised weapon and had just been fast asleep seconds before!

Seeing all the nomads stumbling out of their tents Montana Black decided to go off hold at this point and charged in toward the oasis. His signature twin bowie knives flashed in the moonlight.

Bagnold tried again to scare the horses off, shooting in the air this time (which I gave him a +2 for…). They wouldn’t budge. Very clam horses, they were. Must have been very accustomed to gunfire and such.

Three Nomads recovered from being shaken, the rest continued to stumble out of their tents and get their bearings. Two of the sentries that had been sitting by the fire leapt up to dash into their prisoner’s tent. They were interrupted by the soldiers, which had been on hold from the first turn. The soldiers fired but missed both. The Nomads continued into the tent, one tried to grab Emily while the other slashed at Oscar with his scimitar.

The “Son of Rasouli” recovered from his slumber but needed a turn to collect his wits.

Turn Seven

Bagnold gave up on the horses and started taking shots at the nomads heading his way… winging…

The soldiers continued firing on he Nomads stumbling out of their tents, taking one down.

Black charged around the side of a tent and gave a pair of stumbling shaken nomads a couple of quick stabs with his bowie knives casing them to spend the rest of the game lying on the ground soaking the sand with their blood!


Montana Black standing over the two fresh corpses of his victims and the nomad shot by the soldiers. Luckily most of those Nomads opposite him were still shaken. “Son of Rasouli” is off to the right of the picture just having emerged from his private tent. Bagnold can be made out lurking by the trees in the top left.

“Son of Rasouli” charged Montana Black wilding slashing in the darkness with his scimitar but failing to find his mark. His followers continued to try and sort themselves out. Two ran for cover at the edge of the oasis returning the soldiers fire, hitting one (-2 for running, -2 for darkness, -4 for hard cover!)! Another entered the prisoner’s tent and helped his accomplice subdue the squirming Emily. The other two in the tent took wings at Carson tearing his hole (in the back of the tent….) wider still. Two others began to round up the horses.

Emily then squirmed her way free of her two captors…

Turn Eight

Bagnold, with a Joker, shot down one of the nomads trying to gather up the horses.

The Soldiers couldn’t hit a thing!

Emily snatched up the stool once again and bashed on of her assailants in the head (again, -2 darkness, -2 unskilled, -1 improvised weapon...). Failed to cause damage on her first roll, figuring she wasn’t likely to hit often, Darrin, who was now controlling her, burned a benny. It paid off as she cracked his skull with a couple of raises! Someone said they thought they heard here say, “this is SOME rescue…” amid the chaos.

Carson, having drawn his pistol by this point, shot point blank at one of the nomads assaulting him. He must have been a very skinny nomad in large billowing garments as Carson was sure he hit him but the target didn’t even flinch.

Black and Rasouli continued taking swings at each other, missing in the darkness. The rest of the nomads did little of effect this turn, other than grappling Emily again and shaking Carson.

Turn Nine

Carson recovered but wasn’t able to act. Emily slipped out of her attackers grasp once again. One of the soldiers shot a nomad through the head spraying brains about the sand of the oasis (four raises!)

Black finally scored two hits on Rasouli with his bowie knives. The first scored four wounds, but Rasouli soaked them. The second caused another wound, which was also soaked with another benny. Rasouli could do nothing this turn other than recover from the being shaken by the solid blows up on him.

The nomads, which couldn’t seen to get a card higher than six, shot at Bagnold and the soldiers missing. One grappled Emily again, this time with a raise, which caused her to be shaken. Carson, too, was returned to his shaken state with another close shave.

Turn Ten

The soldiers started off this turn by painting a tent with the brains of another nomad (again with the four raises on a damage roll!).

Carson was unable to recover from being shaken – too busy concentrating on not spraying liquid feces inside his pants…

Black struck Rasouli with another two wild slashes of his bowie knives. The first on took his head right off (FIVE RAISES! GAH!). The second, we figured, skewered his head as if fell back to earth. He then flung it off in the general direction of the two bandits that were about to charge him. It must have been a good enough distraction as their blows failed to damage Black.

Three of the other nomads mounted up horses and began to lead them out of harms way, while another charged Bagnold. In the ensuing melee the bandit cut Bagnold good causing two wounds – one of which Bagnold soaked with a benny. He recovered later in the turn, but took no further action.

Emily recovered from being shaken, with a RAISE, and once again slipped out of the grasp of the bandit wrestling with her! That’s one slippery girl!

Turn Eleven

Bagnold tried to shoot his attacker point-blank but missed.

The bandit grappling with Emily once again got hold of her! Another continued his assault on Bagnold but could not hit him. The two attacking Montana both managed to land blows, but that tough bugger was merely shaken by the incident, which he burned a benny on so it would cause him no further worry. Carson was also playing tough-man, though he had to burn a benny to soak a wound landed on him.

Emily, for once, was unable to struggle free when her card came up.

The flashing steel of Black’s twin bowie knives took down the two bandits attacking him.


The bodies are piling up around Montana Black.

The soldiers, lacking any targets, went on hold.

Carson again fired wilding into the melee in the tent, missing everyone!


Oscar Carson and the very full tent!

Turn Twelve

The angry natives from the nearby village arrived… with a JOKER! They ran towards the oasis at top speed (12”!).


Native villagers angered about their sleep being disturbed!

Bagnold shoots and missed again but the bandit found his mark, shaking Bagnold.

Emily once again fails to struggle free and was dragged out of the tent.

Oscar finally put a bullet in one of his attackers taking him out of the action. The remaining nomad missed Carson.

Black charged at the nomad dragging Emily out of the tent. The nomad released Emily to try and defend himself but wasn’t quick enough. Black savagely dissected the brute causing him to spurt blood all over Emily’s white silk nightgown!

Turn Thirteen!

Carson shot and killed the remaining bandit then dashed through the tent to see where Emily had been dragged to only to find her in a passionate embrace with Montana Black.

Black broke off and dashed across the oasis to the aid of Bagnold, cutting down his attacker. Emily followed in the footsteps of her hero of the hour.

The Soldiers fired upon the charging villagers who carried on at an unearthly rate. Two were hit, but only one was shaken.

Turn Fourteen

The natives are dealt another Joker…. This was bad news for our heroes. Oscar Carson was overtaken by the mob and hit three times. #1 – shaken, soaked. #2 - wounded, soaked. #3 - no damage. Carson shoots back missing with his wild shots.

Black turned to see his partner being swarmed by the mob of angry villagers. He turned back to Bagnold and shouted, “Take her and get to the trucks!” He then turned about again and charged into the melee to aid his friend. Striking one, the native was shaken.


Black charges in to the aid of his friend.

Emily and Bagnold ran, heading for the rendezvous with the trucks!


Emily and Captain Bagnold on the run.

The soldiers, not being able to see targets again, went on hold.

Turn Fifteen

Black swinging wildly took down two of the natives. Carson still can’t find his mark. The soldiers, inspired by Black’s courage, get up and head for the oasis. Emily and Bagnold continue their dash across the desert.


The soldiers charging in to help the surrounded heroes.


The surrounded heroes.

The frenzied mob surrounded the two heroes and started hacking away. Five hits were scored on Montana Black. A wound, soaked, shaken, soaked, two fail to damage the colossus that is Montana Black and the final one wounds him, truly, as he is unable to soak it…. Oscar Carson is only hit twice, which net only one wound.

Turn Sixteen

In a frenzy of his own, Montana Black recovers from the initial shock of his wound and hacks wildly back at the mob taking one down and shaking another. Carson was tiring and only able to recover slightly and defend himself….

Then the natives went. Four more hits on Montana Black each causing a single wound. Finally he is brought to the ground. Carson was again shaken and then wounded.

The soldiers fired on the crowd as they continued their advance dropping one.

Turn Seventeen

Carson recovered well enough to act… shot, but missed.

Bagnold ran to the soldier that had been shot earlier in the game and began dragging him toward the trucks urging Emily to carry on and bring them back.


Bagnold stopping to check on the wounded soldier and Emily pressing on.

The soldiers charged into the melee, taking down two immediately and shaking another.

The natives retaliated shaking a soldier and Carson, again.

Over the next couple turns the melee continued. Slowly, one by one, the solders were taken down by the native’s superior numbers. Carson’s luck finally ran out too. Emily made her way to the trucks and persuaded the drivers to return with her, while Bagnold continued to drag his fallen soldier towards the trucks.

As the truck made it to Bagnold the natives could be seen pouring out of the village. Bagnold decided their comrades couldn’t be helped, at this point, loaded Emily and the wounded soldier into the trucks and sped off into the night….

When he got a safe distance away he stopped and set up the new long-range wireless and tapped out a message to Cairo requesting reinforcements….

What became of our heroic adventurers? Will Bagnold return with reinforcements in time? Find out next week in the next episode of my Savage Pulp Adventure Serial!

Sunday, January 28, 2007

36 miles of barbed wire: Part 2

The last three Savage Sundays aven't been all that savage. Two of them only Darrin showed up and so I shanghaied him into some terrrain making. Curtis also showed up for one. He was also forced to labour in my terrain making slave camp. They have enjoyed the fruits of my labours for years... it was time they helped out a bit....

The first week was documented in the previous post; 36 miles of barbed wire: Part 1.

Last week Curtis, Darrin and I started off making making some mud brick/adobe style houses. I cut the MDF and Darrin and Curtis glued them together.

(click on the pictures for a bigger version)


I have some sanding and painting to do yet, but it was a good start.

This didn't take nearly as long as I thought so we stared in on the wire again. Curtis and Darrin painted the posts dark brown and touched up the rest of the dark brown paint on the base.


Darrin and Curtis, my happy terrain slaves, painting posts and bases.

Meanwhile I started cutting strands of the wire. The wire I cut from nylon screen door mesh. Simply slice down between two strands and you will end up with a single strand with the remaining bits of the cross-strands closely approximating barbed wire. Do not use the metal screen as it is woven and the crossing strands are not .. well... attached in any way... trust me it just won't work.


that's me cutting those strands


Again with the cutting strands.

Shortly thereafter we called it a day.

During the last week I dry brushed the light brown on the bases.


In the lower part of the picture above are the ones that Curtis and Darrin finished touching up, above those are the ones I've been drybrushing.


There's all 36 stands of painted and ready for wire.

So again, as I mentioned earlier, only Darrin showed up today. He said he was up for some more terrain making so once again I put him to work! Darrin started off stringing the wire. I carried on with cutting strands for a bit, then helped with the strinning/glueing as well.


Darrin applying glue to base.

Here's how I do it. First I put a little dab of glue at the bottom of one of the corner posts. I use a cyanoacrylate glue - "Flash" or "Superglue". When they say use only in a well ventilated area they MEAN IT! Especially when your doing a LOT of gluing as we did! I opened a window right up (luckily it wasn't too cold today!). The War Room is still a bit stinky.

Anyway after I put that dab of glue on there I take an end of a strand and wrap it around that post and hold it tight until it's good and stuck. Then I'll put a wee dab of glue at the bottom of each of the posts and wrap the wire around them criss-crossing between them and around the perimeter If I have enough.

The strands I had (due to the size of scrap screen mesh I happen to have) were not all that long. each was just about enough to do one "layer" of wire.


Here's what it looks like when "layer one" is done.


For "layer two" I start at the bottom of a corner post again, but this time I run the wire around the perimeter of the stand wraping it alternatively at the top a of one post and the bottom of the next.


For "layer three" I start the top of one post and in a similar fashion to "layer one" I wrap wire around the tops of the posts. Sometimes around the perimeter, sometimes criss-crossing between them.

Presto they're finished.


By the time we were finished these our fingers were thoroughlly stuck together! GAH!

I will spray finish these to further solidify the wire on there and protect the paint on the posts. I might also throw on a few pebbles as field stones churned up by previous bombardments of the area, maybe some skulls and other bones I have kicking about in the bitz box, maybe even the odd rare tuft of static grass.

Well that was a big chore out of the way! BIG THANKS to Darrin for helping me out with that! I'll have to do this all over again three more times for my Vimy Project before I can do the whole corps attack... Yikes...!

Like it? Know a better way to make wire? Post a comment below!

Wednesday, January 17, 2007

Tims Clash on the East Front (FoW)

... a little after action report of a game played between myself, Tim Brown, and Mr. Tim Miller...

We hooked up for a little "ostfront" Flames of War action. I played some German Grenadiers and Mr. Millerov played his ubiquitous Russians.

Rolling randomly for a scenario we got "The Cauldron". Now in the previous version of FoW the Cauldron scenario was nice for forces like Germans and Brisith in the Desert... but didn't quite work out for anyone that had to play against Russians. So Mr. Miller was a bit hesitant, but we had a look at the sceanrio and how it has changed and decided to give it a go. I was still obliterated, but that had as much to do with terrible dice rolling as the scenario.

Rolling to see who would be attacker and who would be the defender we tied, re-rolled, tied again, re-rolled, tied again... five times we tied before it was finally settled that I would be attacking... attacking a Russian BATTALION which had two entrenched rifle companies and an armoured company.... with my single Infantry company... was there any doubt how this would turn out...

We set up some terrain with a town at a crossroads in roughly the center of the table. The Russians had infintrated a battalion throught the lines and took this vital crossroads on the was to Lenningrad. The Germans would have to crush this force and regain the crossroads before the Russians could reinforce the position.

So "Comerade Millerov" set up his two Infantry Companies encircling the town and kept the Tank Company in "immediate ambush"

(click on the pictures to see a bigger version)


Look daunting, don't they...?



Then I set up my stuff. I got to roll randomly for the initial dispositions of my troops. I decided to take two Grenadier platoons an Infantry gun platoon and a mortar platoon. The two Grenadier platoons were in the to southern quarters of the table and the Infantry gun and Mortar platoons ended up on the Northwest quarter of the table. The quarter nearest the Russian base line.... handy...

So I set up the mortars as far from the town (but in range) and as far from the Russian table edge as possible. In the end their doom didn't come on from arriving Russian reinforcements,but rather the Russian armour sallying out of their defensive pocket....

Here's what it looked like when we were all done...


The picture is taken from the North end of the table. At the bottom of the picture are my Infantry gun and Mortar platoons. In the middle of the table is the town and the two Russian Infantry and single Russian Armoured companies. Off to the left of the picture (east of town) is a single mortar platoon observer. In the two stands of woods furthest south was where my two Grenadier platoons were hiding. That's Comerade Millerov looking on.


Here's that Mortar platoon observer and what he was looking at....


There's one of my Grenadier platoons.

Here's how it played out:

Turn One

Russians - the tanks moved out throwing thirty dice of machine-gun fire at my mortar observer east of the town. My mortar observer tried to look like a shrub. Must have worked because when the dust settled they were alive and well in their little hole.

Germans - No reserves, One plane. I voluntarily withdrew the mortar observer off the table (wouldn't you have wanted to leave?!) also his presence in that particular location would have made it diffeicult for my Stuka to bomb those tanks. As it turned out my Stukas did bomb the tanks and destroyed one and bailed another. The mortars and infantry guns bombarded the Russian infantry in the town, they pinned them but failed to cause any casualties.

Turn Two
Russians - the tanks move, heading for my guns!

Germans - no reserves, no planes.... Realizing they have only one or two more turns to bombard the town (keeping he russians heads down) before the tanks overrun their guns, I started moving my Grenadiers into a position where they could assault from. fired my mortars into town and actually kill one stand of Russians! I pivoted my Infantry guns to face the on coming tanks. Not sure why as they were obsiously going to tear out from behind cover and destroy them before I got a shot off.

Turn Three.

Russians -


Tanks tear out from behind cover and destroy my infantry guns before I got a shot off.

In other exciting news one of the Russian infantry company failed(!) it's motivation check to recover from being pinned by my mortars last turn?!

Germans - NO reserves, no planes... If things weren't looking grim enough at the start of the game, they're looking pretty hopeless now. I can't think of any commander that would try to make such an attack. Oh well. The mortars killed one more stand of Russians before they die. Infantry continue to move up for an assault.

Turn Four

Russians - Reserves (yeah the guy with the "delayed reserves", who really doesn't need anything else on the table, gets reserves before me...).


... and there they are a Recce Company of armoured cars. Here they are lining up firing squad style to kill my platoon of Grenadiers caught out in the open. they shoot them up but only manage to kill the light mortar, a stand of infantry and the platoon commander (who is replaced by the feldwebel).


The Tanks assault the mortars but somehow manage to not kill any. The mortars try to run away. So they died tired the next turn....

Germans - 2 Reserves and 2 planes... I brought on the MGs and the third Grenadier platoon double timing to try and get them someplace useful. The planes blew up a single tank. The Grenadiers in the woods, now somewhat reduced and facing an unpinned, entrenched Russian rifle company to their front and a company of Russian armoured cars to their rear, went to ground and hoped some support might get up and pin the russians in time to launch and assault.

Turn Five

Russians - More reserves; a platoon of towed AT guns. The tanks just shot up the running mortarmen. They died tired. Actually the commander and a single team survived the MGs. Rolling motivation to see if they wanted to stick around... they decided "...Siberia, I hear it's nice this time of year..."

Germans - the last two (completely useless) platoons in reserve showed up. AA(20mm) and AT(pak 36s). Yay. I did get two stukas and they did blow up two more tanks... but I'm still not giving as good as I'm getting.

Turn Six

Russians - Tanks double time back toward the village. the AT platoon makes it into the defensive pocket of the town. The Armoured Cars shoot up the rest of the grenadiers hiding in the woods near the village.

Germans - I get three planes. They blow up the AT platoon and pin the russian infantry company. Yay, now it's only a major defeat instead of a stunning one. The MGs also give the Russians a bit of Dakka-dakka, with little effect.


It's now or never; the remaining two Grenadier platoons move up a bit to prepare for an assault next turn.



Turn Seven

Russians - HMGs kill one of my HMGs. Armoured cars kill one stand of Germans. Infantry kill another two.

Germans - One stuka arrives, it is shot down by the Armoured cars it was going to bomb, but this will keep them for shooting any more of MY ground forces next turn... I move out to assault with two platoons, forgetting only one can actually assault at a time one kills a bunchof Russians in one company before it is wiped out the second one charges in and the russians retire out of range. Conveniently I am within 4" of the other russian company and some woods they occupy - the only cover I could possibly hope to get to so I do a "breakthrough" assault on them. they also retire to take up better positions.


Here's my remaining German Grenadiers at the end of the assault phase.

Turn Eight

Making it to turn eight in this scenario against russians is a victory, of sorts, in itself.

Russians-


Surround and wipe out my remaining Grenadiers. End of game.

Sunday, January 14, 2007

36 Miles of Barbed Wire: Part 1

...cobra snake for a neck-tie...?

No Savage action to report this week. Only Darrin showed up and the scenario I had cooked up wouldn'y work so good with one person so I shanghaied Darrin into helping me get started making some barbed wire for the Vimy Project (see post below).

Now I figure I want to have enough to potentially make three rows completely across the table. The table for this years scenario (the Fourth Division) is 4'x4'. So that's 12 linear feet of barbed wire in 4" sections.... so 36 4" sections of barbed wire. Good thing I had Darrin to help out, getting started would have otherwise been a rather daunting task.

So what follows is part one of How to Make Barbed Wire (....the Tim Brown Way).

So the first thing I had to do was run out to the garage and see if I could find any 1/8" MDF already ripped to 1" wide. I did. This made me happy becaue it is dang cold here this week and I didn't want to spend any more time out there than I had to. It looked like I had a fair amount, three or four stips about 3' long. I wasn't sure if it was 12' but it would be a good start. As it turned out I had plenty.


Part two was cutting the stips down to four inch sections. I did this in the house with a little hand mitre saw as it was too dang cold to stay out in the garage and use power tools. that's Darrin in "the Tick" shirt there.


I cut a big pile.


While I was cutting them Darrin started cleaning them up. This involved running them over a sheet of sand paper to bevel the edges. then he pre-drilled the holes where the posts would go.


When I was finished cutting I stared banging in the 7/8" finishing nails that would be our posts. I also filed down any points that were poking through the other side.

Yeah that's right; finishing nails. So these aren't the kinds of things you want to be clumbsy with and leave on the floor where anyone might be walking around in socks or bare feet... or tin soled shoes...!



There's the pile of them.

The next step is to apply "Base Goop" from experience having made these before it is easier to apply any texture to the base BEFORE you string the barbed wire!

The "Base Goop" is the same stuff I use on my figure bases. It's a mixture of acrylic gel, model railroad balast, and dark brown paint. It gives a rougher etxtre than simple aplying glue and sprinkling on sand. It looks more like earth churned by hundreds of tousands of tons of high explosive shells.


there's Darrin aplying the base goop. He's ninja fast at this, hence the bluriness. No, I'm kidding, it's actually a long slow tedious task. There was just poor lighting and I hate using a flash...


Long way to go. the container by Darrin's hand is what I mix the base goop up in. It's the plastic part from a blister pack of figures. My guess this one came from a battlefront platoon pack... I save them all for mixing goop. I have quite a stack, but as I'm buying less and making more of my own they will over time dwindle away...


...And presto! Bases for three 4' long strecthes of barbed wire. next I think I'll actually do the base highlighting before I string the barbed wire then I don't have to worry about working around the wire.

and I'm going to have to do this all again next year. "WHY!?" you may be asking, when these aren't atached to the table, could I not just use them for next year's scenario? Well, because when live the megalomaniac dream five years from now and do the entire Corps on one big 16' long table... well... I'm going to need enough barbed wire to run the length of the 16' long table aren't I? (BAW-HA-HA-HA-HA-HA!)

Stay tuned for part two: Stringing the Wire and Finishing Up.