So I thought the USMC deserved a bit of love... and I had an S&S model M106 Recoilless Rifle, plus the S-Model M151 A2 'Mutt'. Still a Work in Progress, and added S&S crew and camo netting.
The windscreen etc. are just lying in place as I have yet to work out the final assembly sequence, but I reckon it will be a nice little support.
And here's how the Soviet hardware is coming along...
One BMD-1 complete - I tried to get cute with the numbering, as the decal sheet has all the rows of numbers on a single piece of deal sheet, so I thought I could shortcut by using the number 0.. 1.. 2.. but the intervals are too great, and they need to be cut and aligned on the curve of the turret.
The turret on the T64 alone contains about 40 odd parts, some extremely tiny, but I am very happy with progress so far.
A word of warning to those assembling the Modelcollect T64 Model 1975. The instructions are wrong. Step 6 in the instructions would have you assemble the main hull (excluding the glacis), but if you do, you will be unable to attach the lower hull. It needs to be slid under bulges under the main hull, which can't be done once both side sponsons are attached. I would recommend that you attach one sponson only.
This also means that you cant apply paint separately to the running gear and the hull.
The second error is the numbering of the axles. D8 and D4 are (I think) reversed, and won't align properly. Plus D14 and D10, if inserted into the predrilled holes are out of alignment.
No big deal, but it seems a shame, as otherwise it is a very very nice kit.
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Tuesday, 13 October 2015
Sunday, 11 October 2015
Soviets! - Cold War Russian Build
So as I mentioned a couple of posts ago, I thought it would be cheap and quick to throw together an OPFOR (Opposition Force) for my US Marine Corps.
The models arrived a couple of days back, the S-Model BMD-1 in their usual 2 kits in a box, the ESCI/Italeri Spetsnatz and a Modelcollect Model 1975 T64.
Now my friend Thomo has just posted about picking up the Dragon Ha-Go WW2 vintage light tank, so I thought I would do a quick comparison.
Here's the Modelcollect T64... 6 sprues, plus DS tracks, plus instructions on building a transparent commanders shield... Eek!
The observant will notice that there are several turret bases, and a number of variant glacis and sponsons. This kit seems to form the base for several T64 versions, so loads of bits for the spares box! It's a lovely model, but definitely not a quick build.
And since Thomo also seems to be obsessing about the size of the Ha-Go, here's the almost complete BMD-1 with a 20mm fig for scale.
The BMD is a fun build, but there are a couple of traps for young players. I will add a post on the build later.
As for tiny... try this for size...
The models arrived a couple of days back, the S-Model BMD-1 in their usual 2 kits in a box, the ESCI/Italeri Spetsnatz and a Modelcollect Model 1975 T64.
Now my friend Thomo has just posted about picking up the Dragon Ha-Go WW2 vintage light tank, so I thought I would do a quick comparison.
Here's the Modelcollect T64... 6 sprues, plus DS tracks, plus instructions on building a transparent commanders shield... Eek!
![]() |
| 6 sprues - yet to find any flash... |
And since Thomo also seems to be obsessing about the size of the Ha-Go, here's the almost complete BMD-1 with a 20mm fig for scale.
The BMD is a fun build, but there are a couple of traps for young players. I will add a post on the build later.
As for tiny... try this for size...
Friday, 9 October 2015
Valiant 1/1200 Spanish Main
Just received my packet of Valiant Enterprises Spanish Main ships, 2 English Men of War, 4 Pinnaces and 4 Caravels. A big shout out to 'Noble Knight Games' - ordered on 2 October, arrived here in Oz on 9 October! That is great service. Unfortunately they seem to be out of stock of a few of the products in the range.
First impressions of the ships.. nice lines, but a couple of rough casting areas where the mould is a bit 'blurry' - especially on the stern of the smaller ships. These aren't as good as Langton's - or GHQ, but still nice models. It would have been nice for the sails to be separate to the masts, as it is, you will have to be creative with painting, or drill out the section between the bellied sails and the masts themselves.
The RPE Demonworld Empire ships can now be scaled though - here's a shot of the Demonworld largest ship, the Empire Galleon, next to the Valiant English Man o' War.
Looks to be as close to 1/1200 as it can be....
First impressions of the ships.. nice lines, but a couple of rough casting areas where the mould is a bit 'blurry' - especially on the stern of the smaller ships. These aren't as good as Langton's - or GHQ, but still nice models. It would have been nice for the sails to be separate to the masts, as it is, you will have to be creative with painting, or drill out the section between the bellied sails and the masts themselves.
The RPE Demonworld Empire ships can now be scaled though - here's a shot of the Demonworld largest ship, the Empire Galleon, next to the Valiant English Man o' War.
Looks to be as close to 1/1200 as it can be....
Monday, 5 October 2015
Galleys & Galleons Update
So the naval modellers best friend has to be this stuff....
Gloss Acrylic heavy gel. Apply thickly... use a paint brush, or knife to work in peaks and ripples.
I finished up my models - although I suspect I will be purchasing a few more ships.. I have already sourced some 1/1200 scale Valiant 'Spanish Main' from Noble Knight Games.
These ones still need another couple of coats of the gel. What I normally do is put down a sloppy base colour (this is the old Citadel 'Space Wolves Grey') then add a layer of gel working it into the wave formations I want. I then go back with very thinned down white to pick out the texture, matt varnish everything, then go back and add another thicker coat of gel, focusing on those areas that I have painted white.
Gloss Acrylic heavy gel. Apply thickly... use a paint brush, or knife to work in peaks and ripples.
I finished up my models - although I suspect I will be purchasing a few more ships.. I have already sourced some 1/1200 scale Valiant 'Spanish Main' from Noble Knight Games.
These ones still need another couple of coats of the gel. What I normally do is put down a sloppy base colour (this is the old Citadel 'Space Wolves Grey') then add a layer of gel working it into the wave formations I want. I then go back with very thinned down white to pick out the texture, matt varnish everything, then go back and add another thicker coat of gel, focusing on those areas that I have painted white.
Tuesday, 29 September 2015
Galleys and Galleons
The title of this post refers to a newly published set of rules for small scale naval engagements between the fairly primitive ships of the 1500s up to the pirate ages of the early 1700. Published by Ganesha Games, it uses their classic initiative dice activation system and a rather neat little set of sailing rules for lateen rig, square rig and galleon rig.
Jon happened to have a copy of this that was surplus to requirements, which he generously passed on for negligible cost.
A quick glance through, an After Action Report posted online for inspiration, and I was hunting around for my Demonworld 'Empire' ships, purchased some time back from Ral Partha Europe. I picked up the fleet pack, but really, the cogs were too early to be suitable, so these will be added to to create a flotilla for use as naval elements in DBA/DBMM.
So today they got stuck down to some 'Polemos' 60 x 30 bases. A squirt of black car primer and a quick paint job. Tomorrow they will get ink washes on the rope work, and I will add some acrylic gel and white highlights for water effects.
Two Galleases and a Galleon. No real published scale, and at first I thought nearly 1/2400, but on closer examination, they are probably much closer to the 1/1200 scale.
I will be having another look at the Demonworld stuff, they aren't particularly cheap, but they are nice simple casts, they assemble easily, and the detail is good.
Jon happened to have a copy of this that was surplus to requirements, which he generously passed on for negligible cost.
A quick glance through, an After Action Report posted online for inspiration, and I was hunting around for my Demonworld 'Empire' ships, purchased some time back from Ral Partha Europe. I picked up the fleet pack, but really, the cogs were too early to be suitable, so these will be added to to create a flotilla for use as naval elements in DBA/DBMM.
So today they got stuck down to some 'Polemos' 60 x 30 bases. A squirt of black car primer and a quick paint job. Tomorrow they will get ink washes on the rope work, and I will add some acrylic gel and white highlights for water effects.
Two Galleases and a Galleon. No real published scale, and at first I thought nearly 1/2400, but on closer examination, they are probably much closer to the 1/1200 scale.
I will be having another look at the Demonworld stuff, they aren't particularly cheap, but they are nice simple casts, they assemble easily, and the detail is good.
Friday, 18 September 2015
I blame John...
| Also resold by Italeri |
This led to looking up websites, checking plastic figure availability (amazingly limited for Cold War period Warsaw Pact).. and identifying that the ESCI Russian Special Forces (Spetsnaz) were really the only decent option.
| Some bizarre figure choices ruin otherwise a good set. |
S-Model
do the airborne BMD fighting vehicle… 2
models for $16 + postage.. same seller has the ESCI figures for $11.95.. plus a T64 from Modelcollect..
Pricier at
$23, but shipped free..
and you can’t do
without the iconic Mi24 Hind attack helicopter… $18 inc postage on ebay for the excellent Zvezda kit from
a seller in Lithuania..
Aaarrrrgggghhhhh… too shiny. I have no willpower. Thanks John.
My pocket is lighter, but I will have a matched opponent… now all I have to do is postulate an American
Marine landing somewhere desert’y in 1980 opposed by airborne Spetsnaz
forces.. the T64 will have to be a blow
in…
Maybe the Spetsnaz have been sent to support
the Socialist Yemen regime, with the T64 offloaded at port.. the Saudis ask for help, and a Marine MAU is
sent to help.. ok.. there’s a scenario.
Thursday, 17 September 2015
And an actual game - "Reef T'gallants Mr Mosely!"
So I realised it has actually been a long time since I reported a game. Well, I played a really fun game tonight, of 'Signal Close Action - Quick Play' by Langton's. Signal Close Action is designed to allow you to play Napoleonic naval battles (- preferably using Langton's excellent miniatures of course).
The full version of Signal Close Action is extremely detailed, and (in my view) you need to be an actual skilled sailor, and to play very frequently to make anything other than single ship actions playable.
Signal Close Action - Quick Play is greatly simplified, but gives a really good game - it has a fun narrative quality, and works well with a few ships a side. We haven't tried using more than four or so ships each, but the squadron rules would let you handle quite a few organised into relatively homogeneous groups. The whole game is handled with minimal book-keeping - unusually for naval games, and works quite elegantly.
Mechanics are 'I Go - U Go', - in each player turn declaring intended actions - the sailing settings (turn/direction, increase/decrease sail), fire (at hull or rigging), assemble boarders, fight fires and so on. This can be by squadron or single ships. Three normal d6 are then rolled, and the result checked against the action chart to see whether the intended action was successful or not. Extreme dice rolls can lead to either very bad consequences, such as a gun exploding during a broadside, or an extremely good outcome, such as a particularly well-laid shot knocking out an enemy's steering. The rolls are affected by crew quality and the current levels of damage to the ship.
John came over with some British ships, and I grabbed my trusty French. We decided to randomly determine crew quality, with the increased chance of French crew being poor sailors being compensated for by my having a 64 gun vessel as well as a small 74 and a 32 gun frigate versus the British with their 74, 50 and 32. As luck would have it, the French crews were all 'Average', while the British frigate crew were 'Good' - but unfortunately for John, the 74 had a 'Poor' crew. The scene was the West Indies, wind from the South the French and British squadrons on a converging course, being careful of the shoals and cays that were frequent hazards in these waters.
SCA immediately lived up to giving us an intriguing game.. the French frigate crew managed to fluff a turn, and collided with their own '64... immediately causing damage to both ships rigging, and leaving them hove to, while the British sailed serenely towards them... (a roll of 3 on 3 x d6 is never good... but at this stage I still had time to disentangle myself.
The British frigate had steered upwind, and was clearly taking the wind gage so as to be able to work around the back of the French squadron and rake the sterns of the bigger ships. As is correct historically, any frigate tangling with a 74; unless with some massive advantage, will simply be blown out of the water. The French couldn't afford to break up their main line of battle. so sent their own frigate to intercept. Both frigates started to deal some damage to each other as the two-deckers closed. The British leading with the 50 gun 'Centurion', followed by the 74 'Swiftsure'.
A melee between the two lines of 2 deckers traded some damage, but with an angled line the French were concentrating their shot on the leading Centurion - hoping to damage it enough to be relatively ineffective and allow them to concentrate on the more dangerous Swiftsure.
Shots were traded for some time before the lines passed with the French trying to beat upwind to better position while the British ships maintained formation. Overall the French had the best of it, as the poor crew of the Swiftsure could not easily find the mark, and were forced to endure a broadside at close range from the French without reply.
Not quite all was going the way of the French Admiral however; the frigate was trapped between the upwind frigate and the main British force, took serious damage and was forced to turn tail and run.. exposing herself to a possible stern rake from the British frigate... which instead experienced a horrific explosion on the gun deck as a carelessly swabbed 18lb gun blew itself to bits.. causing serious damage and starting a fire. (The British ship had in turn rolled a total of 3 on 3 x d6, while attempting to fire, and then to add insult, rolled a total of 3 on 3 x d6 for the effect).
With the cumulative damage, the frigate was barely an effective fighting force, not only with her port broadside badly reduced, but the other damage and crew losses making her less useful (for each 'defence capability' or 'DC' lost on one side of the ship, that broadside is reduced in effectiveness, and for each DC lost, the dice roll on the ability chart is at -1). She gamely kept fighting, (having passed a morale check), but was then hit by a broadside from the 64, and finally hauled down her colours.
Manuevering to avoid the shoals, and seeing a collision with the French frigate inevitable, the captain of the Swiftsure made a virtue of it and assembled boarders - only to find these beaten off by the smaller ship... (the boarding check is a simple table, but the poor crew quality and the previously sustained damage of the Swiftsure allowed the smaller crew to repulse boarders..)
The French crew now attempted themselves to board the much larger British warship, but these too were beaten off... Finally, the Swiftsure broke off contact to pursue the French 74.. leaving the French frigate now stationary and damaged, to be finished off by a stern rake from the Centurion, that left it little more than a waterlogged hulk...
Now with the two frigates out of action, the virtually undamaged French 74 had set a converging course for the Centurion as it passed beyond the stern of the hulk.. reaching close range the French gunners poured in a murderous broadside.. and the Centurion exploded as her magazine was struck!.
The second last dice roll... 18 on 3 x d6, indicating a particularly well-laid (or lucky) shot... The last dice roll was 16 on 3 x d6. The worst/best imaginable... and the Centurion was gone.
With the virtually untouched French 74 and the damaged 64 to contend with alone, the Swiftsure's captain elected to withdraw, leaving the French victorious and in possession of the surrendered Briton.
I have told John to get some new ships.. his just seem to be terminally unlucky.. I did manage to miss one stern rake myself with a roll of 5, but after the first clumsy collision, I didn't get the disastrous low ability rolls at critical times. He was even unlucky with the crew gradings, as the probability of a Poor crew was higher for the French.. not only that, but his most powerful ship.
The final murderous dice roll was really icing on the cake, an already damaged 50 gun ship stands little chance against a virtually intact 74, so he needed some serious luck there,(not unlike the luck I had really..) to turn things around, and with the effect of poor crew quality exacerbated by the damage she had taken, the Swiftsure was going to struggle even against the smaller French 64.
Great gaming fun.. thanks John
The full version of Signal Close Action is extremely detailed, and (in my view) you need to be an actual skilled sailor, and to play very frequently to make anything other than single ship actions playable.
Signal Close Action - Quick Play is greatly simplified, but gives a really good game - it has a fun narrative quality, and works well with a few ships a side. We haven't tried using more than four or so ships each, but the squadron rules would let you handle quite a few organised into relatively homogeneous groups. The whole game is handled with minimal book-keeping - unusually for naval games, and works quite elegantly.
Mechanics are 'I Go - U Go', - in each player turn declaring intended actions - the sailing settings (turn/direction, increase/decrease sail), fire (at hull or rigging), assemble boarders, fight fires and so on. This can be by squadron or single ships. Three normal d6 are then rolled, and the result checked against the action chart to see whether the intended action was successful or not. Extreme dice rolls can lead to either very bad consequences, such as a gun exploding during a broadside, or an extremely good outcome, such as a particularly well-laid shot knocking out an enemy's steering. The rolls are affected by crew quality and the current levels of damage to the ship.
John came over with some British ships, and I grabbed my trusty French. We decided to randomly determine crew quality, with the increased chance of French crew being poor sailors being compensated for by my having a 64 gun vessel as well as a small 74 and a 32 gun frigate versus the British with their 74, 50 and 32. As luck would have it, the French crews were all 'Average', while the British frigate crew were 'Good' - but unfortunately for John, the 74 had a 'Poor' crew. The scene was the West Indies, wind from the South the French and British squadrons on a converging course, being careful of the shoals and cays that were frequent hazards in these waters.
![]() |
| The French 64 and Frigate round a cay leaving the British frigate behind. |
The British frigate had steered upwind, and was clearly taking the wind gage so as to be able to work around the back of the French squadron and rake the sterns of the bigger ships. As is correct historically, any frigate tangling with a 74; unless with some massive advantage, will simply be blown out of the water. The French couldn't afford to break up their main line of battle. so sent their own frigate to intercept. Both frigates started to deal some damage to each other as the two-deckers closed. The British leading with the 50 gun 'Centurion', followed by the 74 'Swiftsure'.
![]() |
| British 2-decker |
Shots were traded for some time before the lines passed with the French trying to beat upwind to better position while the British ships maintained formation. Overall the French had the best of it, as the poor crew of the Swiftsure could not easily find the mark, and were forced to endure a broadside at close range from the French without reply.
Not quite all was going the way of the French Admiral however; the frigate was trapped between the upwind frigate and the main British force, took serious damage and was forced to turn tail and run.. exposing herself to a possible stern rake from the British frigate... which instead experienced a horrific explosion on the gun deck as a carelessly swabbed 18lb gun blew itself to bits.. causing serious damage and starting a fire. (The British ship had in turn rolled a total of 3 on 3 x d6, while attempting to fire, and then to add insult, rolled a total of 3 on 3 x d6 for the effect).
With the cumulative damage, the frigate was barely an effective fighting force, not only with her port broadside badly reduced, but the other damage and crew losses making her less useful (for each 'defence capability' or 'DC' lost on one side of the ship, that broadside is reduced in effectiveness, and for each DC lost, the dice roll on the ability chart is at -1). She gamely kept fighting, (having passed a morale check), but was then hit by a broadside from the 64, and finally hauled down her colours.
Manuevering to avoid the shoals, and seeing a collision with the French frigate inevitable, the captain of the Swiftsure made a virtue of it and assembled boarders - only to find these beaten off by the smaller ship... (the boarding check is a simple table, but the poor crew quality and the previously sustained damage of the Swiftsure allowed the smaller crew to repulse boarders..)
The French crew now attempted themselves to board the much larger British warship, but these too were beaten off... Finally, the Swiftsure broke off contact to pursue the French 74.. leaving the French frigate now stationary and damaged, to be finished off by a stern rake from the Centurion, that left it little more than a waterlogged hulk...
Now with the two frigates out of action, the virtually undamaged French 74 had set a converging course for the Centurion as it passed beyond the stern of the hulk.. reaching close range the French gunners poured in a murderous broadside.. and the Centurion exploded as her magazine was struck!.
![]() |
| The end... |
The second last dice roll... 18 on 3 x d6, indicating a particularly well-laid (or lucky) shot... The last dice roll was 16 on 3 x d6. The worst/best imaginable... and the Centurion was gone.
With the virtually untouched French 74 and the damaged 64 to contend with alone, the Swiftsure's captain elected to withdraw, leaving the French victorious and in possession of the surrendered Briton.
I have told John to get some new ships.. his just seem to be terminally unlucky.. I did manage to miss one stern rake myself with a roll of 5, but after the first clumsy collision, I didn't get the disastrous low ability rolls at critical times. He was even unlucky with the crew gradings, as the probability of a Poor crew was higher for the French.. not only that, but his most powerful ship.
The final murderous dice roll was really icing on the cake, an already damaged 50 gun ship stands little chance against a virtually intact 74, so he needed some serious luck there,(not unlike the luck I had really..) to turn things around, and with the effect of poor crew quality exacerbated by the damage she had taken, the Swiftsure was going to struggle even against the smaller French 64.
Great gaming fun.. thanks John
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