Sunday, September 1, 2024

Spanish Civil War: More Minairons

Minairons get closer and closer to hitting the table!


As the figures have been cleaned, prepped and now primed, I have had growing excitement over these figs. They are a nice balance of old school in style and pose, but with the newer demand for pose variety well fulfilled - seems like all the boxes so far have no repetition of poses. They mostly cleaned up easily and have also been fun to modify with alternative heads and such. My one unfulfilled desire is that Lluis and his sculptors do not have the distinct hat of the Guardia Civil, perhaps best described as a reversed bicorne?
Anyway, I know that I am just crying out for a small unit of these fellows...

Below, the artillerists I cleaned and primed last time, notionally Republicans...
...and below with a big gun, a French Canon de 105 mle 1913 Schneider. In my ground scale, there is little use for such a big gun - it's main purpose is to either act as an objective or indicate artillery support at the edge of the board, where it can also be an operational target for aircraft [which are forthcoming!].

And below, a likely tow for the gun at this point. I have three of these Lledo trucks, and they will provide motor support for now. They may be just a little bit large, but they are close enough until I can score some good truck models.

Below, some pictures of the French that helped me to assemble mine - I was a bit uncertain as to how it fit together:



Below, the Anarchist militia milling around in a chaotic jumble, as is their wont:





Lots of pose variety, and some kneeling and crouching figs for good measure. Kneeling is probably one of the best alternative poses, as prone figs take up a lot more space on the table, about double. Still, I like them, and my 15mm WWII on FoW basing has as many as possible.


Finally, the Nationalist Infantry, two boxes, 15 poses each, 30 total, awaiting a cleanup. Poses include firing, loading, grenade & walking, and five running.

The Nationalist HQ and Support Weapons are cleaned and ready for a bath and then priming - this'll happen with the other 30 and the next day with low humidity.
The box included two LMGs, one HMG, one 2" knee mortar, and a command group of officer, sergeant, banner bearer, and bugler. A nice variety!

Looking forward to getting paint on these fellows. Will have to start figuring out a painting scheme next...


Tuesday, August 20, 2024

"Space Marine: the Boardgame" - Convenient Playsheet

I'm coming at you - dastardly and repulsive 'Nids!

Of course, I'm staying over 1" from any 'Nid that is NOT my charge target...

Well, SM:TBG is not everyone's favorite starter game, and that's OK. There are several other "Space Marine Adventure" games that offer other simple ways to introduce newbies or youths to the tabletop miniatures hobby, sci-fi genre.

But one of the main issues that can slow down learning what is a simple and fun game is that the rules are scattered all over the rulebook. There is a pretty good summary opposite both of the two missions, but it isn't complete. And for a little more effort, one can have all the rules on one page with a large font.

Below, I offer up a collected set of the Rules As Written, which should help new players play the game, and more experienced players appreciate the game and teach it to others more easily - what's not to like!?

There are two words in green: that means I am pretty confident I am interpreting the intent of the game designers, but not 100% and it could be the opposite. I chose the path of more fun as well as a logical choice. The rest is the best I could collect the rules. 

If you note any discrepancies with your understanding, please comment - I may have made a mistake or just overlooked something somewhere. Have fun!

Of course, all the rules [and not the interpretations] are copywrite Games Workshop Limited, 2023. No presentation of them here is intended to infringe upon their legal rights, but only to support the product and help players.


SPACE MARINE: The Board Game: Handbook Rules - RAW

Turn Sequence. Two alternating Player Turns make a Game Turn.

In OS, players roll off - high roll takes first Player Turn; alternate thereafter.

In HtL, the Tyranid player takes the first Player Turn; alternate thereafter.

1.   Start of Each Side’s Player Turn in “Hold the Line”

a.     Resolve Objective Marker if w’in 1” of friendly fig(s).

b.     Choose Tactical Ability – “Codex Doctrines” or “Hive Mind Imperatives”

c.     In Tyranid Player Turn roll d6+3 Termagants, put in either Deployment Zone.

2.   Movement. Move figs up to 6” within below restrictions:

      In “OS”, dice for Spawnings if ‘Nids start Move w’in 1” of an Objective Token.

b.     Moving figs must stay >1” from enemy figs.

c.     Impassible: Walls, Fig Bases, and the board edge can’t be moved into/thru.

d.     Tyranid figs beginning within 1” of Titus cannot move.

e.     Titus can move if he starts within 1” of Tyranids, unless blocked by Impassible [above]. Once >1” away from all ‘Nids, he must stay >1” from all ‘Nids.

      In “OS”, dice for supplies if Titus ends Move w’in 1” of an Objective Token.

3.   Shooting. Shoot at enemy fig(s) in Line of Sight [LoS] up to 12” away.

a.   LoS is a line from any part of Shooter’s Base to any part of Target’s Base.

b.   Walls and Bases block LoS.

c.   Roll to Hit; if successful Target rolls Save – if passed, Hit cancelled.

d.   Resolve each Shot before resolving the next. Titus may Split his two Shots.

e.   Termagants within 1” of Titus may not Shoot.

f.     Termagants may not Shoot at Titus if he’s within 1” of other ‘Nid Bases.

g.   FbF: roll 1d6 when Titus slays a Tyranid – on a 3+ remove a Wound.

4.   Charging. Figs may attempt to charge any enemy figs within 12”: roll and add 2d6 for the total charge distance, then check if charger may reach any Target(s). If not, the Charge fails and the Charger may not move.

a.   Charger may stop moving anywhere within 1” of a Target.

b.   No fig may Charge if they are already within 1” of an enemy fig.

c.   Charger cannot move within 1” of an enemy fig that isn’t a Charge Target; However, Titus may move within 1” of multiple Charge Targets.

5.   Close Combat. Starting with the Phasing Player, Players sequentially pick a fig and resolve its attack(s); slain figs don’t attack so sequence matters.

a.   Roll to Hit; if successful Target(s) roll Save – if passed, Hit cancelled.

b.   Figs can split their successful Hits among different Targets.

c.   FbF: roll 1d6 when Titus slays a Tyranid – on a 3+ remove a Wound.

6.   End. Determine if Victory has been achieved by either Player.

Variations: Titus FbF on 4+ or 5+; D6+1 or 2 for Termagant reinforcements; allow Titus to “carry” salvaged gear until ready to use; play missions diagonally across flip side of mat.


Friday, August 2, 2024

Best Humvee Deal Around? Plus more!

This Humvee for $16?  I'll take 5 Please!

In the never-ending quest to build up great looking modern forces at affordable prices, some time and effort gets sucked into following leads from various helpful people at Fb and other gaming Forums.

When it came to vehicles, there's an interesting tension between finding the right size toy vehicles [die casts can be as little as $6-8 and around the right size] and more detailed resin / metal miniatures from traditional manufacturers like Empress, and finally scale model kits in the 1:48 range sometimes work.

Overall, my search resulted mostly in Humvees being around $27-35 depending on options, which can easily push one Hummer to $50 from Spectre, for example.

As I wanted some pretty "standard" vics with crew-served weapons mounted in a turret atop the Humvee, I felt like there had to be a better deal out there...somewhere. In this case, web searches pushed me to ETSY where I have bought a few resin items now and again.

Walter Norton: licensed Etsy printer of Miska Miniatures, Quartermaster 3D and more, in 6mm, 1/100, 28mm, 30mm and more. Small shop with continuing development of products and service. Shop located [HERE].

Service and Response time: Excellent, often same day within hours.

Prices: Average to Low, various discounts and sales push prices down. Free shipping on orders of $35+

Quality: Superior work on modest order I placed, no "layers" visible, models have been very clean. I've placed a full order valued at $125 or so, but got a coupon lowering it about $19.

Let's check out my test order...

28mm HMMWV HUMVEE by Quartermaster 3D  [CLICK]


Dimensions: Main body is just under 4" x 2", around a 1:50 scale after crunching the numbers Wikipedia offers for the Humvee.  Hole is for the turret.
Note: there is some camera lens distortion in the image below due to the top-down angle and the height of the model off the cutting board. I'm minimized it best  I can.


Comparisons with known figures: 28mm Lord of the Rings by GW.  Remember, Orlando Bloom acted in both "Blackhawk Down" and "The Outpost"!

What does scale really mean?  It just needs to look right on the table, and I think this Humvee suits my figs and table...

Two left Figs, 30mm Enemy Spotted Studios. Right figure, 28mm Rezolution. Keep in mind that they are on 2-3mm bases, so a bit tall next to the model!

Pulling out a bit for distance, ESS 30mm to left, a die-cast car from CVS on the right, overall things "look right" for a game table, IMHO>

I also ordered Technical Gunners, so here they are from left to right: ESS 30mm, Rezolution 28mm, Walter Norton print, ESS 30mm, Walter Norton Russian Kord and Dshk machine guns on mounts. Second with gunner.  The figs are all set up so feet are on the line, and the heights can be compared. The insurgent gunners are a little shorter, which I think is correct as most Western Soldiers are a bit taller [and these are 30mm].
Below, gunner, MGs with shields, unshielded. Note fig is about 28mm foot to eye.

Gunner and MG make nice fit on my die-cast toy from Walmart.


- The Humvee is $20 in a variety of configurations [some $18 or $19].
- The turrets can be purchased separately at $10 for 4 turrets. This allows you to buy extras for your kit-bashed vehicles!
- The Force Recon option is 5 vehicles and 10 Turrets for $80, so $16 a vic!

Overall, I think that this shop is offering the best deal I've seen for me in the Northeast USA, considering the total cost of product, shipping, etc.  Plus there's always an Etsy wild card of a small discount coupon that applies to certain items, so one can get another 5-15% off or so on a total order, typically.

I'm open to being directed to a better deal, of course!

FWIW, I placed my order for a Force Recon patrol of 5 Humvees and some additional vehicles and figures to round out what I already have!

Monday, July 29, 2024

"Space Marine: the Boardgame" - Assembling 'Nids

A daunting sight! 

And they aren't a chittering horde attacking you yet!

First, some thoughts:
- it can be tough to look at the pile of sprues and get started...
- you have to eat the elephaunt one bite at a time!
- figure out how long a "unit" takes, and go a unit per session.

The Termagants are very nicely done, IMHO.
- amazing sculpting results in easy to assemble push-fits,
- no mold lines, or they are hidden by the sculpting on the edges,
- assembly still takes as long or longer than metals that need to be cleaned of mold lines, etc, like Old Glory.

Time: I can assemble about 8 Termagants an hour. I do them in their matched pairs. This allows me to see where I cut them from the sprue if I am having trouble finding and cleaning off the nub.
This means a total time of 2.5 hours to assemble 22 of them.

Removal from sprue: choice - clippers v. X-acto blade?
- with clippers, there was a lot of "nub" from the sprue connection left, that then had to be cut off with the X-acto anyway.
- I found a precise cut with an X-acto blade resulted in nearly nothing left to clean up about 50% of the time. The other 50% I just had to make a quick cut / scrape with the X-acto blade. Overall, I found the X-acto blade better. 
remember to use a cutting board or similar!

Generally, the pieces are closer or past one side of the sprue than the other. This means that you have to flip the sprue over once to cut each piece as close to the cutting board as possible, or else you will get some "bounce" or the piece will fly away, or even - possibly - break. Below, I have the sprue flipped to the side where that claw is almost on the cutting board. Flipped the other way, it is almost 8mm off the board, or a 1/4" or so.
 
Note how the arm is high off the cutting board, and the barrel is just near it. 
Cut the barrel then... 
...flip the sprue over to cut the arm.

Assembly: 
- I trimmed the pegs shorter and found the pieces fit together more easily.
- I used medium to thick cyanoacrylate = 10-25 second cure on a few joints and the pegs.

Basing:
I do not glue them to the bases until after I prime them. I'm going with a "winter" coloration scheme to fight my "Not-Valhallans" so I will prime the 'Nids white. My bases will be a brown to match my table, so I'll spray them separately. 

Here we are, the last four Termagants!

And this is the end: 20 Termagants and 2 Ripper Swarms, about 2.5 hours. Took me three days to get the time to do it, but it is pretty mindless work.

I hope this gives you some forward momentum to start your own batch of scuttling horrors, and a better idea how and how long it takes!

Next up: assembling and priming Titus
















Monday, July 22, 2024

Space Marine: a 40K Boardgame - Playtest

OK, but how does it play, "out of the box"?

Frankly, "just fine" would be the answer!

OK, so the box product says "buy me...or you're stupid...or have no interest in Space Marines or Tyranids or 40K" which is possible - and may even be quite healthy. But do you really have no interest in the future of the hobby? No interest in an intro game for your pals to try out and see if they want to jump in? Seriously?

My opinion: everyone should be interested in an intro game! 

OK, OK, I agree, that Games Workshop and 40K is not an ideal intro to the hobby. But "Space Marine: The Board Game" is AN intro to the hobby, and a good one if a friend is around to help assemble the models and play the game.

Over the last few years, GW has made some interesting forays into board games with miniatures, sort of a crossover game format. Their board games feature great deals on 40K figures in hard plastic that are push-fit assembly and pretty easy to paint, along with good quality game board, pieces, markers, counters, rulebooks, etc. 

The best is "Fire Team" [HERE], altho I had fun with "Space Marine Adventures: Labyrinth of the Necrons" [HERE]. I have bought [but not yet played] two of the 40K Arena Games, which are supposed to be the best of the bunch - I'll get to them, I promise!  The Gold Standard is of course the 2nd ed of "Space Hulk" which I should review even though it is [oddly] out of print.

Anyway, this is a playtest of the latest, "Space Marine: the Boardgame" which is a great deal in terms of product, but has gotten some mixed reviews about the game play. This is largely due to the somewhat scattered rules making it hard for people to figure out how to play the game. I solved the problem by making my own 1-page rules summary, which consolidated and organized the rules that were spread all over the "Handbook" and clarified a couple of points in them [that mattered]. 

Happy to send it to you, just send me an email to my gmail which is brasidas19004 and I'll give you my summary - it will definitely help you out!

The first scenario is called "Objective Secured" and involves Titus, the Space Marine Lt. good guy, against a bunch of nasty bugs, 10+ Termagants with Ripper Swarms [a max of 20 Termagants and 2 swarms, what's in the box]. Both sides want to wipe the other out and securing the 5 objectives will help them out with reinforcements ['Nids] or enhanced combat ability [Titus]. 

I haven't assembled the box figs, so am using a Space Marine from "Labyrinth of the Necrons" and classic 90s Necrons who substitute well as 'Nids. Below, the line of Gauss Flayers and Scarab Swarms should intimidate most Imperial leaders!

Below, is my favorite setup, after several plays of the Scenario. On the left is Titus, on right is 10 Termagants and a Ripper Swarm. 

[Note: it's unclear how many 'Nids start, but as there's only 20 Termagant models the possibility of 10+ reinforcements make it reasonable to assume you start with 10 and a Ripper Swarm like in the next Mission

Both sides are behind walls [the black lines] and there are five objectives in the board center [the hex-shaped pieces, which are from Fire Team - I use them because they are thick cardboard and don't move when I breath]. At each Objective, a side can gain an advantage and then the Objective is removed. 
The point is to wipe out the opposition and the Objectives can help you do that.

Turn 1 [white die, center]. In the Initiative roll-off, Titus must take the first Player Turn. The order is Move-Shoot-Close Combat. Titus secures an objective and rolls a '3' which results in him having a Xenoform Pulse Scanner, giving him better Close Combat for a turn. This doesn't help as he's too far away from the 'Nids. 

On the 'Nid Player Turn, they move all their forces from behind their wall and secure two objectives [next turn, they can get reinforcements from them - 'Nids get benefits from Objectives at the start of their Move, so they have to hold it for one Turn. Titus gets the benefit at the end of his Move, making him much more maneuverable in this scenario...subtle!]. All are out of the 12" Shooting range. 

I kept Titus over 18" away from the 'Nids, out of their Move and Shoot range.

Titus Turn 2. Titus moves up to secure another objective. He rolls a '2' and gets a Phase Disrupter Device that allows him to move thru walls for a turn - no tactical use presently [would be great if it could be saved until needed...hmmm...]. Titus shoots a foe, leaving 9 plus a Swarm. Titus is more dangerous in Close Combat.

Necron Turn 2. They gain a Swarm and 3 Termagants from the two objective markers they occupy...
...They form a firing line with the Swarms ready to pounce...
...and inflict two wounds on Titus, after rolling poorly [should have gotten 4 Hits]. But the overall percentage of wounds after Titus fails both Saves is in their favor.
'Nids then Charge Titus, rolling lots of 2d6's for distance, getting more than enough high rolls to surround him...
The 'Nids choose a Swarm to attack first as it has 5 Attacks v. 2 for a Termagant [you alternate Close Combat Attacks by Figure, with the phasing Player going first], needing 5+ to Hit.  They get only one Hit which Titus Saves. He then gets 3 Hits and they Save none. As he designated all hits on the Termagants surrounding him on one side, he is now free to escape the encirclement on his Player Turn 3, which is coming up next. 

This is an important, but subtle aspect of how the Close Combat rules interact with the Player Turn sequence - there is a big difference between fighting a Close Combat followed by your own Player turn vs. followed by the opponant's Turn.

Killing three 'Nids means he can rolls three dice for a 3+ to lose 3 Wounds thanks to the "Fueled by Fury" rule - as he had 2 [the red die] and passed 2 rolls, he is now Wound-free. "It's just a flesh wound - enough to make me FURIOUS is all!"
Remaining 'Nid Close Combat by a Swarm and one Termagant gets 3 Hits, inflicting 2 Wounds back onto Titus [he can take 5 Wounds, the Termagants 1 and the Swarms 4 Wounds - this often affects which 'Nid to attack when].

Titus Turn 3. He dashes to safety, secures an Objective getting Armour-Piercing Rounds, and kills a 'Nid [who gets no save due to the AP round].  Too bad he missed with his other Shot! He Misses his Fury roll, so still has two Wounds.
Titus then Charges the bottom group of 'Nids, hitting all three and killing two, passing both Fury rolls, so both his Wounds go away again. 
Titus is a fast-moving objective-securing beast. He can Move away from Close Combat, secure and loot an objective, shoot 'Nids, then Charge in a way that makes him hard to encircle on the 'Nid Player Turn, all while 'healing' Wounds thanks to his 'Fury' against the Xenos. Careful play and some good dice can keep him fighting and winning! But it's tense - make a mistake, roll bad, and the counter-attack in the 'Nid turn could be ugly. Also, the 'Nid player can stand off and shoot, reducing the chance of Titus removing Wounds.

'Nid Turn 3, they position for Shots and encirclement...
...Titus saves against both Shooting Hits...
...'Nids Charge and encircle Titus...
First 'Nid attack from a Swarm, Titus takes two Hits, fails both Saves, takes two Wounds...
...Titus gets only 2 Hits, but both 'Nids fail their Save and die. Titus rolls hot and loses both Wounds again...note that he can Move thru the gap he's made...
...Remaining 'Nids blow roll, get one Hit, but Titus fails to Save.

Titus Turn 4. He moves out of encirclement, shoots two 'Nids successfully.
...and passes his 'Fury' roll, so removes his one Wound...
...and he Charges into the pack. He gets only 3 Hits, and 2 are Saved, so one 'Nid goes down. This leaves two Swarms - still quite a threat....
...unfortunately, the 'Nids roll poorly, and Titus saves the few Hits he took. Huzzah!

'Nid Turn 4. They are too close to Shoot, so encircle Titus again...
...getting 3 Hits, but he Saves 2 by rolling average, and takes a Wound...
Note: I appear to have either missed or forgotten to Close combat with Titus...

Titus Turn 5. He moves away, misses both Shots...ugh...
...then Charges one Swarm. He inflicts 3 wounds on it, almost enough to kill it.
...but not quite.  Nid Turn 5, they encircle Titus again...
...and take one Shot, which Hits!  But Titus makes his Save roll...They close in, and a Swarm makes its Attacks, missing. No more Wounds were then inflicted.

Titus Turn 6. He moves away, Shoots for 1 Hit which is Saved by the Swarm that only has one Hit - too bad!  
...Titus Charges and gets 5 Hits! He puts two on the Swarm with 1 Hit [to finish it off] and it does fail Saves and dies. He puts the other three Hits on the healthy Swarm which rolls 2 Saves and only takes one Wound, unfortunately...
...on their Attack, the remaining Swarm gets 3 Hits! But Titus saves them all!

Titus Turn 7, he Shoots and Hits twice, both are Saved...
...he then charges, and gets 4 Hits, 2 are Saved. The Swarm now has 3 of 4 Hits...
...Fighting back, Swarm gets 2 Hits, both are Saved by Titus.
'Nid Turn 7. Swarm can only Attack in Close Combat, but misses. Titus gets 1 Hit, which the Swarm fails to save on a '3'. GAME OVER, MAN, GAME OVER!

Well, that was a pretty tense mission for the first half. By the second half Titus had secured enough of an advantage that he was unlikely to die except by some great die rolling on the part of the 'Nids. With a 3+ Save, Titus needs to take 15 Hits on average to lose 5 Wounds, and the best time for that to happen is:
- in Close Combat on Titus Turn [after he has fought, there should be several 'Nids yet to fight]
- on the following 'Nid Player Turn, the 'Nids go first, and hopefully can overwhelm Titus with Shots [the 'Nid force has about 6-12 at any given moment], then encircle him in Close Combat where the 'Nids can easily get up to 20 Attacks.

Unfortunately, I was never able to get this combo down, thanks to Titus maneuvering well. Taking Objectives did enhance the 'Nid combat power, getting them a Swarm and 3 Termagants. 

Altho the dice rolling seemed generally poor, it was poor for both sides. Titus did roll well for his Fury and was able to remove Wounds. Had he missed, it would have escalated into a spiral that would have cost him the game, I think. I played him pretty well keeping the 'Nid horde at bay as much as possible and not getting completely overwhelmed.

I think this is a classic asymmetric game, with one elite fighter facing the "horde" of bugs, and it is a challenge for both sides to get the timing of Shots and Close Combat 'just right'. Titus has little room for error, but the 'Nids only have a few opportunities in this Mission to inflict enough Wounds quickly enough to kill Titus. After that, he will win by the numbers thanks to 'Fury'.

This was an interesting game challenge, and will be worth repeating occasionally, especially with new players.  I feel like this is a good scenario in that it isn't just a "kill the enemy" Mission - the Objectives are worth getting and most likely each gets 2 - the center one is up for grabs, but it is Titus Objective to lose, IMHO.

I hope this shows some of the subtleties in the rules. Get a couple of the mechanics wrong, and you may think this isn't an interesting scrap. Altho as written it has limited replay value with the same players [2-3 run-thrus and you probably get it] there is always the world of "rules tweaking" to make it variable. 

Despite it's limitations, this is a great little intro game! It has about $100+ of product in a $40 box set, it looks great, and there's enough play that you can get your mind working. Once you've mastered it, it's a great intro game for you to run through with kids and newbies to the hobby and / or 40K as they can focus on Titus while you handle the bug horde.

So...buy it!