Sunday, January 20, 2019

Walmington on Bromley End, Bloodford - Homes for the Home Guard

As I slowly move through my lead pile of things Home Guard related, the realization set in that I would need terrain and a fair bit of it if I wanted to replicate Dad's Army, Went the Day Well or The Eagle Has Landed. I toyed with making up buildings out of foam core and other materials but practically, that wasn't a realistic option. With some Christmas money in hand, I went shopping. There are many good manufacturers out there with some very nice products in 28mm / 1/56. Some of the resin offerings were beautiful but expensive, and for many companies, their UK styled offerings were focused on terraced housing.

I decided to go with Sarissa primarily because of their very generous shipping terms and because they ship Royal Mail. (As mentioned in a previous post, courier companies like to gouge Canadians for customs fees). The order was placed and a few weeks later, my order arrived in my mailbox. It came in two separate packages, both properly marked as to contents and value and with no import fees payable - a double bonus.

First up is the L016 Stone Cottage.  This is  a pretty little kit with double walls allowing for the outer wall to lean in - see below and for prototypically thick windows and doors. The interior fireplace and flagged floor was an unexpected add on. A reasonable amount of stone detail is laser etched into the MDF but the effect was still too flat for my liking. At various points in the assembly, I used my Dremel tool to deepen the lines and add more texture. The material used by Sarissa is thick enough and robust enough that I was able to significantly improve the appearance especially around the chimney. I used a very small ball cutter to deepen the lines, followed by a grinding point to round the edges and a wire wheel to soften the effect over all. As always when working on MDF, proper breathing  protection against the dust is a must.


Godwin's Cottage

End view




Next is the N005 Small Shop. A basic two level building with removable roof and first floor, it is a great addition to the high street.
Sinistre and Sons Dry Goods
 The astute among you will notice that the front door and and window are reversed compared to the official version shown in the link above. This was intentional. Sarissa uses several standard sized components across different models in their ranges. On opening the shop flat pack, I was delighted to see that it included a wall section with a rather pretty arched door and window. Rather than use this at the back of the shop, I swapped it out with a standard wall and window section from the one of  the single story houses below. To keep the front and back doors in opposing corners, I reversed the shop window and put the door on the left. I like that the  replacement wall gives a barred window effect for what would be the shop stock room.


Anti-theft protection around the back


Which brings us to a pair of  N021 Single Story Houses. First is the stock version:

Foxglove Cottage
A simple little building that will make a good hiding place for a Vickers or an angry housewife with a brace of Molotovs. And the modified version:

The Irises


Swapping the walls gives me two versions of the same building while breaking up some of the same-iness common to MDF structures.


Last of the buildings is the N009 Small House. Another functional building that will blend in on the high street or act alone as a larger farmhouse.

Biggles' Farm

The last piece from Sarissa is the N048 Stone Bridge - Double Arch shown here with a Die Waffenkammer Neubaufahrzeug on its way to put the jackboot to an unsuspecting bucolic English village.

Bloodnok Bridge

It comes in several versions with up to three arches. I went with the double arch version for maximum flexibility. The ends and middle seem to be very stable as is, but I may add rare earth magnets to lock them together if required.  Size wise it is probably a little over scale width, but that is a positive for us wargamers.

With Warlord Sherman

The Sarissa products are quite a bit smaller than my Charlie Foxtrot pub but I don't think that will be a problem. The pub is a large piece for any table.

The Pub Next Door

 Laid out, I think I now have enough buildings for a rather exciting urban fight.

We are the only Germans in the Village!

Overall, I am happy with the results. The price was good and I was able to get some extra variety out of my purchase. There is a lot more work to do on painting, finishing and the roofs, but they're fine for play testing scenarios as is.

Tuesday, December 4, 2018

If I only had a lathe....

I was looking into buying a Taig lathe  to do some hobby related machining but by the time I priced out all  the bits needed to actually do anything, it cost significantly more than what I had in my budget - at least for now.

Instead, I wound up buying a Dremel tool, which I have been wanting for awhile, and an assortment of wood steel and brass bits to build one of these: Fonly Lathe

Loosely based off a watchmaker's lathe, the design has been successfully used for making 2mm/foot scale model railroad parts. I made a whole series of beginner errors starting with buying a stainless steel bed plate thinking it would be easy to drill (Hahahahaha......). That was followed by some fun drilling holes in the brass block for the tool holder. I'd always used a pin vise on relatively thin stock with no real problems so I wasn't expecting the bigger drill bit to  grab the brass as badly as it did. If I had a drill press, it would have gone much quicker and straighter. In then end I wound up with this:

It looks pretty crude but everything is solid. The block on the right is the tool holder.  I got this far then ran into a period of frustration because I couldn't get the damn thing to cut. I was able to do a little shaping of brass and wood with hand held files but I couldn't get the hang of making and setting up the cutting tools.

Much research and Youtubing followed and finally I made a leap in progress.


The wood jars and most of the brass were shaped with files. The aluminium stock is a 1/8" dia roofing nail and the pin on the end was turned down by hand using my new tool. I haven't measured it but the penny should give you an idea of how small it is (I got the calipers out this morning - it's 0.3mm - not bad for free hand).

I'm pretty chuffed.

Having made it this far, I have a few lathe bits to make over and I want to make a taper slide for turning gun barrels.

Saturday, July 7, 2018

A week's work

I have been on a weeks holiday in part because family have been visiting. That doesn't mean I haven't found some time for a little painting and gluing down in the games room.

First up is some base work on my 20mm WWII plastics. Not much to see really, but when they were first done, it was more important to get them based rather than to get them based well, the immediate object being to give the finger to the black dog. They're still not perfect but they are good enough.


In the same theme, a long while back a friend  gave me some markings for the Canadian 4th Armoured Division. The Sherman was marked up as from the Governor General's Foot Guards - my old militia regiment, the M3 as the Lake Superior Regiment in keeping with the infantry. The Lake Sups were the Motor Regiment that worked closely with the armoured regiments of the 4th division.  I had the jeep kicking around so I remove the pintle mounted .50 and marked it as from the 15th Field Regiment - also from 4th Armoured div. It will be the ride for my FO. Many thanks to Richard for the transfers.

side view

front

rear
A couple of notes. The decals were a bit too big for the jeep and far too big for the rear of it and the front of the M3. The M3 is an M3 and not an M5 because that was what I had on hand. The Bren on the M3 is based on a photo of a Lake Sup vehicle. It was a bugger to attach and some creative use of super glue and baking soda was needed to make a solid mount. It passes the 3 foot test and that's all I need.   The stars are skewed intentionally - this was a period Canadianism - we are not always sure how to define ourselves but we know we are not Americans - no offence to those of that house.  The Sherman is the very old Airfix plastic kit - let's just say I felt a bit bad for putting such nice decals on it. Still, it also passes the 3 foot test. Once the decals were set up, I did some basic weathering with GW Nuln oil and earth shade purchased with a birthday gift certificate from my offspring. I am happy with the results - but the price....
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That's it for now - more to follow.


Friday, May 18, 2018

Goldfinching

One of the interesting aspects of wargaming is that it allows one to examine history from different perspectives. These perspectives are frequently a-historical since in our games we do not want to contemplate the savage realities of combat with sword and spear and we focus on some units hard fought last stands while ignoring their previous war crimes. Colonial wargaming in particular tends to focus on the thin red line of civilization facing off against the Native masses with some rules giving control of the natives to to a referee or a set of tables and dice. VSF takes this further, literally dehumanizing the natives by putting them on another planet.

All this philosophising is a little heavy for what is just a game of toy soldiers, but for me at least, it is possible to mix a little unpleasant history into table top amusement. Blackbirding was, and sadly still is, the practice of recruiting native workers through deceit, impressment or outright slavery; "blackbird" referring to the colour of the unfortunate natives' skin. As the fluff for Space 1889 makes clear, what happened in Earth history, also happens in alt-history on Mars.

Some where outside the Coprates Valley, a village swelters under the Martian sun. Close by, silted water flows slowly through an ancient canal.
 
Table setup 
A river boat chugs up the canal and a few armed figures debark, and saunter into the village.   Korvetkapitein Rom of the Force Publique Martienne watched the mercenary recruiters depart. He kept his men on deck - they were there for security, not to get their hands dirty.


The river vessel Kurtz

5 barrel Nordenfeldt and 12 pounder on the fore deck
With no trouble expected, the gun crews waited under cover - and in  the shade.

Corralling the "Goldfinches"
The "recruiters" gather up a flock of "volunteers", their rifles proving more persuasive than the meagre pay promised.

But news of the riverboat and the sorrow it brings spreads quickly up the canal.


The Copratic rescue force.
The table was setup to be interesting. I made some allowances for fields of fire from the artillery.

The three recruiters are armed with magazine rifles and are well experienced in their field. They are rated  V3S

The Force Marines are armed with single shot breech loaders, Being posted to a backwater on Mars, they are not the best of their corps and are rated T1.

The two gun crews are rated T0, the 0 being important later in the game.

On the Martian side, t
he villagers are un-armed and will generally seek to move away from any firing or conflict. When being "escorted" by the recruiters, they will move reluctantly, slowing things down for the recruiters.

The Copratic states infantry are Veterans, half muzzle loading musket, half spear rated V2. and the cavalry are heavy lancers
(because I wanted to see what they could do) rated V0H
On the move
The capture team begins to move the villagers out to the waiting river boat, while a dark and ancient stone god watches in silence from a nearby ceremonial mound.



Years ago, I was given a bag of large and small Cthulhu figures so I have to use them when I can.


Here comes the cavalry!
In the distance, the Martian relief rides and runs hell for leather to save the villagers from a short and brutal life in the gumme fields.

All hands on deck!
Alerted by the shouts from shore, the gun crews saunter to their positions.
"No targets", muttered the master gunner to no-one in particular, "It's likely just some dirt digger on his way home from digging dirt." He spat into the slow flowing silt laden water below.

Advance!
Winning the initiative, the relief force moves forward. Generally I don't worry too much about movement costs for formation changes out of direct combat.



Get moving you yellow dogs!
The recruiting team manages to chivy along their volunteers, out of the village,

Faster! Faster!
...and into the open. The reluctance of the natives slows progress considerably. I rolled for movement normally then rolled another dice for direction and a third for revised distance creating a wandering path for the group. In the end the effect was not really worth it. Next time, I'll just knock a dice or two off the regular move.

There they are - get the Earthers!
I'm still using the stock initiative system meaning the passive player doesn't have much to do if they can't shoot.


Chaaaarge!
Gashant paws thunder making the parched sand tremble ... shots ring out from the enemy but all go wide.  Closer to the canal bank, the shooters and cutters fan out and begin creeping through the brush.

Hold the Line!
The Earthers hold their ground while the villagers flee in terror - or is it relief.

Hold your fire you fools!
Hearing the lever on the Nordenfeldt rack back, the master gunner shouts; "Hold your fire you fools! You'll hit our own people"

In fact, there is nothing the the Soldier's Companion rules to prevent firing in this case, I just wanted to see what would happen when a heavy lancer charge goes in.  Call me a cheater if you will, it's my table ;)

Meanwhile....
The foot component of the rescue force works its way up to the edge of the brush line - unseen in all the commotion.

Again in the rules as written, moving forces cannot be concealed, but we are talking natives here so I gave them a pass, like the scene in Zulu where the impi advances and disappears into the grass.

OoooooLaaaaahhhh.....
The charge goes in and magazine rifles crash a mad minute wreaking slaughter in the ranks of the oncoming Gashants. 2d6 per rifle instead of the normal 1d6 for breechloaders.

Revenge!
But to no avail, the cavalry pass their morale check and the charge goes in sticking the experts like pigs.

Freedom!
The cavalry reform while the villagers keep running for cover. On the bloody ground, not all the Earthers are dead. Wounded left on the field in the face of the enemy results in a hefty hit to future human morale checks.
Clear lanes of fire.


The master gunner looked over the carnage - the men were dead or close enough to it that his guns would just hasten them on their way. "Target, massed horse, all guns - Fire!"



Boom! - R-r-r-r-rip!
And the big guns let fly!

Crump!

And more gashants go down under a hail of lead and fire.

Vengeance grows from the barrel of a gun...
And the rescuers are defeated....

Checking for the dead....
With the obvious threat eliminated, the Force Marines double time out to see if anyone is left alive and round up the volunteers.

Two survivors are helped along with the terrified natives following behind.
Two men are detailed off to carry the wounded back to the Kurtz while the rest of the marines round up the villagers.

OOOLLLLAAHHH!
The Marines, carrying the wounded are just about back on board when from their hidden position in the bush the Cutters charge the boat and the Shooters charge the Marines. And thereby gaining initiative. The charge move roll was  an amazing 26" for the cutters and "enough" for the shooter. This time I did allow defensive fire.



Crash!
Some cutters and shooters go down, but their morale holds and they charge home!

Repel Boarders!
The Cutters get in amongst the gun crew on the lower deck while the shooters overwhelm the marines and wounded.

Abandon ship!
The gun crews hold for a while but fail their morale - thanks to the Marines leaving wounded with the natives and decide to jump for it before they are cut up for bait. The Captain orders the hatches closed and dogged, sealing his crew into an armoured citadel away from the ravaging natives. I was not surprised to read that this was a common practice on riverboats, including those on the Missisippi - lose the cargo, save the crew. It has come back into use as a counter to modern day pirates.

Ils ont le bateau!
The remaining Marines fire ... to no great effect.

Attack!
Grasping the nettle, the cutters charge in, screening the shooters as they go.
Crash!  Crash
Volleys are exchanged...


Sauve qui peut!
Casualties are light but the Marines already fragile morale snaps and they break and run.

Catching a breath....
Past the village and over a small rise - they think they are safe.

No rest for the weary....
Bu the natives catch up and the Marines are scattered to the desert to be rounded up later - if they survive....

Time to depart

The Kurtz retrieves her soaked gunners, and seeing no further chance to intervene, departs. Reports will be written, accounts will be settled.

At the end of the game, I rolled for Martian casualties and the dead were rather less than expected which bodes well for future Copratic-Belgian encounters.

It was an interesting scenario to game out, in reality some communities fought very hard to save their members from this ugly aspect of colonialism. It gave me a chance to try out artillery on the table and I was pleased to see how effective the heavy lancers were. Their close combat dice modifiers are impressive. Magazine rifles were proven again to be over powered en mass, but are a useful balancing item when fielding small heroic forces.

Overall an enjoyable game in my new space.