Wargaming Week 22/05/2017

Let’s start, covering the 15th of May through to the 20th of May.

BLOG STUFF

This week’s post is up, looking at Sarissa’s industrial buildings. Little terrifying to notice that Sarissa actually reposted it on their Facebook page. Thanks to them, Saturday hit some record numbers for views though and I hope everyone enjoys the rest of the blog.

Speaking of posts, if you want to know the best time to check the site for new posts, it’s midday Monday (for wargaming week) and midday Saturday for the post of the week. I’m going to try to stick with this pattern although additional posts may pop up. For example, Weekend Warfare installments will probably go up pretty quick and outside the usual pattern.

Upcoming posts! I’ll be looking at some scatter terrain and smaller terrain elements over the next few weekends and TTCombat’s depot should be turning up. There will also be upcoming impressions on some figures as well, just need to decide who to look at first.

Also more plugging of the facebook page. Share it with your friends (as long as those friends enjoy wargaming)! The page is getting quite a lot of activity during the week as I’m posting a lot of the images (such as WIPs or finished models) there rather than on my personal profile.

GAMING

Still no gaming and I’m starting to have withdrawal. However, writing on the book is going really well – getting great feedback on the new rules and the scenarios are cracking along. I’m also still trying to work through the details of CGS Episode 3 for weekend warfare

PURCHASES

Nothing purchased (shocking I know). Too busy building and painting the stuff I have. Also I keep trying to avoid getting into Napoleonics.

HOBBY

Lots of hobby work this week! Despite being in the middle of crazy work time, I got a fair amount of stuff done.

In regards to the demo board I started building the C130. I knew it was big but dang, this thing is huge! The plan is to build it in subassemblies, apply a basic paint job, assembly fully, take a saw to it and then apply the final weathering. The cool thing with working in 1:48 is there are much fewer tiny pieces than back when I was making airsoft kits.

I also started and did some painting. A few friends that used to live in the frozen north have now moved to Edinburgh and wanted to start painting all their Dark Souls figures. We ended up hanging out for most of the day and did some painting which might turn into a biweekly thing. It’s cool to have some other people in the room while painting, it really helps to keep me focused. Thanks to this, I finished off these five Spectre Insurgents. They are some really cool figures, rolling Western guns rather the usual AKs and looking semi professional. My plan is to use them as a snatch squad for the militia, grabbing VIPs from the streets of Bazi City or turning up to militia fights as the ace in the hole.

After having started them at the painting session, I finished off these three contractors as the weekend finished. These guys are Empress US SF in Light Kit and I’ve already finished one of their number for the first Weekend Warfare. Painting the rest was great fun, especially as I tried not painting them with the same hair colour as everyone else. The ginger was especially fun to paint and should be distinctive on the board. These guys will also be playing roles in the Weekend Warfare as other members of Commando Global Solutions.


That’s it for this update, expect more updates next week!

Impressions: Sarissa Precision Industrial

Sarissa Precision are pretty high on my list of favourite terrain companies thanks to their wonderfully detailed buildings. Among my favourites in the range are two buildings from their Industrial range, the factory and the office. I first saw these thanks to Spectre’s playtest report and was immediately interested in them.

Like all Sarissa buildings, both arrive on A4 sheets of laser cut mdf. In addition, they also have some cardboard detailing panels that sit inside the MDF. Unusually for an MDF building, the kit actually includes instructions which is massively appreciated to make sure no mistakes happen during assembly. For both kits, the MDF parts were cleanly cut and came away from the sprue really easily. The cardboard is a useful addition and easy to place but I’m less happy with the doors, especially the larger warehouse ones. The hinge is quite thin and just asking to eventually fall away if constantly moved. I will probably end up glueing or taping them.

Both kits include gantry items which can be combined together. As you can see above, this lets you bridge between the two buildings or just make a bridge. The gantries are simple to construct and look very effective on the tabletop.

In terms of scale, the Sarissa kits fit perfectly with the 28mm figures I have. The gantries are perfectly sized for 26mm bases (and would probably fit the 30mm bases used by Batman and other games) and the warehouse door easily fit most of the vehicles I have.

Factory – Office/Warehouse

(Please note, the metal air conditioning is not part of the kit but was added to make removing the roof easier)

This building is two stories and designed to be the perfect side building alongside larger factory units. The ground floor is slightly taller than usual and  has two large warehouse doors and a side entrance. Above it, the top floor has a side door for use with a gantry . The top floor also has a slot through the floor but I’m not sure it’s suitable for a staircase – it’s also too short for the height of the building and would block entryways in either alignment. However, a ladder or pulley system could be fitted depending on the building’s purpose.

The roof and top floor are removable with the roof resting on the top of the cardboard detail layers. Inside the building, the top floor rests in two slots in the cardboard and is surprisingly sturdy if a little fiddly to place correctly.

On both floors, the detail cardboard has lots of windows meaning the building has plenty of fire points. The outside also has a chimney or water pipe. unfortunately I managed to mess up construction of this and so on mine it’s slightly misshapen.

 

Overall, I really like this building. It works both with other industrial buildings or settled amongst more civilian dwellings for a little variation. The two floors also make it interesting to play through. As the description on the website, it could be warehouse with a storage area upstairs or an office depending on how you want to decorate the interior. This is a building I’d be interested in picking up a second.

Factory – Large

If you’re looking for a centrepiece to your wargaming board, the Sarissa factory is perfect. About 1ft square and two stories high, the factory just toes the line between “terrain feature” and “play area”. The interior is dominated by the open warehouse floor but there is also a smaller room under chimney (perfect for sneaking in through) and a second floor balcony so you can take the high ground and get a good view over anything inside. The balcony can be accessed by both a gantry on the outside and also from a ladder from within. The balcony is not removable.

The two end pieces are mirrored and both include two warehouse doors and a standard door.

A cool feature of the factory is the interior crane. This is composed of three parts – a frame, central gantry and the crane unit itself. I do not recommend gluing the frame in place if you intend to actually play through the interior as it sticks out and can prevent gamer hands from being able to place figures. Similarly, the gantry and unit can also be left unglued thanks to how well they grip the tracks which means the crane can be repositioned depending on the scenario. I’m a big fan of it. Especially if you get someone up on top of the crane, just asking to fall to the ground once he is taken out.

Finally, here are all the bits that make up the warehouse. The roof is easy to take on and off (resting on the struts you can see in the interior photo) and also feels very solid once constructed. The gaps in the roof could be filled with plastic for glazing if you want to add that extra detail.

 

Conclusion

So, overall how do I like the buildings? They are fantastic kits to build, easy to knock up over an evening. Once constructed they just look great, giving even the barest of boards a cool edge. I have my reservations about the cardboard doors but having played a few games using them, they are very gameable items of terrain letting you sweep and clear without having to carefully balance figures on strange angles.

There is however one thing to think about and that is the price. The factory is £50 and the office is £20. You get a lot of stuff for that cost but it is definitely on the higher end of MDF pricing for this size.

Overall though, a big thumbs up from me! Now I just need to go paint them…

Wargaming Week 15/05/2017

Let’s start, covering the 8th of May through to the 13th of May.

BLOG STUFF

Whole host of things! In terms of actual posts, I put up an impressions of the Foxhound. Its a lovely little kit and I’m really looking forward to getting it painted up.

In other news, you may have noticed I’ve setup a Facebook page where I’ll be sharing all the posts from this site. If you’re wanting to get everything I write straight to your newsfeed, I’d recommend liking or following it. I’ll also probably put up extra images on facebook as it’s an easier site for people to browse.

The reason for this page being set up, as well as the push on subscriptions and more views is I would like to expand what I’m doing. I’ve got some stuff coming along (like the demo board or going to events) that I really want to cover and make available for people to read. In addition, there is a gap in what people are reading – when I started to look around there is barely anyone providing impressions on modern wargaming figures except a once over when painted. The core of the blog will always be that of a personal wargaming story with a focus on the ultramodern but if I can provide some resources to the rest of the community, why not? The comparison article for the rules and the feedback I got for it really started to push me looking down this road. Who knows, I might even start recording video and creating the video content everyone seems desperate for.

Coming sooner though, I’ll be writing up an impressions piece on Sarissas industrial buildings, looking at the factory and factory office I own. Something I was missing when I bought it was a good solid review showing it in detail and that’s what I intend to produce. Sadly I don’t have many photos of the in process build but I can write for England on the process. After that, I’ll start working my through the rest of the collection.

GAMING

No gaming – works been hitting me super hard and I’m hitting a major milestone with the book I’m writing. I am getting really excited to show off what I’ve been spending all these hours on once its ready for prime time. And then you’ll be desperate for me to shut up.

PURCHASES

Image from TTCombat’s website

This week’s purchases have been a little spur of the moment. On Friday, TTCombat announced that this year’s giant building is now available for anyone who didn’t find it at Salute and it came with multiple extra bits. Every since watching Free Fire, I’ve been desperate to get a large warehouse space – an indoor area that still has plenty of space for obstacles where you can run an entire game in a warehouse. The Depot and it’s extension reminds me so much of airsoft sites I’ve played at and I’m really looking forward to getting it build and playing around with it.

HOBBY

Not much painting as my lunchtimes have been spent looking through new rules but I did manage to do some assembly. As well as the vehicles, I also build a few more of the US Infantry guys I bought at Salute. Having just rolled off another Modern Warfare 2 session, I decided to give some of the guys MICH and bump helmets. As well as looking cool, it will also help to avoid any duplicates that will turn up while making my US Army platoon.

Empress US Squad 03 with MICH and FAST helmets
Empress US Command Squad with MICH and FAST helmet. The radio guy’s head is part of the body and so some more work would be needed to swap it out.

That’s it for this update, expect more updates next week!

 

Impressions: Evil Bear Wargames Foxhound

https://i1.wp.com/www.themanufacturer.com/wp-content/uploads/2013/08/Foxhound.jpg?resize=688%2C491
Image from http://www.themanufacturer.com/wp-content/uploads/2013/08/Foxhound.jpg

The War on Terror has seen a massive rise in the use of IEDs against conventional forces and as such, there was a much greater interest in the development and purchasing of mine resistant vehicles. The British Army purchased a whole fleet of vehicles designed for different roles, including a replacement for the Snatch Land Rover. Named the Foxhound, this vehicle is currently in British service.

Evil Bear Wargames have previously released another vehicle from the late 2000’s refresh (The Panther) and I was very impressed with it. Lots of detail, hot swappable weapons  and super easy to assemble and paint. They have since expanded the range by adding another vehicle, the Foxhound. Although I purchased mine second-hand, it was basically fresh out the box.

The Foxhound model is comprised of resin and metal pieces. The core hull, unlike many wargaming vehicles, is actually two parts –  the base plate and nose are one piece, the crew compartment the other. As well as hinting at the possibility of future variants (as shown on the Evil Bear facebook page) it also does a fantastic of covering up any marks from the casting process.  There is a banding texture to the resin but it should be easily covered by an undercoat.The wheel assembly is very similar to the Panther (metal central structure and two resin wheels) allowing for a great deal of detail around the axle. Most of the metal details do not have any form of mounting slots or guide positions. However, this can be a benefit if you wish to skip certain elements (such as the rear mounted boxes) and reference images are easy to find. The GPMGs on the top of the cab do have mounting guides and the top hatches can be mounted either open or closed (the hinge is attached to the hatch). There is also a good depth underneath each hatch so crew figures (such as Evil Bear’s Virtus or Empress’s British figures) can easily be mounted.

Assembly is super easy. Attach the two body parts, assemble the wheel units and attach and then add details. As I mention above, I recommend doing it with plenty of reference to make sure everything goes in the right place. Once built, it’s an impressive beast. As you’ll see below, it maybe on the smaller side of Mine Resistant vehicles but it’s still huge.

The completed vehicle all good to go.

Some of the texture is visible here, expect an update once painting begins.


Seen here next to some of Empress’s SAS figures. It’s a real monster.

Empress US Ranger and Spectre Task Force Operators to show the height of this thing.

Next to its little brother in the series, the Panther. Looking forward to these two rolling round the board together.

Next to the Spectre buggy and Technical Alpha. Shows just how tiny the buggy is.

Finally, the Foxhound next to a Spectre Civilian Car. Expect to see the Foxhound doing a monster truck impression when the bullets start flying in a crowded street.


So overall, what do I think? Once again, I’m consistently impressed with Evil Bear’s output. The Foxhound, despite its very minor flaws, is lovely to build and great to look at once constructed. I am seriously thinking about getting a second one for larger games and to add to any convoy I might need. Additionally, it’s generic enough to work as a protected vehicle for any contractors needing a protected patrol vehicle.

Wanting one of your own? Evil Bear has two version in stock – a vehicle by itself (at £31.50) and a version with two crew figures in the British Army’s new body armour (at £33.50). There is also an offer comprised of two teams of infantry and two Foxhounds for £75.

Impressions: Spectre’s Razor

Salute saw me picking up a few things, one of which was a very exciting upcoming release from Spectre Miniatures. For months we have been teased with render and prototype images of perhaps the most complex kit they have produced. Perfect for Spectre games of special operations, this new vehicle will be perfect to transport your operators around the board at high-speed.

Picture from http://www.utvguide.net/polaris-launches-turbo-diesel-mrzr-d2/

I am of course talking about the Razor, the lightweight 4WD that has been recently introduced into use by the US Special Forces Community. Airportable and capable of transporting four troops across rough terrain with all their kit.

 

As much as I can talk about the real life thing, what’s more important is how the kit is. I need to first mention that I built mine without the instructions sheet that is coming along soon (probably when they are put onto the Spectre site for sale).  As a testament to the guys at Spectre, they have done an excellent job, packing the resin and metal kit with detail and minimising the number of fiddly bits.

The parts split into a mixture of resin (main chassis and wheels) and metal (everything else). There are some cool design features (seats at the back have a recessed bottom, seats in the front have an exposed plug to slot in place) and it’s mostly simple to put together once you start using the locator blips on the underside. As with all kits, a dry run is a great place to start.

The reason why this is a preview and rather than a review is that I’m waiting for a few additional items before I paint it up and get it into action. Spectre have mentioned crew and stowage are coming and this is a vehicle that is begging to be covered in gear.

As you can see at the back, I was a little overzealous with my trimming when trying to fit the outer suspension legs (something I’ll fix before painting). The rear section required a bit of dry fitting to put into place, working out its exact arrangement. However, this should be much easier when following the instructions

A view of the underside shows off the wheel arrangement and the join between the two pieces of chassis. Most of the seam is hidden out of sight thanks to positioning under the front console.

Not a great picture, but it does show a pretty good view of the dashboard and it’s detail. The M240 will sit on the right hand side on a two-part arm, giving it a wide range of positions.


So comparison time. As you would expect, it’s quite a bit smaller than most of the other vehicles currently available.

Comparing against the Spectre SUV and Technical Alpha, the Razor is tiny.

This is even more obvious when compared to a fellow vehicle in US arsenal, the Humvee (this one from Empress).

Finally, lets look at who else will be using it. Model on the left is a Spectre Tier 1 Operator. Model on the right is an Empress US Army Ranger.


To conclude, I think this is one of my favourite releases from Spectre. For such a small vehicle it has a very nice weight to it, prompting none of the fear you would normally have with something this small; I can’t see it being knocked off the table by a stray arm. It was fun to put together and now just needs some final details. Then it will be off to go cruising round the deserts of Bazistan.

As for its role in the game, it’s going to be a taxi – getting your team in to do the mission and then back out again. As you can see, there isn’t much armour so leaving it exposed is an invitation for anyone with an explosive weapon. However, the MMG and crew guns will put some fire down and you can always just drive really fast. Just remember to leave a space for any “buddies” you might want to pick up.

Final thought? I’ll probably be getting a second one for the rest of the squad once they are available to everyone.

 

Wargaming Week 08/05/2017

BLOG STUFF

One post, covering some generic scenarios I’ve had sat in my drafts box for a while.

A little thing relating to the blog I thought I should mention – I’ve added some adsense units to the sidebar and footer as well as a donate link in the sidebar. The idea behind this is to provide a little bit of income for all the stuff that appears here (and a way of offloading the costs of buying all the tiny men). I’m planning on ramping up content later this year and I’m always a fan of giving stuff away for free. So, if you’re reading this, please add the site to your adblocker’s whitelist so I can keep writing more things.

GAMING

No gaming – combination of hard week at work and into a tough patch of book writing.

PURCHASES

No purchases this week – too busy recovering from last week’s stuff.

PAINTING

More bases, more base colours of camo. Been a bit busy to do much else

Modern Scenario Starting Points

A downloadable version of this article is available here

With most of the modern games I play (such as Skirmish Sangin or Spectre), a good scenario is key to your enjoyment. It can paper over any cracks with the dreaded points system and make for something that feels less like a game and more like a story or a recreation of a real life event. That said, sometimes you just want to get some figures on the board and play. Games Workshop does a pretty good job of this with their scenario selection but they also rely heavily on carefully matched points and knowing the local meta.

The idea is that these templates are game agnostic and should be considered guidelines or inspirations as a jumping off point. For this reason, many of the rules are generic. They are primarily designed for squad level games but some of the themes could easily be scaled up. The details may seem familiar if you’ve played other wargames or spent some time in online FPS games over the years – why not work from what you’ve got! In addition, I’ve included some variations and modifiers to tweak up how you play. You need to pick a variation but can run multiple modifiers. You can pick your scenario and tweaks or use the tables at the bottom. After that, tweak it to hearts content, select your forces and then play!

This article is super WIP and will be updated as I go along. Feel free to use this for your own games and I look forward to what people end up playing because of it.


FireFight

A meeting engagement, a brawl in the street. Two teams enter, one team leaves.

Teams: Nothing Special
Map: Standard layout – no special scenery required
Deployment: Split the board into quarters, teams deploy in opposite corners (we recommend in cover).
Time: Play until one team is annihilated or you run out of time
Victory Conditions: Last standing team wins! Otherwise, work out the points. The team that claimed the most points from kills wins

Variant – Kill Confirmed
Either HQ wants the body count or you want gear off the dead, you need to confirm casualties.
After a model is killed, leave it in place. If a model on the same team as it reaches it, the enemy haven’t been able to confirm and gain no points from that kill. If an enemy model reaches it, the victory points are added to the running total.

Modifier- Scattered Deployment
Maybe it was the storm, maybe it was poor planning, maybe it was the layout of this place. Somehow, we’ve been split up and the enemy is close at hand.
Instead of splitting the board into quarters, split it into 8ths and number each from 2 to 9. Separate your force into four groups and roll a D10 for each group. On a 1, your opponent picks that groups starting section. On 10, you pick your starting section. Otherwise, that group starts in the section specified by the dice roll. Multiple groups can spawn in the same section. If a group from each side is in the same section, they must start with plenty of cover between them (no first turn reenactments of the Valentine’s Day Massacre)


VIP Escort

A captured prisoner, an injured friendly agent, the criminal snitch on the way to the courthouse. One team needs to get a VIP from A to B and the other team wants to stop that happening.

Teams: The Attacker gains a VIP character (feel free to add gear and weapons)
Map: Standard layout – no special scenery required
Deployment: Attacking team begins on the board edge, Defenders take position in the remaining 1/2 of the board
Time: Play until one team is annihilated, the VIP leaves the board via the opposite edge or time runs out
Victory Conditions: Attackers win if the VIP escapes, Defenders win if the VIP is killed or does not leave the board.

Variant – All Capture, No Kill
Turns out we’re not the only one who wants this guy. OPFOR want’s him alive
The VIP must now be captured alive. Both teams lose if the VIP is killed. It’s up to you to work out how the VIP can be captured.

Modifier- Unwilling VIP
The Doctor stopped complaining after two hours. By the fourth hour we could see him waiting to escape. At the fifth hour Davis sat on him to prevent any attempts.
The VIP will only move when accompanied by another attacker. In the event of them becoming separated, the VIP falls under the defender’s control. An Unwilling VIP can be targeted.

Modifier- Squad VIP
O’Malley should have known better than insulting the Sheikh. Now we had gunmen chasing after us – after all, honour demanded it.
No VIP character is added to the attacking team. Instead one of the attacking is considered the VIP. The squad VIP can either be:
– Known to both players
– Known to only the attacking player
– Known to only the defending player
– Known only to the GM

Modifier- Multiple VIP
It was ’89 and we were rushing four scientists to the border…
There are now multiple VIPs that must be extracted. For ultimate hard mode, all of them must be extracted. The exact number should be decided by the players or by rolling a dice (D3 or D6 recommend)

Modifier- Vehicle VIP
Boar Fighter was their target but it had to get through no matter what.
The VIP is a vehicle. This may require some terrain and force tweaks.

Modifier- We’re all VIPs now
The heist had failed and now we were rushing through the streets to get to the van…
No VIP character is added to the Attackers. Instead, the Attackers gain points for figures moved off the board while defenders gain points for attackers killed or still on the board at the end of the game.

 


Search and Destroy

A series of arms caches, remnants of a downed cargo plane or an enemy leader. One team needs to find and destroy objectives while the other defends.

Teams: No special additions
Map: D6 objectives are placed on the map. Players can take turns or place them and then scatter.
Deployment: Attacking team begins on the board edge, Defenders take position in the remaining 1/2 of the board.
Time: Play until all objectives are interacted with, one team is annihilated or you run out of time
Victory Conditions: Gain points for each objective interacted with.

Variant – Race to the Prize
We’re not the only ones after that gold…
Both teams are out for the prizes. Deployment is changed so both start at the board edge and must move on the targets. The winner is the one with the most objectives destroyed/captured

Modifier – Find and Recover
Rather than letting us just blow the cargo up, HQ wants us to recover it.
Objectives can now be moved by a character (it’s up to you and your rules for how objectives should be handled). Objectives only count if still held by the attackers at the end of the game or if they were taken off the attackers side of the map.

Modifier- Spoof Objectives
Got a lot of pings on the scanner. Wish the tech heads would make this thing a bit more accurate.
Replace the objectives with numbered markers. Ask another player to put the markers  down, noting which markers are actual objectives and which are spoofs. When the marker is interacted with, reveal what kind it is.


King of the Hill

An extraction site, a downed satellite, a meth lab out in the sticks. One team needs to hold an area while the enemy team tries to clear them out.

Teams: No special additions
Map: Central zone should be clearly marked to all players.
Deployment: Attacking team begins on the board edge, Defenders take position in the remaining 1/2 of the board.
Time: Play until one team is annihilated or you run out of time
Victory Conditions: If  the attackers still hold the zone (enemies outnumbered in the area) at the end of the game they win!

Variant – Defend
It’s alright lads, we just need to hold out until help arrives
Deployment changes: Attackers begin in the Zone while the defenders can enter from any board edge

Variant – Take the Hill
The compound in the middle of the village was vital for both forces.
Deployment changes: Both Attackers and Defenders start on opposite board edges and must advance on the central zone.

Modifier- Multiple Locations
Keep hold of these locations is like spinning plates
There are multiple zones to keep track of and keep clean.

Modifier – Gradual Points Increase
We had to set up our tools at the target location – we couldn’t just stroll in at the last-minute
Every turn a zone is held gives the holding it points.

Modifier – Clear Zone
Apparently the fly birds won’t land until the area is completely clean of bad dudes
The zone only counts as being held if it is entirely clear of enemies.

 


Delivery

A bomb site, a pile of money, a scientist to defuse the chemical weapons. One team needs to carry equipment to a zone on the map while the other team tries to stop them.

Teams: Attackers have one model or squad carrying The Object.
Map: D6 Target Zones should be visible on the board and clearly marked for all players. Placement location and method are up to the players.
Deployment: Attacking team begins on the board edge, Defenders take position in the remaining 1/2 of the board.
Time: Play until all zones have been visited by an object, one team is annihilated or you run out of time
Victory Conditions: Attackers need to visit all the required zones with a character carrying the object.

Variant – Only One Zone is Needed
If in doubt, Rush B
There may be multiple zones but only one is needed. Randomly determine it either by a dice or using another player. The defender should not know which zone is required

Modifier- Limited Info
Intel was a big vague where exactly they wanted us to place the giant bomb
There may be multiple zones but some don’t actually need your attention. Randomly select which zones are not needed once they have been placed. Do not tell the attacker.

Modifier- Object is a VIP
The Agent was adamant she was coming with us – she wanted to check the sites herself.
There are multiple zones to keep track of and keep clean.

Modifier- One Use Items
You’ve all been given demo charges. We have a lot of ground to cover and we need every hand we can get.
Everyone in the team has an object they can use in the zone. However, each object can only be used once.

 


More scenarios coming soon but for now, here is the generation table. I recommend a D10 when generating.

Core Type

RollType
1-2Firefight
3-4VIP Escort
5-6Search and Destroy
7-8King of the Hill
9-10Delivery

Wargaming Week 02/05/2017

Let’s start, covering the 24th of April through to the 1st of May.

BLOG POSTS

One big post this week – part 3 of my demo game being assembled. Its the longest post so far and lots of pictures.

GAMING

No gaming – lots of writing instead.

PURCHASES

For the big thing, go see my post on the demo board.

However, on the smaller side I picked up an Evil Bear Foxhound second hand. I’ve been wanting one of these for a while and seeing it being sold off by a friend, well I just had to grab it. It will be pulling double duty for the Brits and as a Protected Patrol vehicle for various contractors (both Argo and Commando Global Solutions).

PAINTING

More bases, more base colours of camo. I grabbed some paints and will be trying the Spectre method of multicam on my Empress Rangers.