28 July 2016

He Lives!

I'm not dead, but my gaming life has been! I've gotten squadoosh for gaming in over the last couple of weeks. I did complete painting of some 15mm skeleton archers but aside from that, not much. Much of my problem has been work - getting home late takes me away from my hobbies.It's not too bad though.

Last weekend the tribe went to Sapelo Island, a barely inhabited island about 50 miles south of Savannah. It was hot as Hades and generally uncomfortable. This amused me.

Sounds just peachy, don't it?

I did play a solo trial of Dragon Rampant a couple weeks back on the dinner table. It was rather enjoyable.

This guy was heck on wheels.

Witchie was almost as awesome.

The living side won the game, but it was closely contested to the end.

I got some new toys in earlier this week but haven't been able to do much with them yet.

Six feet of 15mm elevated highway. I figure it'll be useful for Sabre Squadron, AK47, StarDust Ground and other stuff. I got these from Gamecraft Minis. I'll probably get more, different shaped sections eventually to mix things up a bit.I figured that six feet would be enough to run across the table to begin with. It'll add significant visual interest if nothing else!

I doubt I'll get any gaming in this weekend - headin' up to Atlanta for a couple days. Oh well...

16 July 2016


I couldn't help myself for very long, it was bound to happen. The allure of Guild (Guilt?) Ball got me. I've been looking at it for a few months - the Blood Bowl blood still runs through my veins. Some guys at Morningstar have been playing so I plunked down for a starter. I chose Union for a faction for no particular reason. They're mercenaries and scum. That fact didn't work its way into the decision process. Either way, on with the show!

 The starter set.

Wouldn't be a ball game without a ball!

And Blackheart, the leader of the pack.

The crimson and white cloaks give them a bit of a Santa Claus feel. I'm going to try to get in a tutorial game tomorrow. Be well!

More 15mm Goodies

I painted up a couple more dozen-member units of 15mm troops this week. All are from Splintered Light miniatures.

First, some fairly run of the mill Skeletons...

And then some "Elf Maiden Guard" who will be rebranded as Amazons.

The minis painted up easily. I think I've got enough stuff for a game - I'll be re-purposing some HOTT stuff. Dragon Rampant, here I come!

10 July 2016

AAR: Eastern Front Micro Armor

David and I pulled out the WW2 micro armor last evening for a couple hours of Eastern Front shoot-em-up. Given our current, rather small collections, and our relative inexperience with the rules, it was a simple tank-on-tank affair. I took two companies of late model Panzer IVs while David's force was a battalion of T-34/85s. I set up the scenario as a breakthrough - my Panzers would try to prevent the Russians from breaking past across the battlefield. The Soviets had 12 turns to exit five or more stands from the far edge.

Most of the battlefield. Dave's 10 stands are on the far right, heading left. My 9 stands are spread out, those furthest east are watching the bridge.

A couple of turns in, the Reds are right on top of the bridge and my fire hasn't been very effective. The two platoons who'd been positioned watching down the road have re-positioned into the near woods.

It's a Soviet jailbreak over the bridge! I was able to get David to move first and took advantage of some flanking opportunities. It was the only way I'd get through the T-34's improved armor.

First blood, David.

But I was able to capitalize on my flank maneuvers and bagged one of his in return.

A turn later, not wanting to get embroiled in a drawn-out slugging match that I couldn't win, I sent my platoons from the village over to the hill to get move flank opportunities. If the Russians wanted to fight me, they'd have to throw their attack into reverse.

The plan worked well enough, but I lost some more Panzers.

Turn 6 - David has wisely kept his group moving - my group from the hill pursued.

 In quick succession, one kill...

And another! Things are looking good for the Germans now.

A turn on, the Russians continue their advance - they really need to exit stands off the edge! My tanks take up firing positions, hoping to bag a few more of the horde.

The platoons open fire on Panzers in the treeline and wreck them

David's movement orders were crap but he did manage to get one stand off the board!

While five more T-34 stands got within one move of exiting! Not good at all!

Another platoon of Russian tanks is knocked out, while a second platoon exits the board.

By turn ten, there are but two Soviet platoons left - three have safely exited.

They get a bit of long-distance retribution, killing off my battalion commander before the last of the Soviets are wiped out.

My remaining forces. David managed to exit three platoons off the map - not terrible, but not enough to win.

For a "thrown together" scenario, it turned out to be pretty well balanced. I was really worried that 12 turns was much too much time to give the Reds. GHQ's rules are nicely put together and the unusual sequence of play requires you to think about things a bit in advance - you can't just push lead in a reactionary fashion as with most games. It was good to get the tiny tanks back on the table.

07 July 2016

A Fun Week!

Sunday, David, my son and I got together for some Epic X-Wing. We brought out some big ships and put together truly ridiculous 250-point lists. To give it a bit of story, we set it up as a Rebel blockade run against some Imperials. Junior and I ran the Imperials.

Our setup. The Rebel transport had to traverse the tabletop. I drove the carrier and its four TIEs. Junior drove the Shuttle, Bomber, Interceptor and Defender. We left the two little guys in the back as "goalies" initially.

I drop off two babies in an effort to pull some Rebel fighters away from the transport. The Shuttle tanked a lot of attention early, barely visible ahead of the carrier.

An almighty scrum developed in no time! Junior and I were confused by David's decision to turn with the transport instead of simply running as fast as he could.

The Transport rammed the Shuttle, killing it. Booooo! Our TIEs tighten the noose though. The X-Wings are way out of position to assist the BUFF.

Christian dropped a range ruler. It landed on its edge. Win.

The significance of this photo is my ridiculously fortunate turn with the carrier, 1/8 of an inch shy of smashing into the Interceptor which had done nothing but drive all game. I also managed to not smash into that asteroid.

Close to victory, we didn't skip a beat. We got six of our seven craft in range and arc to pound the Transport.

It was Night Beast who got the killing blow, ending the game.

Well, the Rebs didn't fare so well but we learned a lot and came up with a thousand things to try differently next time. Regardless, it was a fun time putting the big 'uns on the table.

In other news, I got some painting done this week!

I cranked out some Pakistani F-86es and Indian Gnats and Vampires for Check Your 6. 1/600 minis from Tumbling Dice.

I also got to work on some 15mm WSS musketeers, courtesy of Tamsin! I won a prize giveaway she did a couple months back. I was finally inspired to paint some up and this is the result:

Now, this sort of mini isn't my usual fare so judge me lightly. They were quick and easy to paint and I'm looking forward to cranking out another dozen. You're obviously wondering why on Earth I'd base them singly. You Sherlock Holmes sorts out there may be able to divine the reason, but otherwise you'll just have to wait to see where I'm going with this.