30 May 2015

Tiny Canadians, and some guns

I wasn't completely taking a nap this week - I did do some painting in the form of 6mm Canadian infantry and a few guns.

Yeah, they're small. What did you expect? I got assorted "other" vehicles in the queue now - Stuarts, halftracks, universal carriers, an M10 and others. I realized I forgot to order jeeps for the Canadians. They'll go without for the time being - I can add them later.

28 May 2015

Recently COMPLETED - Dystopian Wars Blazing Sun Fleet

The fleet overhaul has been completed! It has taken just over a month, which includes stripping the old paint. I am pretty surprised that I got through them all as quickly as I did. I know the choice of colors is shocking and a lot of folks have raised an eyebrow at it, but I like them and it is a massive improvement on the previous paint job.


They'll get their first action Sunday - I'll be playing a game up at Morningstar with a guy I met up there a month or so ago who has some Prussians buy hasn't gotten in any gaming with them - so it'll be a tutorial among other things.

26 May 2015

Star Fleet Battles - May Edition

The Space Cadets squeezed in our May SFB game on Sunday night, since none of us had work the next day. We played the continuation of April's game in which two Orion Light Raiders got chased out of their hideout by the LDR (Lyran Democratic Republic) police, in the form of a Police Carrier and its fighters.
Part two takes place soon after, as the Arrow Poison Cartel Orions make a break for it. They're heading for the asteroid belt in the Vega system in an effort to dodge the law.

Our ships kept damage suffered in the previous game, although I was able to repair four shield boxes, having accumulated 9 repair points in the previous engagement. Cap'n Mike and myself were without shuttles, and Officer David was down to three fighters from his original six.

Cap'n Mike's Pullus Rex and my ship, the Dumpster Fire began the scenario in the same hex. The LDR Police Carrier Stray Cat was in hot pursuit. Right off the bat, I sent a drone back towards our pursuers.

Mike and I turned away from the big cat. Mike sent two additional drones back - mine had already taken a few points off the LDR's ESG. I did some quick math and because David had side-slipped at one point, he wouldn't be able to catch us with his ESG this turn. Early in turn two we'd be vulnerable but we had a little time.

The Federales get an angle on me and work on my beat-up number 5 shield. My number 6 was in much worse shape (from the previous game), so I was fortunate with how that played out.

The Stray Cat barrels down on the Pullus Rex, I turned away to get my healthy #4 shield facing the police. The drones from the fighters were also upon us. Mike tractored two and I grabbed one. I handled the final one with a drone of my own.

David made a tactical error on the next turn and kept the Dilithium pedal down hard, at speed 27. His turn mode was up around 5 and he had to make a very wide loop to avoid flying into the asteroids at Mach 5, smashing himself. Mike and I kept things sane and eased into the rocks towards the end of turn 2. 

The Pirates' goal, to simply hide and survive was facilitated by getting into the asteroids and finding a suitable landing locale. In game terms, this meant rolling 2d6 when entering an asteroid hex. On a 2 or 3 and spot had been located. The ship could hide on its next plotted move and was considered "safe." 

Then end of turn 2. I was right at the edge of the rocks, Mike was moving through them and Dave's carrier is still working on its loop. The fighters are in pursuit too, removing some movement options for the Orions.

After eight hexes of movement, I managed to find a spot for my ship!

There she is! There she is... not as wounded as we were led to believe! Who says camouflage is useless in space?

Mike cranked his speed up to 14, counting on his ship's agility to keep him safe in the asteroids. He was able to explore more hexes. The LDR Police used his ESGs as Asteroid breakers keeping himself intact.

After an astounding 24 hexes of travel (That's 24 2d6 rolls without hitting a 2 or 3), Mike finally located a hiding spot for his ship and successfully evaded the cops! Well done, sir.

That was an enjoyable game for sure! It was really two different games - the chase to start with, which was pretty dicey, then the slow cat-and-mouse game in the asteroids. it's too bad David's carrier got stuck so far behind us - it would have been a lot more tense if he'd have been blasting our ships apart while we were looking for a spot to hide.

Inspired by the Falcon chase halfway through Empire Strikes Back, the scenario worked out well - Mike thinks the "find a spot" roll is too difficult, but I got it after 8 tries, so we both hit opposite ends of the spectrum. Either way, it was a good way to kill an evening!

25 May 2015

Memorial Day - Check Your 6 Jet Age

The little Memorial Day get-together went well yesterday, with the minor distraction of Morningstar's air conditioning unit breaking down on Friday evening. To say it was stifling would be appropriate. It did give us an authentic Vietnam and Iraq feel for our games of CY6JA though.

Our first game was "Galore" from the CY6JA MRB. James and I were the only two at the table who had played before so there was a bit of explanation then it was on to the flying. The Americans, in four F-4Ds, were represented by Mike, Chris, David and the split team of Alan and Daly (when Alan had to bow out to host the FoW event). James and I each drove a MiG-19 and Carson (Chris' son) flew the pair of MiGs that start in the middle of the table.

Most of our players...

The initial setup. Carson's two MiGs circled in red, Mike had the maroon F-4, David the light blue one. Chris flew the black and Alan / Daly in the orange.

James (red) and I enter the battlefield. James had the +1 skill pilot on our side.

Carson uses one of his Migs as a distraction for the orange/black flight and sends the green one back around to help James and me with maroon/blue. During these early turns, Alan and Chris fired seven Falcons and Sparrows at Carson's planes and actually got two hits. Both hits were saved by incredible robustness rolls.

Somehow, James and I let David and Mike past us. James and I weren't really coordinating our maneuvers but were still very much in synch. Carson's green Mig is following us. You can see that David had slowed to "1" so we knew exactly where he'd be next turn.

Captain distraction gets past his two charges, remaining in the air.

James and I get decent position on David's plane but he was diving and we were too high to get him. Daly, now driving the orange Phantom, loosed his last Falcon at my plane but it missed like so many others that day. Black and Orange were both out of missiles and none of the American planes had guns. They had to head back to base.

At long last, Carson and James both get terrific opportunities and fire their cannons at the hapless American plane.

The pilot ejects safely but the RIO was killed.

A dramatic chase followed whereby Carson's black/green Mig played rabbit to Mike's fox and I played hound to Mike's fox! Carson kept diving, keeping Mike frustrated because he was too far below Mike to be targeted by a missile. I managed to loose two Atolls at Mike, both of which missed, but at least I got the shots off!

After another turn or two, we called it. A solid victory for the People's Republic and a bad day for the USAF.


We played a second game after moving to a slightly cooler part of the game room (next to a couple of fans). The scenario was "Foxbat Furball" from the Yahoo Groups files section. Mike and new player Robert too the Iraqui MiG-25s while David and I took the F-15s.

I drove the yellow plane, David in blue. Robert was flying the green and Mike's plane which hadn't shown up yet was in the red one. Robert stayed very low, on the deck while David and I had to dive down to get him. Being so low saved him at least twice against our Sparrows. We all hovered around speed 5 for maximum maneuverability. I also managed to miss what would have been an easy Sidewinder shot, except that the "up sun" penalty kicked in and it missed badly.

I get a good position on the Foxbat for an easy kill and fire. I rolled a lousy "3" on 2d6 and miss. GAAAAAH!

David nails him with a Sidewinder and causes airframe damage. I fired two Sparrows at Mike's distant plane, but both missed. More crucially, Mike fired at least one AA-6 at me. I took evasive action and the missiles both missed.

The evasive action put me in a terrible spot and Mike was able to capitalize. At the same time, David hit Robert's plane with another missile, for engine damage this time! Are you serious! Luckiest man in Iraq right there. My F-15 came apart as the two AA-8s impacted.

They flew around a bit longer but we called it after a few turns. The Iraqi Air Force had its greatest victory and I was shamed before my peers.

Two losses for the Americans this Memorial Day weekend. Ah well, maybe next time. Everyone who played CY6 really enjoyed it and it generated a lot of interest from passersby. During the day, we came up with a great idea for a Gnomecon set-piece but it is going to be top-secret for the time being.Later in the evening, Mike and David came over to my place for the second chapter of the Star Fleet Battles game we played a month and a half ago, but that's another AAR...

23 May 2015

Completed Shermeese and Panzers

I got the tanks completed yesterday, thanks in no small part to knocking off from work a few hours early. I settled on a unit marking system that I can live with, so these guys are complete and it's on to the next group!

I took the pictures outdoors this morning and the natural sunlight makes a big difference.

Nine Panzer IVG without schurzen. From a "late war" perspective, I suppose they should have the skirts, but hey, whatevs.

On to the Canucks...
Ten Sherman III and three Firefly Vc

 The wobbly-nosed Fireflies

Unit markings. Simple colored stripes. The yellow one is the company HQ stand.

I hope you like them. I slaved over them for sooooo long. *wink*

I suppose this small collection is enough to play a small tank-only test game. More rules familiarization, here I come!

Have a great Memorial Day weekend!

20 May 2015

Shermii and Panzers

The painting is done on the Canadian and German tanks. I could paint micro armor tanks all day long. They are just the best. I know the lighting sucks, but here are some pics of the finished models prior to base treatment.

The Firefly gun barrels will probably be knocked off within a couple weeks. They behave more like elephant trunks than bad-ass 17-pounders.

Next up for this project remains to be decided but there is a lot to choose from!

Mid Week-ery

I've been working on Canadian Shermans and evil SS Panzer IVs this week. The lot of them are close to completion. They'll get a bit of drybrushing and perhaps some mud or other weathering then be ready for basing. I want to label the rear edge of the base with a unit identifier, but can't decide how to produce the labels. Painting it on will be too sloppy. I've seen some well done unit labels on Spearhead minis. I'll try to emulate that technique one way or another.

I've got my Check Your 6 Jet Age scenarios all prepped for the Memorial Day Bash on Sunday at Morningstar. Two Vietnam games, Gulf of Sidra (1981) and a Gulf War match up from 1991 with F-15s and MiG-25s.

Back to work... have a good rest of the week!

18 May 2015

More work on the Blazing Sun Fleet!

I got the three gunships completed this evening. I've got just a little left on this project - corvettes and escorts, then job's done! I have also been doing work on other things as well (those Maurice figures, 1/600 planes and the WW2 micro armor) so i don't get too burned out on orange ships. The method has worked like a champ thusfar.

I'll probably have some of the WW2 micro armor tanks done by the end of the week. I did get the second order of stuff last week and placed an order with Last Square for some H&R infantry that should be here this week. That should be the end of ordering things for that project, although I may invest in some 6mm buildings because the right buildings would be useful for both Western Europe WW2 and Maurice - I'm thinking Cathedrals, farm buildings, etc.

Oh, and that's post  #400. Hooray for persistence!