Tuesday, 23 August 2016

An Epic Encounter

So this Monday I found myself at a loose end but managed to set up  last minute game of Epic.

I forgot to take many photos of this so it wont be much of a write up.

We opted for 3000 points and as it was very last minute and I did not know what my opponent would be facing I selected an already existing list suitable to cope with most situations:

Command Company
Mechanised Company
Tank Company
Infantry Company
Shadowsword Platoon
Sentinel Platoon
Manticore Platoon
Rough Rider Platoon
Hydra Platoon
Thunderbolt Squadron

My opponents force was a bit of a surprise:

Ork Great Gargant
Huge Boyz Mob, fully mechanised
Huge Cult of Speed
Huge Stompa Mob

4 activations.  This was going to go one of two ways.  He was either going steamroller across the board and I would be unable to stop him, or he would stall, allowing me to bring my greater number of activations to build up blast markers and outflank him.

That's a lot of Orks
In the end the latter was the case. I put a row of sentinels across the board at the start of the game to block any movement and the Orks didn't seem to know what to do about them. They marched across the board as far as they could and then stopped, trying to shoot at targets behind the sentinels. This allowed me to bring all my firepower to bear and I slowly started blowing bits of the Ork army. They accumulated blast markers at a frightening rate and in turn two bot the Speed Freaks and Stompa Mob were broken.  Turn three saw a breakdown in eth Guard communication network as a flurry of ones for the activation tests saw the army cohesiveness break down.  The final turn saw the Orks bunched up together on one flank, while the Stompa Mob, having failed to rally for two turns had been reduced to a single Stompa by sustained fire from the Guard Mechanised Company and the Thunderbolts. This allowed the Guard to capture the two objective on the Ork side of the table.

Guard drive of the Stompas
The rest of the guard advanced, trying to contain the orks in the centre of the board, while trying to ensure they cannot take the central Guard objective.   The Tank Company threw itself at the Gargant, stripping it of its shields and starting to inflict some damage, as I mistakenly believed that this was the Orks most expensive formation.  I managed to reduce it to three damage points, thanks to the Shadowsword, but alas at the end of turn thee it still had a few damage points remaining. I lost most of the tank company fro the trouble as well. It turned out it was fairly pointless as the most expensive Ork formation was the Huge Boyz Mob and into the Gargant.  A final sneaky triple move from the Hydra's captured the Ork backfield objective, leaving the guard in possession of all  three Ork objective, while the Orks had nothing, securing a Guard victory.
Less Orks, but still a lot!

An interesting game, and against a very friendly and cheerful opponent. I enjoy epic and its always good to expand the player base a bit further.  Also his army selection was very different from usual, which made fro a different type of game.  I have been playing my Guard fro a while now and need to start at looking at different ways that they can be played.  IN the interest of variety I have also started putting together my Epic Marines as well, and in this case am opting for Blood Angels as they are just about as far from Guard as its possible to get in terms of play style, as they are very aggressive.
I'm not sure how long the Marines will take as at the moment I am more interested in painting one off models as opposed to painting loads of the same model. I have been looking a lot at Age of Sigmar as well and recently purchased the Generals Companion, which at £15 is a steal.  I think A review will follow shortly, once I have had a chance to play the game. In the meantime I have been working on my metallic and picked up a Stormcast Eternal from E-bay nice and cheap.  I originally intended to have a bash at NMM gold but chickened out and ended up forking out for the Scale 75 Gold Paint Set, which turned out to be an excellent purchase.  They cover very well and the gold's are nice and strong.  I have always tended to avoid painting gold as I have never found a decent gold paint, but now I have found one I am making up for lost time and hunting about for models that can be painted gold!  Great fun.


Side View

Next week we return to the hive as we give the Aliens vs Predator 2nd edition rules a run out to see if they are an improvement.

Tuesday, 16 August 2016

Alien Invasion

No, not Aliens vs Predator, but another sci-fi game involving gribbly aliens and human marines.

This time it was Urban War, originally made by Urban Mammoth.  I have recently started thinning out my wargames collection and as a result of this I sold of my Urban War Viridian and VASA.  As a result of this the people I sold the models to, Rory and Dave were interested in getting in a game or two.

Rory and I decided to have a bash, with a fairly sizeable 300points a side.  I opted to use my Koralon this time, as I don't think the Gladiators can really cut it in Urban War, and Rory using his newly acquired (and brilliantly painted! lol) Viridians.  

This also gave me the chance to use my Forward Base terrain, from Antenicitis workshop. I had been itching to get it on the table since completing the basic build earlier in the year. Still lots to do to finish it off but it was done to a standard that made it useable.
The Table

Left Flank Koralon deployment

Right flank Koralon deployment

We opted just to do a "scuffle", which a straight fight across the table with victory going to whomever stays on the board the longest.  Break point this time would be 50%, with the first to reach that level having to pass a command check or leave the table, and then again every time a further casualty was suffered.

The table was 4 foot square, with the Forward base spread across the table and a large amount of scatter for cover.

Having never really used my Koralon in Urban War very much I took a bit of everything:

5 Brood
2 Larvans
1 Larvan Leader
1 Phazon
1 Broodmaster
1 Breeder
4 Reapers

Koralon Gribbly

The Viridians had:

6 Marines
1 Sgt
1 Hvy Machine Gun Team
1 Sniper
2 Special Forces

As neither of us had worked out our lists before hand we went for the minimum calibre we could, to make things easy to remember.

Earl game as predictable, with the Viridians taking up firing positions while the Koralon advanced, hugging as much cover as they could.

Mid game and some shots from the Viridian centre took out one of the Reapers, causing the other three to panic.  On the left the Koralon were still advancing, avoiding any fire they could.  In the centre the Phazon managed to get a warp portal off, putting it slab bang into the middle of the Viridian gun line.  A brood rushed through, trying to take out the Sgt in melee, but failed miserably and was killed for his efforts.  The Larvan decided that he would have a go a charged through, managing to take the Sgt out, sending a ripple of panic through the marine lines.  the Larvan used his follow on action to engage a second marine but unfortunately paid for his bravery and was taken out of the game by a boot knife.   At this point the broodmaster came through the portal, also fluffing his attacks against the lowly marine (who is this guy?!) before narrowly missing being wounded himself, and then panicking.

useless Koralon Broodlord strikes!

On the left the Koralon were finally getting stuck in, although the assault was not going well with several of the assault specialist Brood coming a cropper to marines armed with boot knifes.

The Viridian right flank collapses.

At the end, Viridian patrol have had enough.

Mid to late game and Koralon casualties were beginning to mount, with it taking on average three Koralon to take out any marine model. The Koralon reached and then passed their break point, with only a few good command roles keeping them in the game.  Luckily the rest of the Koralon were now making contact, with the lone remaining Reaper charging and taking out a Marine, and the Phazon himself charging into action and gaining a kill.  This put Rory at his break point and in typical fashion he failed it, leaving the Koralon bloody but victorious.

An interesting game, if a little slow due to us not having played it in a long time (well over a year, it might even have been two).  I've also never really tried the Koralon either and found them to be quite fun, if a little one dimensional.  Certainly more effective than the Gladiators, who I've always found to be sub-par in the game, especially against the likes of the Syntha (duckshoot anyone?).

It was also good to get the Forward Base terrain on the table.  We did not make full use of it, with no on entering any of the buildings, but they certainly looked the part even though they were just stuck on the table to provide some cover.  We haven't played a lot of Urban War recently, and I think it is a game that we will probably re-visit shortly.  While I have a few niggles with the rules (it is too easy to panic, close combat specialists are generally underpowered/overcosted) but it plays quite quickly and is easily completed in a couple of hours, which is good.

Tuesday, 9 August 2016

Here Come the Yanks, The Final Showdown.

So the finale of our late war Chain of Command campaign had finally arrived.
This campaign has taken a fair old while to get to this point, thanks to various real life pressures, but we made it in the end.
We had decided to end the campaign with a "Big Chain of Command" game, with all 6 Platoons taking to the table, with the American making a final assault on the town of Arques, with the Germans trying to hold them off before making an orderly retreat.  The scenario was going to be a flank attack, played on an 8 foot by 6 foot table.

After 6 campaign turns the Platoons were looking like this:


1st Platoon (Kev):  1 casualty, +1 to force Morale
2nd Platoon (John): 1 casualty
3rd Platoon (Ken): 1 casualty


1st Platoon (Ian): 5 Casualties, -2 on Force morale (obviously a killing officer)
2nd Platoon (Dave): 9 Casualties
3rd Platoon (Alex): 7 casualties.

The Yanks rolled for support and got a whopping 28 points!, with the Germans having half that, with 14.

I am not sure of the exact support that the Americans took but they definitely had:

2 Sherman's
1 Chafe
Pre Game Barrage
Flame Thrower.

I don't know what else they had as it never saw the table.

the Germans opted for:

Adjutant to aid with deployment
Pre Game Barrage
81mm Mortar with Forward Observer
Tripod Mounted MG42
Flame Thrower team.

As always with Chain of Command we started with the Patrol Phase. The Yanks had two sets of three patrol markers, one set on their long table edge and one of the German Right flank. The Germans started with five, all positioned on our quarter of the table.
The patrol phase went quite well for the Germans, and we managed to push the Yank deployment into one side of the table, while opening it up for the Germans to Push onto the Flanks of the Yank positions.

The Table
the German 1st Platoon opted to take the right flank, close the Yank flanking deployment, with 2nd Platoon in the middle with the mortar spotter to provide fire support and 3rd Platoon on the far left, ready to sweep across the Yanks as they deployed with enfilading fire.  The Yanks opted fro the 1st Platoon to attack from the flank, with the 2nd and 3rd platoons assaulting from the front.
Early game saw everyone struggling to get deployed as the pre-game barrages cut off communication and deployment routes.  The Germans and Yanks on the right flank managed to get some troops on the board, as  did the Yank 3rd Platoon. The Yank 2nd Platoon didn't manage to deploy anything early on, as with the Germans 2nd Platoon.
Things were slow to begin with as the Germans lacked decent firing positions, and with all the tanks on the board the Yanks could sit back at range and pick us of so the 1st Platoon opted to hide, while the German 3rd Platoon found itself exposed and taking casualties from the main USA assault.  This was brought to an abrupt end when the German 2nd Platoon called in their mortar support, pinning down the entire USA centre, giving the German 3rd Platoon some breathing space.

Yank Deployment
On the right flank things were still bogged down, with the USA advancing cautiously, and the Germans trying to find advantageous firing positions. The German 2nd Platoon had deployed towards the back of the Germans on a hill, and started to take pot shots at anyone that stuck their head out of cover.  A hidden Panzerschrek popped up and tried to take a flank shot at the USA Chafe tanks, but were obviously a bit rushed and missed the tank altogether, at a range of about 30 feet. Off to the Russian Front for you two! 

The Yanks Advance
Mid game and the Yanks on the Right flank started to advance, taking advantage to narrow Germans fields of fire and the cover of the Chafe.  in the Centre the German 2nd Platoon managed to take out a Sherman with a Panzerschrek shot, and kept up their sniping at the USA assault forces.  On the German left things were going badly, with one squad broken and the rest of 3rd Platoon bogged down under USA fire.  Eventually the German 1st platoon Panzerschrek redeemed itself and in a bold move jumped out of a building, braving the USA fire and managed to destroy the Chafe, much to the relief of the rest of the Platoon.    Unfortunately we pretty much ran out of time at this point and had to call it a day. Setting up such a large table, organising three platoons a side and the time it took to play  meant that we just couldn't complete the game, so we had to stop without any sort of real conclusion.
It was almost impossible to say who would have won if we had continued.  Two of the three American tanks were gone, taking away their main advantage, but the German 3rd Platoon was under a lot of pressure. I think that the German deployment in depth and the threat of more mortar barrages might have swung, but certainly the German right flank was about to get very messy.
In hindsight I think the game was a bit ambitious for a Monday night, as there was just too much to do on the night.  Still an excellent campaign (as always) and many thanks to John fro running it and taking steps to keep it interesting.
As to the game itself?  I am not sure that a Big Chain of Command game is possible in 28mm, unless you use a ridiculously sized table.  Even on an 8 x 6 things were cramped, leaving little space for the fire and manoeuver tactics that Chain of Command simulates so well.  In future for normal 1 platoon games we will probably play on a 6 x 6, to give lots of room to move about and give a more interesting patrol phase.  The game probably would have worked well in 15mm, and Chain of Command would work well on a 6 x 4 if played in 15mm, rather than 28.  Having said that I am not about to run out and get a 15mm WW2 force because of that.  the other things is that no one had played the game for a while and we were a bit rusty

Wednesday, 3 August 2016

Mordheim Season3, Game 3

Game three of our Mordheim campaign, and we were all trailing into the woods after the Dwarfs, who as the victors in the last game had decided to go deeper in search of treasure. 

We had all the six campaign members this week:

My Undead
Rory Protectorate of Sigmar (PoS)
Andy's Skaven
Ian's Dwarfs
Dave's Marienburg Mercenaries
Andy's Witchhunters

Marienburg Mercenaries

Skaven Warphunters

Dwarf Treasure Seekers


Protectorate of Sigmar

The board was mostly woodland, with a few hills and a single hut in the centre.  There was a witch living in the hut, guarding some loot, along with a couple of Dire Wolves. The first person to approach within 8 inches of the hut would trigger the witches break for the nearest random table edge, fighting anyone who gets in her way.

The game started with everyone advancing cautiously.  I ended up deployed in a corner next to the Skaven, and after a quick chat we decided that we would ignore each other so that we could both actually get a chance to have a decent evenings gaming.  I decided to head towards the PoS as they were apparently my nemesis and I would get double experience for any kills.  The Skaven made straight for the hut.  The Witch hunters also went straight for the hut and due to where they deployed triggered the witches escape. Ian's dwarves began the long slog towards the centre of the board, but with a move of 3 inches they were going to take a while.  Dave surprised everyone by advancing into the centre of the board.

The witch made a dash for it and as it turned out they ran straight into the Witch hunters, who set about dealing with her.  Meanwhile the Skaven approached the hut, and my undead made for the PoS.
The Dwarfs kept slogging towards the centre, while Dave also kept advancing.

Mid game saw the Undead lay into the PoS, putting them out of the game, The Skaven found the treasure in the witches hut but ended up coming of worst as the dwarfs finally made it to the centre of the table. 

The Witchhunters had finally slogged it across the table towards Dave's Marienburgers but decided under pressure of missile fire and a charge from his opponent that they did not want to hang about so left, leaving only four warbands on the board.

Having recovered a fair chunk of treasure and starting to come under pressure from the Dwarfs Andy's Skaven also decided to leave. This left the Dwarfs, Marienburgers and Undead on the board.
The Undead had been approaching the Dwarfs, and were now getting into assault range.  The Dwarfs decided that they would form a defensive line and rely on their natural resilience to survive the attack.  The Marienburgers at this point were happy to sit and watch, while sending a few archers off to try and steal some treasure from some zombies skulking at the side of the board.
Zombies "running" away from some nasty people

The Undead had a couple of rounds of shooting at the Dwarfs but this proved ineffective so I decided to get stuck in, even though I expected to come of second best.  The advantage of making that charge was that I could pic my targets, so I ganged up on a few of the Dwarfs, making sure that I took them out of action.  Ian decided enough was enough and after a few casualties decided to leave.
Chasing down the Marienburgers

That left it down to my Undead and Dave's Marienburgers.  There was a chase across the table as Dave reverted o type and started running away again, but he eventually ran out of space and formed a line, ready to attack (why does everyone always  form a line and wait?).  My Undead charged in and in a couple of turns Dave was past his break point and left the field, leaving the Undead victorious.

A nice win for the Undead, with the Vampire finally killing something. A costly one though as I lost a Ghoul, Dire Wolf and Zombie in the post game pages, although I gained some very useful advances on my warband.  I could only afford to replace the ghoul and get some bit of armour for my warband so will be slightly understrength for the next game.  That shouldn't be too much of  a problem though as I got a triple 6 in the exploration phase and managed to pick up a free hired sword for the next game. Given the limitation on what he Undead can hire I opted for an Ogre Bodyguard, so all in all not a bad game really. Once again this was played in a light hearted manner, with plenty of chat going on, which makes for a very enjoyable evening.

The campaign is shaping up nicely, with players being a lot more careful this time. In the last campaign there were usually a couple of players out in the first couple of turns but people are being a lot more careful this time, which is making for much more interesting games.

Next week sees the conclusion of our Chain of Command campaign, "Here Com the Yanks" and we will see if the depleted American Platoon have enough men left to break through the German lines.

Also this Saturday is Claymore, at Telford College Edinburgh, and I am planning on popping along with the kids fro a while. Its usually a fun day out for us all.

Tuesday, 28 June 2016

Once more into the hive..

Mission three of the Aliens vs Predator boardgame, with 2 novice players and one veteran (he's played one game and read the rules so technically he is now an expert).
The objectives this time were:
Marines:  retrieve a part from one room on the map, and then carry that part all the way across the board to another room.
Predators:  Collect 5 trophies, plus make your way to the hibernation chamber to wake up the infected humans, thus creating more Aliens to hunt.
Aliens:  Put 2 acid damage tokens into three separate rooms, spread around the board.
John (the expert!) opted to play the Marines, Kev went the Predators and Kenny decided to play the Aliens.
Early game saw the Aliens come out running, with them engaging the Predators almost immediately. the Predators tried to advance but found themselves getting bogged down by piles of Aliens and pretty much failed to move very far for the entire game.  The marines advanced out of the room they were in cautiously,  ready to put down lots of fire on anything that came into view.
The Aliens managed to eventually put some acid tokens down in one of their target rooms, but their attacks against the Predators were proving ineffectual, although it was holding them up nicely.  The marines were having a  great time though, as they had a good line of site to a couple of Predators, and they seemed quite happy to just sit at the end of the corridor and be shot at them, which over the course of the game managed to kill 2 of the 3 monstrous hunters, and also bagging a fair few Aliens as well.   Meanwhile the Predators were pretty much focusing all their attention on the Aliens, and were making a pretty big mess of them as well.
Late game and there was only 1 Predator left on the board, but crucially it was the one armed with the Smart Disc, still 4 Marines and a handful of Aliens.  The Predator managed to make short work of the few Aliens that he was still fighting, before turning his attention to the Marines. Up until this point the Marines had been largely ignored, but now they had the full attention of one wounded Predator. In two rounds the Predator had managed to make short work of the Marines and the entire squad was gone. Ouch.
This left 2 Aliens and a single Predator on the board.  Kenny had started to be a bit sneaky and circled round the main combat and into another of his target rooms. Unfortunately this put his remaining two models in range of the Predator who promptly finished them off, leaving it the only model on the board and having plenty of time to complete it mission objectives.
Another interesting game, with the Predators managing another win (only just though!). This one was interesting in that everyone had an objective to complete that involved moving round the board, but all three players seemed more interested just killing each other, although to be fair to the Predators they were attacked pretty much from the off so never had the chance to move much at all.

This is the third game I've run for this and I'm starting to get a good idea about how all the factions work. I'm particularly interested in the Alien faction as they look quite challenging to play (i.e. a bit underpowered). The next time I bring it out to play I am going to have play as well, and see if I can manage to play the game as well as run it at the same time. 
There is also currently a new version of the rules in development and I am very excited to see what changes they have made.  I think the core rules of the game are sound, just some of the special rules need clarified and tweaked a bit, and the Aliens could do with a bit of a boost as I don't think the basic models in the boardgame box are up to the job, certainly not against a Predator. I could add in some of the beefier Aliens but I wanted to run through the basic game first to get a feel for it.
All three players seemed to enjoy themselves, although I think Kenny had given up by about half way through the game. This also happened in the second game when Douglas was the Alien but at only three games it is difficult to tell if it is a big problem or not.
That lead me to my final thought, which is about the difference between running and playing games.  My gaming can be broadly split into two types.  There are the pick up games, where my opponent and I agree to play a game to an agreed size and then each go away and select our forces and then play the game.  This is usually games like Warhammer, Chain of Command, Urban War etc. Then there are the games where I offer to run something for two or more people. This is usually for a rule set or range of miniatures that I like, but no one else has access to. This would normally be AVP, Lord of the Rings,  or War of the Rings.  
These are two very different ways of playing, and if I am honest I find the second  more stressful. The first type of gaming, of playing pick up games is fairly relaxed, with some enjoyment to be had in looking through army lists and trying to pick something that will provide an interesting game. 
The second type of game is slightly more stressful as I find that I am trying to entertain a group of friends for an evening who have given up their time to play in one of your games and I would not like for them to be bored or have a rotten time.  It is not generally a problem as most people are quite lad back and just happy to be playing a game of something that they wouldn't normally play. That does not mean that I don't enjoy running these games, as they can be quite entertaining but there is always the thought in the back of my head of "is everybody enjoying themselves?" and I don't want to look around the table and see someone clearly not having a good time, as I would feel slightly guilty about that.  Having said that some people are never going to be happy unless they are crushing their opponent into dust and will quickly lose interest if that doesn't happen, but luckily these people don't turn up very often.
Next week I am eturning to an old friend and having a game of WHFB 6th edition. I wonder if I will still enjoy it as much as I remember?

Tuesday, 21 June 2016

Mordhein Season 3, Game 2: Into the Woods

Game 2 of our Mordheim Campaign saw the warbands push deeper into the Drakwald forest, searching for the next piece of the puzzle to track down the necromancer Alex.
Everyone from the last game was present, although the Witch hunters had suffered such crippling damage at the hands of the Dwarfs that Andy had been forced to retire them and start again.
So we had:
My Vampire, with and extra Dire Wolf
Rory with his Protectorate of Sigmar (PoS from now on)
Andy with his shiny new Witch Hunters
Andy with his Skaven
Dave with his Marienburgers
Ian with his Dwarfs, which seemed to have gone on an aggressive recruitment campaign as there were loads of them).
The setup was similar to last game, with a wooded board with some treasure tokens on it, with the main treasure in the middle of the board being guarded by some skeletons.  To add extra spice there were some wandering Dryads on the board as well, and as it turned out they were the most lethal thing on the board probably accounting for more kills than anyone else.
The terrifyingly inept Undead.
Deployment was random and I ended up in one corner sandwiched between the Marienburgers and the Dwarfs. Early game saw the Skaven and PoS exchange blows, while the Dwarfs started their long march towards the centre of the table. The Marienburgers did their usual and started to skulk around the edges of the board looking for some likely targets they could pick off.  The Witch hunters gave the Dwarfs a wide berth and headed after the Skaven.  My Vampires headed towards the rapidly retreating Marienburgers, picking up a treasure token on the way.
Casualties on the other side of the board mounted quickly, especially for the Skaven and PoS. The Skaven had one of their number taken out before they had even had a go, thanks to a lucky shot from the Pos. Karma was quick to repay this though as a wandering Dryad made a big mess of Rory's warband, taking 4 of them out of action.  By mid game the Skaven and PoS had both left the table, and Dave and the Witch hunters were still being a circumspect about their intentions (avoiding the Dwarfs more like!).  My Undead had come a bit stuck by this point, as I had failed to notice a Dryad in a nearby wooded area and it had jumped a Dreg, taking him out of action. Eager for my vampire to do something and gain some much needed XP I charged him in, but he managed to spend the rest of the game trying to fight this lone dryad, with very little success. 

Lots of trees.
I pushed on towards the deafs and made a very lacklustre assault on them with a couple of Dire Wolves, failing to inflict an damage before the swarm of bearded stunties took them both out of actions.  Combined with my earlier casualty this was enough to push me above my break point and I managed to hold on for one round before failing it a leaving the field, just as my Vampire was about to finish of the stunned Dryad, thus denying him some much needed XPs.

Marienburgers hiding, as usual.
This left the Dwarfs free to wander in, take the treasure and then slowly wander out again pretty much unopposed, while the Witch Hunters also left after taking a few casualties, and Dave managed to almost commit suicide by trying to take out a Dryad, but it proving to be particularly resilient and doing a fair bit of damage to his warband.

The Undead Strike, badly....

We knocked one over!

So a comfortable victory for the Dwarfs, largely due to no one really opposing them and giving them a wide berth. My Undead had a miserable time, with not a single successful casualty inflicted in the whole game. My Vampire once again proving that despite being the most powerful model on the board, if you cant get the dice rolls then you aren't going to achieve anything.
After game I lost one Dire Wolf, which I managed to replace but apart from that came out of it fairly unscathed. I also managed to pick up a few good advances on my warband as well, so looking at the king game it wasn't a complete disaster.  The PoS has their captain Killed and the man who replaced him only has one arm so that is going to be interesting, while the Dwarfs had their recently hired Troll Slayer get his wish and shuffle of his Mortal Coil.
So Game three involves us all chasing deeper into the woods in search of treasure, and it should be interesting, with the Dwarfs established as the warband everyone is afraid off.  Luckily my Undead don't care about such things and will happily have a go at anyone (hopefully with some more success than this weeks performance).

Sunday, 22 May 2016

Phoenix Industries Science Station Alpha Six

Its taken me three months of this and virtually nothing else but my Forward Base Kickstarter is finally approaching completion.  The buildings are mostly done,  with just a few final adjustments to be made and a few touch ups, but I now have 5 nicely detailed buildings in s ready enough state to hit the table.

All in all I am reasonably happy.  There was a lot of work in those seven buildings, as there are a load of additional resin pieces that need painted and then stuck on.  These pieces all help though as they looks more like buildings and less like MDF boxes.

One thing it has highlighted is my lack of skills as a model maker, as there a fair few mistakes made by me during the construction.  I had it pretty down by the 6th and 7th buildings but the early ones are a bit of a mess. Good enough for the table but not quite as good as I would have liked.  The thing I like the most about these buildings are the detailed interiors.  There are full sets of panels that fit nicely inside, hiding all the internal joins from the MDF. Furniture also helps to add an extra dimension, especially in the case of the Science Centre and Medical Centre as these have some very nice lab and medical equipment inside them.

I still have a bit of work to do to finish up a few of the buildings, and there are still the extras to paint and the vehicles but I am a bit burnt out on this at the moment and will revisit them at a later date.

How was the experience of painting and assembling these?  Pretty time consuming to be honest. Thank goodness I have an airbrush as I don't even want to think about how long it would have taken me to do this without it!  Anteniciti have been very helpful throughout this process with great assistance with missing parts, as inevitably with the hundreds of pieces involved there will be some mistakes, but they always sent replacements nice and promptly.  They will look good on the table, especially when all the vehicles and additional scatter have been added to make it look like a working environment.

I originally bought these to use with my Aliens vs Predator kickstarter, and they scale very well with them, but they are generic enough to get used in most sci-fi settings, they may even get used for Infinity at some point.  I also hope in the future when the kickstarter is delivered that the individual components will be made available for retail, as I would like to get my hands on a pile of the external fittings to use with other buildings, but for now I am more than happy with what  have and hope that Anteniciti is not put off by this kickstarter and goes on to do some more.

All I need now are some civilian scientists to man/be rescued/eaten by Aliens...