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Showing posts from January, 2023

Crete Campaign Game Six

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Another instalment of our ‘what if’ campaign to prevent German airborne forces from capturing the island of Crete. In game four, the first attempt by the 2/1st Australians to take the Olive Oil Factory was repulsed after heavy fighting, so HQ deployed some of the scarce armoured resources (a Matilda tank) for the second attempt, however that attack was also repulsed but with heavy German casualties. So the third attack will be pressed home by the newly arrived Commandos of Layforce, preceded by a heavy bombardment (or “Naval Gunfire Support” as it’s known) courtesy of the Royal Navy. Let’s hope the matelots give Jerry a hard time! Surely Dave’s lads must be running low on ammo by now?!  Our initial rolls for Force Morale were Commandos 9 and FJs 8. Was this a sign? Anyway, we agreed that the RN had given the area a pounding with their big guns, leaving Jerry somewhat dazed and confused. The original Von Luck campaign has a Naval Bombardment listed as a support option that effective...

Going Commando!

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With the potential to include some Layforce Commandos in our “what if” Crete campaign I initially looked at building a full Commando troop, or at least a couple of sub-sections. Then fiscal prudence intervened! My research concluded that these amazing fellows did not in fact wear power armour and carry bolt guns. Rather, they were equipped in much the same fashion as regular troops albeit in a much more flexible way. So, I decided to use a mix of my regulars and some additional figures built using the extra heads supplied with the Perry sprues, mainly the woolly cap option. Although maybe when the shooting started they switched to metal helmets? I also picked up the Perry SAS Bren teams pack (the figures wearing the keffiyeh/agal will be saved for the desert war). The Layforce men are quick to make use of Jerry’s kit! This will give me the “look” I was after without having to acquire lots more figures. Pinning down a precise TO&E for the Commandos is not easy. There’s quite a bit o...

Ork Warboss and Nobz Mob

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There’s something so cheerful about Orks! I really enjoyed painting these figures. Here’s Warboss Grimbog and his retinue of Nobz from Da Rusty Fist tribe of the Evil Sunz Clan. Grimbog and these two Nobz like to get up close and personal hence the power claws and sluggas, etc. The Warboss also has a personalised Kustom Shoota as is right an’ proppa! Some of the Nobz prefer extra Dakka (wot Ork don’t eh?) so have Kustom Kombi weapons, mixing shootas with flamers and rokkit launchers. All in all, a pretty fearsome bunch! Thanks for looking 🙂

Darth Vader

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Here he is! Probably the most iconic movie bad guy ever. No Galactic Empire collection is complete without him. An easy paint scheme but I felt that the big man deserved his own post. Black primer followed by the Foundry Charcoal palette. Some dots of colour for chest and belt. Light sabre in a range of GW reds through to orange. A few other little details in GW Leadbelcher. Some of his armour was given a couple of coats of AP gloss varnish. Along with the recently completed 74-Z speeder bikes, this brings me to approximately the “standard” 800 points, depending upon equipment options. However, my AT-ST is primed and ready to paint. So, when complete, I’ll have a few support options to build around the core of Storm Troopers. Really excited by this model!

Culverts

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The very useful 1940 handbook for Chain of Command includes a scenario called “Going with a Bang” where the objective is to destroy a pair of culverts in order to delay the advance of the enemy. As published, it is usually played so as to stall the advance of the German blitzkrieg, but there’s no reason why such a scenario shouldn’t apply to other theatres. With this in mind, we intend to apply this to games set in Sicily/Italy where perhaps the Axis forces need to slow the advance of the Allies. So, I’ve knocked up a couple of very simple culverts using some Javis rough stone walling mounted on pieces of MDF. I’ve attempted to give the ground either side of the structure a damp, almost boggy look, using plenty of scenic tufts and clump foliage, with a few patches of open water. The murky water areas are Foundry French Blue shade followed by a wash of Agrax. The rest is my usual Honey/Tan Yellow/Dark Sand/Boneyard basing scheme. The flocked areas are first painted GW Mournfang Brown.