Showing posts with label Bolt Action. Show all posts
Showing posts with label Bolt Action. Show all posts

Sunday, 12 October 2025

Show & Tell

Due to.a range of differing circumstances, I haven't been able to attend any wargames shows this year, and so when Matt suggested going to Partizan in Newark this weekend, I jumped at the chance.

I didn't go with any particular intentions to buy anything, but I was more interested in seeing what I could grab for a bargain and look at some intimidatingly detailed demo games.

For example, this one...

This massive game was by Shrewsbury Wargamers (I think) and is themed around the battle of Rourke's Drift, but using Warhammer 40k Praetorians as the British and Orks in place of Zulus 

Interestingly, the chap I was talking to wasn't aware of the Bloodbath at Orc's Drift campaign from the very early days of Warhammer Fantasy Battle.

One of the things I like about wargames shows is that they remind me that I'm also a historical gamer, something that is easy to forget in an online space that is dominated by the grim darkness of the far future.

For example, this eastern front game in a ruined city reminded me just how long it has been since I played a game of Bolt Action.

It's also a reminder that I should probably build more terrain as good looking boards make a massive difference, as is clear from this Vietnam game. However, I'm always stumped by the question about where I would store it all.

It's aldo good to see what else is out there. This really involved, multi-level board reminded me that Burrows & Badgers is the sort of silly thing that has the potential to garner my interest.

I've previously resisted due to other games demanding my attention, but I'm nearing the end of several projects and so since might open up for some anthropomorphic shenanigans.

Mind you, there are other projects I haven't looked at in some time that I could easily return to, such as VBCW, something for which I do have a few bits and pieces still to put together, and I still need to return to Vlad's Army for 7TV, which covers a lot of the same ground in terms of terrain and miniatures.

Speaking of 7TV, although this board was using homebrew rules, it definitely had the same vibe as 7TV as Martians attempted to stop the world's billionaires colonising their home planet.

In the centre of the picture you can see Jeff Bezos and his delivery drone, whilst Donald Trump is just visible on the platform behind the rocket discussing the most wonderful plans that anyone has ever seen (everyone has been telling him they love this big, beautiful plan) with an unseen Elon Musk, who is dressed as Homelander from The Boyz, naturally.

And so we get to the part where I reveal what I picked up:

1. The show miniature is a Polish paratrooper, which I'm not sure I gave a use for, which is a shame.

2. I bought a boat because I've decided that I do want to work towards a proper board for Carnevale, and making it a dock should reduce the amount of streets I'll need to build.

3. My Blood Angels will be getting reinforcements in the form of a single Terminator and a very old Vindicator, which needs some TLC.

4. I grabbed Pirates of Lunar City, a feature pack for 7TV that I don't already own. I want to get back to the game and I find the feature pack provide good motivation.

5. Finally, and providing the biggest hit to my running totals, I bought 33 Napoleonic British from a very persuasive member of the RAF on their charity stall. These will allow me to build a second Sharp Practice army for the War of 1812.

I genuinely enjoyed this show as I think I've been so focused on clearing my backlog for a while, that I haven't thought about other things I'd like to work on. After today, I think I have a few different and exciting projects to look forward to.

Acquired: -42
Painted: 447
Lead Mountain: 356

Sunday, 19 February 2023

The Old Guard

In a startling display of efficiency, I 've finished almost all of the models that I bought at Vapnartak a couple of weeks ago. That just leaves a single second hand dreadnought to do.


This time it's eight Home Guard I purchased from Wargames Foundry to fill the ranks of my ad hoc VBCW/Operation Sea Lion Bolt Action force, turn my Dad's Army miniatures into a couple of useable units and fill out the extras needed for the Vlad's Army 7TV feature pack scenarios.

The models are metal, as would be expected from Wargames Foundry, and were all single piece castings except for the chap on the left of the above picture, whose hand holding the rifle was separate. This was a bit of a swine to position as the connection was not very clean or well lined up.

Sadly, this was a bit of a recurring theme, as there was an awful lot of flash to clean up and some of the models are a bit messy in places. The chap in the centre with the Molotov cocktail below has an ugly mould line running down the left side of his face. 

I'm not sure whether this is because this sculpts, and therefore their moulds are old, or I've just come to expect a higher standard from dealing with newer miniatures and different materials recently. However, based on these and the police, I will probably pause for thought before buying more from Wargames Foundry.

Having said that, the sculpts are characterful. The rifles are a bit stunted (and in one case slightly warped), but the faces are, for the most part, older men. Receding hairlines, glasses and overgrown moustaches abound to really make they miniatures fit the role they are meant to play.

A couple of the group are clearly meant to represent characters from Dad's Army, specifically Walker and Pike, and so I took care to make sure that they are recognisably different from the Warlord versions, giving the not-Walker grey hair, and ensuring that not-Pike's scarf is more generic.

Although I was a little bit critical of the casting of the Warlord models, based on a direct comparison I recommend them over Foundry if you are keen on picking up the Warmington-On-Sea militia.


In terms of painting, they were all done very simply in the same way as the Warlord models and they do go together really well. They now have a date with some supernatural agents of the Third Reich in the first episode of Vlad's Army, just as soon as I rebase a load of bats...again.

I'm pleased to be making such quick progress, as I was worried I'd undone my hard work at the start of the year. I've also started to sweat less about being exactly right with the Lead Mountain totals as I keep finding new miniatures or getting rid of things I won't use . the figure is roughly right and is going down, so it's all good.

Acquired: -4
Painted: 60
Lead Mountain: 521

Saturday, 11 February 2023

The Old Bill

As mentioned in a previous post, after painting up the four police officers I already had, I took the opportunity to grab five more from Wargames Foundry to make a workable unit for my VBCW/Operation Sea Lion force in  Bolt Action.

As they paint up rather quickly, I've painted them up rather quickly.

The five models are quite simple sculpts and as they are also quite old, the did require a fair bit of flash cleaning off them. There were some notable mould lines to file down too, but broadly I've managed to clean them up fairly well. My only real gripe across the models I've painted is that many of them have buttons missing for some reason.

In terms of painting the uniforms are just Kantor Blue with a wash of Nuln Oil. I've done nothing special with the rest of the models an I've not even bothered with eyes. Partly this is because they are all wearing helmets low over their eyes, but partly this is also because I tend not to bother with eyes on models intended for larger scale games like Bolt Action. 

Technically these are Victorian policemen (hence the large amount of facial hair on display), but really, there's not much to distinguish them from police uniforms in the inter-war period. However, one model was notably holding an lamp and waving a rattle.

I've kept the lamp, as it appears to be somewhat akin to a signal lamps that were in use during the war and a signal lamp seems totally appropriate for a wartime police patrol.

The rattle, however, had to go and has been replaced with a truncheon. As he looks a little different to the rest, I'll make this model the unit leader and not giving him one of the prized firearms at least makes it possible that he won't be a sniper's first target.


And so that's the unit done. In game terms they will function as a Veteran Urban Militia patrol in the LDV. I'll probably pair them up with the civilian versions of Dad's Army to make a small platoon supporting the Coastal Defence Platoon which will feature the Navy and some Home Guard.

Keeping track of the Lead Mountain remains awkward with lots of coming and goings, but I think I'm just about staying on top of it. I've painted the 5 policemen, and given a piece of Mantic terrain to Craig as I had a duplicate, however, Matt has printed me some tentacles (actually ninetacles) to use for the Watcher in the Water and I miscounted my Home Guard models whilst they were still in the pack last week. Therefore, I've technically gone backwards again.

Acquired: -4
Painted: 52
Lead Mountain: 529

Thursday, 2 February 2023

It Was A Coincidence Officer...Honest...

Well this is a bit awkward...

I've been in a bit of a slump for a week or so and, as long term readers of this blog may remember, to break out of this sort of thing I usually search through the lead mountain for some 'easy wins', models that won't take too much effort to get me feeling like I'm making progress.

This time I settled on two disparate groups of models that were already based and undercoated: some Iron Age hogs, and a group of Victorian Policemen.

The unfortunate connection between the two didn't actually occur to me until later.

The Victorian Police are from Wargames Foundry and I think were given to me with the intention that I might use one to convert a corrupt cop for my Pulp Gangsters. However, instead of that I've decided to paint them up as is.

Even though I don't play any games with a Victorian setting (yet), my thoughts are that they will serve perfectly well for 7TV Pulp games set in Blighty as Police uniforms didn't particularly change that much by the interwar period. 

On top of this they might actually be the start of another unit for my VBCW/Operation Sea Lion army for Bolt Action. With the addition of a second pack from Wargames Foundry, armed only with truncheons, they will make for a nicely themed Urban Militia unit.

Painting was predictably simple. Kantor Blue with a wash of Nuln Oil and all the usual face, hands, guns and trimmings. I've based them for Bolt Action rather than 7TV as I suspect they'll get more use in that form.


 I've had the Iron Age pigs for some time. I thing I was given them by my day when I made the small MDF pigsty. I've done absolutely nothing special with these. The adults are done with Wyldwood contrast paint, whilst the young were done with Skeleton Horde before having rough Mournfang Brown stripes added followed by a wash of Agrax Earthshade.

They'll work well enough as scenery in Saga, or even other games. The farm will simply by rearing rare breeds.

Cobwebs blow off, I'm now ready to get on with something a bit more interesting. Hopefully without upsetting any more of the emergency services.

Acquired: -22
Painted: 39
Lead Mountain: 522

Monday, 2 January 2023

Road to Berlin: The '34'

On the night of 30th June 1944, at the start of Operation: Bagration, a platoon of the 3rd Guards Tank Corps of the Red Army, led by Lieutenant Pavel Rak stormed across the bridges into the Wehrmacht-held town of Borisov. Despite throwing the German forces back in confusion, the Soviet tank commander found himself isolated as the rest of his platoon was destroyed and cut off when the bridges were blown behind him.

With only a small force of infantry to support him and facing overwhelming odds, Pavel Rak steeled himself to hold until relieved or to fight to the last man against the hated invaders.


This is the background of my final game of 2022, an asymmetric Bolt Action battle taken from the Road to Berlin campaign book. I would be taking on the role of the heroic Lieutenant Pavel Rak, and Matt would be commanding the nefarious faceless legions of the Third Reich.

The scenario dictated that Matt would have three times as many points as me (1800 vs 600), but I would be defending three bunkers (pictured below). The objectives were simple, Matt had 8-9 turns to capture the bunkers and I had to stop him or die trying.

You'll notice that two of the bunkers were actually coastal defences with hideous blind spots (this would be relevant) and for the third we created a strongpoint within the ruined factory. It made sense to us.


As stated earlier, the forces were somewhat uneven, but Matt and his Germans had a lot of ground to cover, whilst I had the benefit of sitting tight and letting him come to me. Given that I had to include a T-34 in my list to represent Lt Rak, I opted for quantity over quality for the rest of my force which was drawn from the Operation Bagration theatre selector:

Soviet Defenders (all Inexperienced unless noted)
2nd Lieutenant
Free Rifle Squad (12 men)
LMG Squad (10 men, 2 LMG)
LMG Squad (10 men, 2 LMG)
2 AT Rifle Teams (Regular)
Mortar Team & Spotter
T-34/85 (Regular)

Matt had more freedom but was required to use the Folorn Hope theatre selector which limited his choices to an extent. However, he knew that he would have to storm bunkers and deal with a T-34 and so could build his list accordingly...all 1800 points of it...

German 1st Platoon (1st wave, all Regular unless noted)
2nd Lieutenant
Forward Air Observer
Heer Grenadier Squad (10 men)
Heer Grenadier Squad (10 men)
Heer Grenadier Squad (9 men, Veteran)
Flammpanzer B2 (f)

German 2nd Platoon (2nd wave, all Regular)
2nd Lieutenant
Major
Heer Grenadier Squad (10 men)
Heer Grenadier Squad (10 men)
Panzerschreck Team
Panther Ausf D

Turn 1


I deployed my infantry squads in each of the bunkers, with the rifle squad occupying the factory strongpoint. The AT teams took up positions to allow them to try to put pins on advancing units and the T-34, Mortar team and officer were all hidden away out of danger.


Matt deployed most of his first wave on my right, around the stately home, with the air observer in an upper floor. We'd both overlooked the fact that the scenario began using the night fighting rules and so for now there was very little shooting possible.


On the other flank he deployed the somewhat terrifying form of the Flammpanzer. The fact that Matt has one of these is due to the fact that he has a rather large French army and there's only so many Char-1b tanks a single force can use.

I was very aware that if the Flammpanzer got in amongst my bunkers the game would be over very quickly and so the only shooting of the round came from and AT rilfe team and the mortar trying and failing to put pins on it.

Turn 2


The Flammpanzer continued to advance and the Panther failed to arrive from reserve, and so I brought Rak's tank out of hiding and, after successfully spotting the lumbering beast (it was still dark), opened fire.


BOOM!

First blood to the Russians.

I'd actually managed to put pins on the tank with the mortar and the AT rifle team in the same turn, but the T-34 shot was good and set the Flammpanzer on fire. Once the crew failed their morale test (which the pins helped with) we decided that the burning hulk should be a light source for the rest of the time that darkness lasted. It seemed to make sense.


Meanwhile, the German infantry scurried across open ground praying that it would get light before they found cover.


The veterans, however, revealed their superior experience of warfare by using the massive building to sneak up behind, aiming to turn the flank of the Russian defences.

Turn 3


With the sun failing to rise again, German infantry swarmed across open ground hoping that they wouldn't be spotted. Unfortunately, the LMGs in the bunker opened up on them.


The pressure was added to by the T-34 using is machine guns to spray the squad, inflicting significant casualties and causing them to break. My T-34 was living up to the legacy of Pavel Rak.


However, despite the successes in the centre of the battlefield, Matt had brought most of his second wave on to my left flank. Two squads of infantry advanced and the ominous form of a Panther rolled in to view. The defenders of the factory facing them were a single AT rifle and a squad of inexperienced infantry.

Turn 4


The advance towards the factory continued apace. A smattering of riffle fire issued out of the strongpoint, aiming more to pin and slow down the assault rather than with any hope of driving it off.


And even if they were successful in this, another squad were coming up in support. Things looked bleak for the defenders of the factory.


Things took a turn for the worse in the centre too, where the Panther and panzerschreck team moved into range of Pavel Rak. Both fired, but somehow both failed to cause any damage.


More infantry moved out into the open, keeping the attention of the soldiers in the bunker fixed to the front.

Turn 5


During all of this the veteran squad had successfully turned the flank of the Soviets, causing the mortar team to redeploy, and the officer to move to defend the bunker which, as a coastal defence, had a massive blind spot. Again, veteran experience had enabled the Germans to spot this.

The officer made a valiant attempt to pin and slow the veterans but his fate was sealed.


Over near the factory, the flood of German soldiers continued and the AT rifle team was brushed aside with ease.


Meanwhile, another squad had made it into assault range of the entrance to the strong point. If all went to plan, the Germans would be in position to take two objectives in the following turn and the Rusians would not have the means to dislodge them.

Turn 6


Daylight finally came and inevitably the air observer targetted my heroic T-34.

On my right the veterans were poised to strike and assaulted the bunker. Veteran soldiers bristling with assault weapons charged into inexperienced recruits armed only with rifles. The outcome was inevitable, but the scenario gave the Soviets the fanatics special rule which meant that the fight was more drawn out that it might have been. When the dust settled there were six veterans remaining anf the bunker was in German hands.


Meanwhile in the centre another assault was being prepared but things weren't going to plan. The panzerschreck team managed to hit but did little more than jam the tureet of the T-34 and the Panther failed to fire after taking a pin from the second AT rifle team. At least the infantry were able to use their cover and get forward, killing the AT rifle team in the process and sweeping towards the bunker.


Over on the left there was a surprise turn of events when the rifle squad rushed out of their bunker with a cry of "Ura!" and swept the German squad away in a storm of fixed bayonets.

Turn 7


The buzz of engines overhead signalled the arrival of the Luftwaffe who somehow managed to miss the tank in the open and instead annihilate their own infantry, removing any chance that Matt had of actually capturing the central bunker unless he could get a HQ unit to relieve the veterans on the left.


In order to prevent this and realising he was on borrowed time anyway, the foolhardy Lieutenant Rak turned his rear to massive gun firing on him and opened up with his hull machine gun on the lone officer heading toward the bunker. The veterans wouldn't be leaving and, barring a disaster, the centre was secure from piecemeal assaults by small squads and HQ units.

With the now customary failed shots from the Panther and panzerschreck, all eyes now turned to the factory. 

Turn 8


The final German squad geared up to assault the factory and went in, SMGs and assault rifles at the ready. The fanatical defenders fought back ferocously and two rounds of combat were fought, after which Soviets were still standing. The remaining German officer tried his luck, but also died. The bunker had held.

Soviets 1 - Germans 0


The heroic tale of Pavel Rak finally came to an end when the Panther eventually worked out which way was up and took out the T-34. 


Rak had prevented the veterans from leaving the right hand bunker, but this was still firmly in German hands.

Soviets 1 - Germans 1


A smattering of Germans lingered near the central bunker which was still grimly defended by the Russians. Technically the scenario states that units within 3" of an objective contest it, but this didn't really make a great deal of sense, given that standing outside a bunker doesn't really do anything unless you're armed with a flamethrower.


As Matt had gallantly assaulted the factory rather than loitering with intent but with the scenario rules being a touch weird we decided to call it a draw.

The Soviets still help two of the bunkers, but had no means of harming the Panther without leaving shelter and so would be pinned down until the veterans could be freed up to clear them out.

 Final Score: Soviets 1 - Germans 1

This was a really fun game to play with a very different feel to it. In retrospect I should probably have had slightly smaller squads and tried to have a few more mobile troops that I could use as a fire brigade. The AT rifles were a good choice, but the mortar was not the best decision against a mobile opponent and so I could easily have squeezed in one or two better quality squads designed for counter attacking.

Matt obviously wouldn't have brought the air observer and had terrible luck with his many failed attempts to destroy the T-34. Despite the points advantage, it's not easy to assault a fixed position and he had to keep moving throughout the game, whether he had cover or not or risk running out of time.

It's been enjoyable to get back to Bolt Action over the last few weeks and I'm hoping to get a few more games. I really enjoy the scenario gaming much more than straight fights and I'll be looking to ake good use of the campaign books over the coming year.