Sunday, 1 September 2013

U.S. Combat Engineers

These are the first models I've painted since June. A platoons of American Combat Engineers. I got the models from Bill in trade for some Normans I wasn't going to use and have managed to squeeze the Combat Engineers, a Recce Platoon and hopefully an objective out of what Bill gave me and feel that I'm still holding true to the core principles of 'Cheaphammer'.

The Full Platoon

You might recognise that the Bazooka team has been drafted over from the Recce Platoon, as frankly, it will be more use here. There's also the small inaccuracy of the fact that the unit has a supply handcart rather than a truck. This is partly because I haven't got any trucks yet, but also because I had the model and painting it allows me to field the unit as Airborne Engineers in the interim as I did against Wayne last week.

Platoon Command and the Supply Handcart

One of the pleasant surprises I've found with Flames of War is that I really enjoy doing infantry. It's a surprise because I was initially very wary of 15mm infantry. Conversely, I struggle with the tanks, despite expecting the otherwise. I find that single colour tanks like the Americans are dull to paint and don't really come to life, and the more complex camo schemes (such as the Germans) scare the pant off me.

LMG Stands (absolutely no use against Panzer Pete)

I'm painting my Americans in my attempt at their Mid-War uniform and I'm being careful to only use units that can appear in both Mid and Late War, hence I shall not be using the adamantium-plated laser tanks from Blood,Guts and Glory, but will struggle on with my humble M4A1's. I still have a platoon of Armoured Rilfes to put together (I need to buy the Half-Tracks too) and I'm considering getting a couple of M10 Tank Destroyers (Lasers? Yes. Adamantium plated? Most definitely not. Romulan cloaking device? Absolutely!).

Friday, 30 August 2013

Firestorm: Lorraine - Hungry Big Cats

Today I played Wayne in the first battle of the second turn of our Firstorm: Lorraine campaign. Wayne hasn't been involved so far, but we've been trying to arrange a game of something for ages, so it seemed a good opportunity to get him involved.

Once again, I failed to get the initiative despite having a bonus to the roll, and so Wayne would be attacking with his Panzers across the Moselle. The scenario was Counter-attack and I would be the defender. Narratively it seems that the arrival of Panzer Brigade 112 gave the Germans the confidence to launch a push across the river at a perceived weakness in the US lines. The American tanks of the the 4th Armored Division would rush south to plug the gap.


Our forces were as follows:

U.S. Tank Company - 4th Armored Division 
(Confident Veteran)
Company HQ - 2 M4A1 Shermans (Improvised Armour)
Tank Platoon - 5 M4A1 Shermans (Improvised Armour)
Tank Platoon - 3 M4A1 Shermans (Improvised Armour)
Light Tank Platoon - 5 M5A1 Stuarts
Recon Platoon - M2 Halftrack & 2 Jeeps (AA MG)
Airborne Engineer Combat Platoon with Bazooka and Supply Handcart (Fearless Veteran)
Rifle Platoon with Bazooka (FIRESTORM TROOPS)
Field Artillery Battery - 4 M2A1 105mm Howitzer (FIRESTORM TROOPS)


As this was a Counter Attack Mission, I could only begin with one wheeled or tracked platoon on the table. The Airborne Engineers, Rifles and Artillery dug themselves into the cornfields with a liberal sprinkling of mines to deter enemy tanks from coming through the gate and prayed that they could hold the objective. Meanwhile, my large Sherman platoon hid behind a house on a hill, keeping an eye on the objective to my right (the Opel Blitz truck -  I need some american objective markers). The rest of the force was held in reserve.


Why were the Shermans hiding? Well...

Harckocsizo Szazad - Panzer Brigade 112
(Confident Veteran)
Company HQ - 2 Panzer IV H
Harckocsizo Platoon - 3 Panzer IV H
Harckocsizo Platoon - 3 Panzer IV H
Harckocsizo Platoon - 2 Tiger I E
Light Harckocsizo Platoon - 4 Toldi II
Self-Propelled Anti-Aircraft Platoon - 2 Nimrods
Motorcycle Scout Platoon - 2 Scout Squads
German Panzer Platoon - 3 Panthers (Reluctant Trained, FIRESTORM TROOPS
Panzer Grenadier Platoon with 4 Panzerfausrs (Confident Trained, FIRESTORM TROOPS)


That's a lot of big tanks!

Actually, although the Hungarians were off losing their country at this point in the war, I quite like the fact that the German Panzerkompanies that have appeared so far in the campaign have been older models and allied forces, reflecting the desperate, scratch built nature of the German resistance. You'll also notice that there's a fair bit of proxying going on: Nebelwerfers as 105mm Howitzers, Russian Winter Infantry as US Rifles, also, Wayne's Hungarians are still WIP so there's a few more unpainted miniatures than usual.

As he was attacking, Wayne got the first turn.

HUNGARIAN TURN 1

The Hungarian Recce teams (Toldi tanks and Motorcycle Scouts) leapt off to my right towards the building overlooking the unguarded objective.


Whilst the Scout platoon occupied the building, clearly intending to wait until turn 6 and then leap onto the objective, whilst the Toldi platoon audaciously whipped round behind the Shermans and took cover. Meanwhile the armoured might of the Hungarians rolled towards the cropfields and poured MG fire into the Airborne Engineers, killing three. The Panzergrenadiers also managed to kill the artillery observer hiding in the the house on the hill.

US TURN 1

In the face of a wall of steel the Rifles and Engineers cowered in their foxholes whilst the Shermans backed off. Dividing their fire the Shermans wrecked two Toldi tanks, forcing the others away, and destroyed one of the Nimrods on the hill.



Seeing the massed of Axis armour, the CIC ordered the 105's to bring down a bombardment which managed to destroy one of the Tiger tanks. With three enemy platoons on the verge of destruction, the Americans looked to the horizon in search of the reserves.


TURN 1 CASUALTIES
Harckocsizo Szazad
Hackocsizo Platoon 3 – Tiger I E
Light Hackocsizo Platoon – 2 Toldi II
AA Platoon – Nimrod

US 4th Armoured
Airborne Engineers – 3 Stands
Field Artillery Battery – Observer Team


HUNGARIAN TURN 2

The Panzergrenadiers occupied the house on the hill in order to help pouring fire into the Airborne Engineers, whilst one of the Panzer IV platoons began to move carefully around the minefield to attack the Artillery. The remaining Tiger when Sherman hunting and managed to destroy one. Meanwhile, with the Airborne Engineers pinned, the second platoon of Panzer IV's risked an assault into the cropfield. A well placed Bazooka, took out one of the enemy tanks and the Fearless Veteran Pioneers, managed to destroy another of the Panzers and drive off the other without loss.


US TURN 2

Still faced with massed machine guns, the Airborne Engineers and the Rifles hunkered down and awaited the reserves.


To the relief of the American commander, Olive Green shapes appeared on the horizon, the cavalry had arrived! Well, the light cavalry at least; the Stuarts.


Caught between the advancing Tiger, the Panzerfaust toting Panzergrenadiers, the Toldi light tanks and the Scout platoon, and hemmed in by the long range Panthers, the Shermans did an awkward dance in order to avoid assault, but still get flank shots on the Tiger. However, all they achieve was leaving themselves in the open and even failed to smoke the beast. The 105's also failed to nail halt any Panzer IV's with direct fire. The next turn was likely to hurt...


TURN 2 CASUALTIES
Harckocsizo Szazad
Hackocsizo Platoon 2 – 2 Panzer IV
Hackocsizo Platoon 3 – Tiger I E
Light Hackocsizo Platoon – 2 Toldi II
AA Platoon – Nimrod

US 4th Armoured
Tank Platoon 1 – Sherman
Airborne Engineers – 3 Stands
Field Artillery Battery – Observer Team


HUNGARIAN TURN 3

The Tiger, the Panthers, the Panzerfausts and a single Panzer IV opened fire on the Shermans, but somehow only managed to kill one of them! As expected, the 2iC led a Panzer Platoon into the crop field containing the Artillery, forced them to flee and turned the flank of the US line. Meanwhile, another Engineer stand fell to MG fire.


US TURN 3

More Sherman tanks appeared in the distance, would they be able to get to the battle in time?


The Stuarts, took up a position on a ridge to pour fire into the scouts, but only succeeded in killing a single stand.


Meanwhile, with Panzers on their flank, the Americans decided to go for broke. However, the Airborne Engineers failed to unpin, the Rifles assaulting the lone Panzer IV were halted by defensive fire (although a lucky Bazooka shot managed to bail the tank), and the Shermans assaulted the Panzergrenadiers in the house, killing two stands, forcing them to withdraw and consolidated away from the Panthers leaving one bailed tank in the wreckage of the house. (Apologies for the picture below, I can't seem to upload the rotated version.)


TURN 3 CASUALTIES
Harckocsizo Szazad
Hackocsizo Platoon 2 – 2 Panzer IV
Hackocsizo Platoon 3 – Tiger I E
Light Hackocsizo Platoon – 2 Toldi II
AA Platoon – DESTROYED
Panzergrenadier Platoon – 2 Stands

US 4th Armoured
HQ – 2iC Sherman
Tank Platoon 1 – DESTROYED
Airborne Engineers – 4 Stands
Field Artillery Battery – DESTROYED
Rifle Platoon – 1 Stand

HUNGARIAN TURN 4

The Americans were in the open and ripe for the taking. German tanks once again opened up on the Shermans, destroying all but the bailed tank, which promptly failed its motivation test.


The Panzer IV's assaulted into the rear of the Rifles and cut a swathe through them, however, the ground pounders didn't break and an epic struggle ensued.


When the Hungarian 2iC finally withdrew from the fight, the platoon commander and Bazooka team were still in control of the objective and an entire platoon of Panzer IV's had been destroyed.


US TURN 4

Two platoons down, the Americans once again received reserves in the form of the Recce Platoon. 


Knowing that the Recce could deal with the Motorcycle Scouts, the Stuarts were freed up to engage in a bold strategy and drove into the teeth of the Panthers and concentrated their fire on destroying the remaining Nimrod.


Their aim was to draw fire away from the Shermans which swept round the flank of the Panthers, destroying one, but would it be enough?


TURN 4 CASUALTIES
Harckocsizo Szazad
Hackocsizo Platoon 1 – DESTROYED
Hackocsizo Platoon 2 – 2 Panzer IV
Hackocsizo Platoon 3 – Tiger I E
Light Hackocsizo Platoon – 2 Toldi II
AA Platoon – DESTROYED
Panzergrenadier Platoon – 2 Stands
Panther Platoon – Panther

US 4th Armoured
HQ – 2iC Sherman
Tank Platoon 1 – DESTROYED
Airborne Engineers – 4 Stands
Field Artillery Battery – DESTROYED
Rifle Platoon – 9 Stands

TURN 5

The Panthers took the bait and fired on the Stuarts, destroying two and bailing one, however, the plucky little tanks didn't break. The Tiger finally got the American Commander. MG fire killed the Rifle platoon commander whilst the Hungarian 2iC assaulted the Bazooka stand and was promptly destroyed!


The remaining Stuarts dashed through the wrecked tanks and managed to bail the lone Panzer IV. The Sherman reserves scuttled behind the Panthers and finished them off. The Airborne Engineers unloaded their weapons at the pinned Panzergrenadiers and killed a stand, but decided against assaulting. The Recce platoon shot up the house containing the Motorcycle Scouts and killed stand.

TURN 5 CASUALTIES
Harckocsizo Szazad
HQ – 2iC Panzer IV
Hackocsizo Platoon 1 – DESTROYED
Hackocsizo Platoon 2 – 2 Panzer IV
Hackocsizo Platoon 3 – Tiger I E
Light Hackocsizo Platoon – 2 Toldi II
Recce Platoon – 1 Stand
AA Platoon – DESTROYED
Panzergrenadier Platoon – 3 Stands
Panther Platoon – DESTROYED

US 4th Armoured
HQ – DESTROYED
Tank Platoon 1 – DESTROYED
Light Tank Platoon – 2 Stuarts
Airborne Engineers – 4 Stands
Field Artillery Battery – DESTROYED
Rifle Platoon – 10 Stands

TURN 6

With the battle going down to the wire, the Hungarians made a move for the objectives. With the Panzergrenadiers still pinned, a lone Toldi (the other was bogged on a wall) assaulted the Bazooka team, and was destroyed, however the second assault by the Tiger succeeded and the brave Bazooka team finally succumbed. The Tiger then consolidated onto the objective. Meanwhile the scouts finally made their move and ran towards the other objective.

Both objectives were in Hungarian hands.

The remains of the American tank company charged forwards. The Recce platoon moved to contest the objective held by their opposite numbers. The Shermans came over the hill and shot up the Panzergrenadiers that were pinned in the open, killing them all. The Stuarts destroyed the bailed Panzer IV that had somehow survived the battle and the Airborne Engineers heroically assaulted the Tiger, losing a stand but driving it off the objective.


TURN 6 CASUALTIES
Harckocsizo Szazad
HQ – 2iC Panzer IV
Hackocsizo Platoon 1 – DESTROYED
Hackocsizo Platoon 2 – DESTROYED
Hackocsizo Platoon 3 – Tiger I E
Light Hackocsizo Platoon – 3 Toldi II
Recce Platoon – 2 Stands
AA Platoon – DESTROYED
Panzergrenadier Platoon – DESTROYED
Panther Platoon – DESTROYED

US 4th Armoured
HQ – DESTROYED
Tank Platoon 1 – DESTROYED
Light Tank Platoon – 2 Stuarts
Airborne Engineers – 5 Stands
Field Artillery Battery – DESTROYED
Rifle Platoon – DESTROYED

With only 3 tanks and half a Recce platoon left, the Hungarian commander signalled the retreat leaving the battered Americans in control of the field.

With a 4-3 victory, all Firestorm troops needed to roll to see if they were destroyed. None were, which was a relief as I later realised that due to campaign rules, Wayne shouldn't have had the Panzergrenadiers, and it would have been unfortunate to lose them. In terms of the map, nothing has changed, however, the Germans have missed an opportunity to push back the advancing Third Army.


In terms of the battle, I'm largely happy with how it went. By staying in the fight, my infantry not only bought time for the reserves to arrive, but also conserved their numbers in order to repel repeated assaults, which they did with stoic brilliance.

I lost the artillery too easily, and need to have another think about how I deploy artillery in the future, and on Turn 3 I lost my head and almost the game. In retrospect, I should have sat tight with the Rifles. They would still have been assaulted, but they would have lost less stands to enemy fire and would have survived the experience in better shape. As it was, I was extremely lucky to win that assault. I also probably should have concentrated on smoking the Tiger and delaying with the Shermans rather than assaulting the infantry, my reserves were a turn away and things would have been a little less shaky with some surviving Shermans knocking about to threaten the weakened enemy platoons.

Overall, my experience with my German infantry taught me to sit tight and try to weather the storm, which I just about managed and even my little M4A1's and Stuarts showed that they could mix it up with the big cats with a bit of thought.

Next up, I switching sides quicker than a capitulating Romanian and playing the Germans against Matt's Americans. The 'Big Question': do I muster the Panthers only to find out that he's bringing the 101st Airborne, or do I line up my infantry and then discover that he's brought a billion 50cals and carpet bombing? Hmmm...choices...

Tuesday, 27 August 2013

Firestorm: Lorraine - A Lull In The Fighting

Hello!

It's been a while. Holiday and moving house have curtailed not only my painting gaming, but also my access to the internet. However, everything is back to normal now, and regular service will be resumed.

As a brief catch up, in the last two months I've begun very slow work on an Impetus army of Sicillian Hoplites. I've also played a couple of games against Pete's Carthaginians. I lost both in exactly the same way, despite starting well, with a big unit of Gauls smashing into my General's unit, breaking it and causing the rest of the army to crumble. There'll be more on Impetus in the future.

I also managed to get a couple of games of X-Wing against Matt. As a break from the norm, we played some scenarios. I proved myself to to be completely terrible at the game, but did manage to fly a TIE Fighter off the board again by turning the wrong way on the dial (my signature move).

Finally, I caught up with Andy and Steve who I haven't seen in ages and played a couple of games of Warhammer. I was using my Vampire Counts led by a blender Vampire (Always Strikes First, 5 Attacks, Strength 7, Gains a new attack for each wound caused) leading a big bus of Black Knights. Despite my glorious general killing dozens of Andy's Beastmen, he was held up enough to allow the rest of my army to by eaten. Against Steve's wood Elves, he cut a swathe through the enemy and won the game by destroying enemy banners (it was a Blood and Glory scenario). All in all, good fun. I'm going to try to get back to Warhammer a bit more.

Finally, I watched Matt and Pete play the final game in the first turn of our Firestorm: Lorraine campaign for Flames of War. Pete's Herman Goering Panzers (supported by the SS) had an Encounter with  Matt's 101st Airborne as they attempted to capture Mairy and break the encirclement of Luxembourg. An initially dangerous thrust by Pete's Panzers was met an destroyed by Matt's reserve Sherman 76's and threw him onto the defensive until his own reserves arrived in time to push back the advancing Paratroopers. A second thrust by Panzer III's and Stug G's almost broke through the U.S. positions, but a timely assault with Gammon Bombs halted the Germans and broke their resolve.

To add insult to injury, as despite his losses, Matt didn't lose a platoon, so it was a 6-1 win, which meant that Matt's Firstorm troops were safe, whilst Pete's SS were destroyed. However, due to this being the end of the turn, the SS would be back for the next battle as they weren't captured.

Here's how the map looked after the battle:


The current scores are as follows:

US Third Army
German Army Group G
Mairy
10
Luxembourg
50
Verdun
80
Metz
70
Bar-de-Luc
30
Arrancourt
20
Luxembourg/German Border
20
Nancy
50
Captured Panzers
10
Dompaire
20


Epinal
20


Luneville
20


Strasbourg
80
TOTAL
140
TOTAL
330

Despite US gains, the Germans are still firmly in control of the region and had only actually lost one unit of Firestorm troops. All was not lost.

With the end of of the turn, both Generals were allowed to move their Firestorm troops to prepare for the next round. Pete also received support in the form of Panzers to the south and the reformed SS. Matt would be able to bring his own massed tanks into the fray, along with the French 2eme Division Blindee.


In an aggressive move, Matt has pushed his tanks forward to threaten all along the Moselle and is trying to exploit the opening to the north. Pete has largely stayed in place, only pushing his Panzers forward and moving the SS to stop the American breakthrough.

There will be 8 battles in this turn and the Allies still add 1 to their initiative rolls and win ties. I'll be playing the first game of the turn this week, turning out my US Tanks against Wayne's Hungarians.

Tuesday, 25 June 2013

What Is A Crocodile's Favourite Game?

Time for a couple of new Batman villains.


First up, the Prince of Puzzles, the Count of Conundrums, the Mystery Man, Mr E, Edward Nigman, the Riddler! This is a Heroclix sculpt and is actually the model that persuaded me to use Heroclix miniatures in a slightly larger scale before I'd heard of Knight Models. I like the characterful simplicity of the pose and it was really a doddle to paint. I did have to replace a wonky cane, but other than that the Riddler wasn't at all confusing.


Secondly, Waylon Jones, the Killer Croc. This is a Knight Models sculpt and as it's based on the humongous Arkham City version of the character and so towers over the other models I've done. This model was an absolute joy to paint. For me it strikes exactly the right balance of detail that improves my painting without having unnecessarily complex fiddly bits to deal with. This big fella has sold me on buying into the rest of the range for sculpts that I don't already have; despite the price.

Sunday, 16 June 2013

Firestorm: Lorraine - Panzer Assault

Last week, I finally got involved in our Firestorm: Lorraine campaign. So far, Matt and Pete have won one game each leading to the Americans crossing the Moselle and cutting off the Panzers in Luxembourg. I entered the fray by arranging a game with Pete, which meant that I would be commanding the Americans as Panzer Pete tried to break out of the encirclement around Luxembourg (I managed to lose the initiative roll). The scenario was 'Surrounded', and I imagine that the Germans had launched a series of encircling manoeuvres to destroy the Americans around Mairy (Pete spotted the chance to breach the US line and cut off the Tank Destroyers across the Moselle.

US 4th Armoured (Confident Veteran)
HQ Platoon - 2 M4A1 Shermans
Sherman Platoon 1 - 5 M4A1 Shermans
Sherman Platoon 2 - 3 M4A1 Shermans
Stuart Platoon - 4 M5A1 Stuarts
Tank Destroyer Platoon - 2 M10 Tank Destroyers + Security Section
Recon Platoon - M5 Half-Track, 2 Jeeps with AAMG, 3 stands + Bazooka
Infantry Platoon - 7 stands + Bazooka (FIRESTORM)
Priority Air Support (FIRESTORM)

Herman Goering Panzerkompanie (Confident Veteran)
HQ Platoon - 2 Panzer III

Panzer Platoon 1 - 2 Panzer III, 2 Panzer IV
Panzer Platoon 2 - 2 Panzer III, 2 Panzer IV
Assault Gun Platoon - 2 Stug G
Schwere Panzer Platoon - 1 Tiger 1E
Panzergrenadier Platoon - 7 stands
Tank Hunter Platoon - 3 Panzer IV/70 (FIRESTORM, Reluctant Trained)


I deployed my tanks within the town, trying to hide from the inevitable German long range barrage. The infantry platoon dug in out on a limb to guard the objective beyond the river, whilst the recon platoon cowered behind the stone wall of the field guarding the other. Pete massed his Panzer III's, Panzer IV's and Panzergrenadiers to the east. whilst the big guns were lurking in the woods to the west.


Did You See Anything?
The tank destroyer security section use their recce move to scout out the farm just in time to get eyes on a wall of German steel rolling towards the town.


Not So Clever Hans
The Panzer IV/70's (played by Panthers), the Stugs and the Tiger roll out of the woods but suffer a bout of failed bogging checks.


What Would Patton Do?
With the big guns stalled, I take the chance to launch a massive attack on the weaker German tanks. The Tank Destroyers appear to support the Recon platoon whilst the Shermans and Stuarts decimate Panzer platoon 2.


Shootout!
My 1iC takes the opportunity to destroy the isolated Stug.


Incoming!
Despite the clear skies, the USAF begin what will be an underwhelming performance as they miss the Tiger.


Watch Your Six!
Having gone all out to destroy the Panzers coming from the east, I left my tanks exposed to attack from the rear from the long range guns of the Panzer IV/70's and it cost me a platoon.


Smoke Gets In Your Eyes
In a delaying tactic, I pour smoke at the incoming Tiger to reduce its effectiveness.


Speed vs. Strength
I launch the Stuarts at the remaining German tank, the 2IC. Whilst the Shermans and the M10's  move back to defend the bridges from the big guns.


Hold Them!
Unable to hurt the German tanks to the front (save for the M10's, which were fluffing), I resort to smoke to hold them. However, worried about their flanks, the Panzers don't push through the smoke. Eventually the M10's find their range and the Panzer IV/0's are broken.
 

Endangered Species
With the destruction of the Tiger, without their commander, the Germans are forced to retire. The breakout from Luxembourg had failed.


The German Panzer firestorm troops were captured on the retreat, leaving Luxembourg looking vulnerable. However, the important fact from the game was me learning that my peashooter armed M4A1's and Stuarts can beat German tanks if I use their speed and mass their firepower. I'll admit I still need to paint some of my own M10's but I was able to use speed and terrain to beat stronger tanks.

Wednesday, 5 June 2013

Heroes and Villains

I've finally got some more painting done, and given my recent positive experience with the Batman Miniatures Game, I've been inspired to add to my roster of heroes and villains.


First up is Batman's sidekick (who somewhat ironically, isn't a 'sidekick' in BMG) Robin, the Boy Wonder. This model is 'The Kid' from Crossover Miniatures, a small company I feel the need to support despite the noticeable difference in scale from the miniatures I'm using (Robin, being a teen of indeterminate age, neatly avoids this issue). Although not an officially licensed product, the miniature bears a striking resemblance to the 1990's incarnation of Robin, Tim Drake, and is significantly different from (and in my view more dynamic than) the official Knight Models' Robin, which is based on the Arkham City Robin, as welll as being significantly cheaper.

As with my previous experience with Crossover Miniatures, this model was a pleasure to paint with little to no flash to clean - although the chunky base did need chopping off. I've still got to work up the courage to a add the 'R' badge to the front, and I'm unsure as to what to do with the base at the moment. Overall, I'm really happy with him and I'll continue to scrutinise the Crossover Range for models I can use as part of my project.


Next up, Agent Ron, the second of my Gotham Cops from Knight Models. I really like this sculpt and he marks my first ever use of liquid greenstuff on the arms; an experiment which I'm very happy with (you can still see the join on the arm if you look closely enough, but it's not enough to worry me). This guy is a Henchman like the officer with the baton, although unlike him, Agent Ron is unique and so cannot be used more than once in a 'gang', which seems an odd marketing decision, because by making only one of the models in a pack reusable, they have potentially discouraged people from buying more than one pack of Cops.

I'm happy with how I've managed to match the previous Policeman's paint scheme and I've kept the base simple with some road markings (which I have no idea whether they are accurate for the States). Like the last Policeman, I'm still wimping out of adding 'GPD' to the back of their jackets as I don't want to stuff them up.


The last new model for now is Mr. Freeze, a.k.a. Victor Friess (seriously...) from Knight Models. I've kept the paint job simple on this as I found that this sculpt lack some of the definition that I'm used to (especially in the face) and which provide a crutch for my method of painting. The gun is also incredibly flimsy and I'm concerned that it will break unless I'm incredibly careful when using him. This follows on from my experience of breaking the baton on the first Policeman I painted and seems to indicate that the thinner parts of Knight Models sculpts will all be fragile.

I'm generally happy with Mr. Freeze, although I feel that the head lacks any real character and the close up photo badly exposes this. However, I don't know what to do about this. I am very happy with the snow globe though, and if you look closely you might be able to make out the flakes of snow effect I went for. I deliberated a long time about his base and eventually went for a snow drift effect. At the moment this is uneven sand painted flat white. I avoided using snow basing effects as I've never really liked how they end up looking (a bit like cake icing) and although I'm okay with the base, I'll happily take suggestions on potential improvements.

At this point in proceedings I thought I'd add some group shots to show the progress I've made so far.


This is my Batman gang, featuring the big guy himself, Nightwing, Robin, Agent Ron, Generic Cop, and the Detective who theoretically could easily use the same stats as Generic Cop. This is a fully functioning and game legal gang of 330 Reputation (or 340 if I use Arkham City Batman instead of Dark Knight Rises). They are due to be reinforced by Commisioner Gordon, a Heroclix sculpt currently sitting on on the painting table.


To counter them are the villains: Joker, Harley Quinn, Mr. Freeze, Firefly and Turk. Unlike the Batman Gang, Joker's mob are short on numbers, especially as without game stats, I can't use Firefly at the moment and so can only muster 251 Reputation. These guys are due for reinforcement in the form of three Free Agents: Killer Croc, the Riddler and Scarecrow. Although I wouldn't be able to use all of them at the same time, flexibility should allow for some variation and interest in games. However, it is clear that Mr. J, needs some proper henchmen and so some clowns are likely to be the next purchase from Knight Models.

All in all, I'm now in a position to be able to play BMG with decent sized gangs. I still have my reservations about the scenarios, however, my bigger concern is my own terrain (most of what you saw in the battle report was Matt's) so I need to get cracking on that. After that, I will be turning my attentions to some additional villain gangs: specifically the Penguin and the League of Shadows...

Sunday, 2 June 2013

Firestorm: Lorraine - Across the Moselle

The second game of our Firestorm: Lorraine took place a couple of weeks ago, and I'm only just getting caught up. Again Matt's Americans attacked Pete's Germans across the Moselle just north of Metz, seeking to cut off the Panzers in Luxembourg and again he was supported from the air. Again Pete's Firestorm troops were infantry of variable quality, but instead of my Panthers, Pete's heavy tanks came in the form of two Tigers.

However, this time Matt made three important changes. Firstly, the Firestorm troops he chose to support his assault were his newly painted Towed Tank Destroyers. Secondly, his army featured Sherman 76mm tanks, which are more capable of going toe to toe with the German tanks. Finally, realising that they weren't cheesy enough last time, Matt actually looked up the correct anti-tank score for his M10 Tank Destroyers.

Needless to say, these change spelt doom for Oberst Pete von Treadhead and the Americans managed to cut off the Panzers to the north. Luxembourg appears to be General Matton's next targets if he can keep the initiative and given the rules on only Panzers attacking for the Germans, the Panzers are going to have to cut their own way out of there should the Germans manage to seize the strategic advantage.