Sunday, 9 August 2015

Dropzone Commander - First Impressions

I finally managed to get my first games with my Resistance force for Dropzone Commander last week against Pete's United Colonies of Mankind (U.C.M.) army. In the first game we used just the contents of the starter boxes, and in the second we each added a couple of other units, and a commander to enable us to make use of the command cards. In both games we played the starter scenario in which we were going after three objectives and would gain 1VP for holding each of them at the end of the game, and 2VP for getting them off the table.


Game 1 - Starter Boxes only

Resistance
Battlegroup 1 - Resistance Band
 - 2 bases of Resistance Fighters in a Jackson APC
 - 2 bases of Resistance Fighters in a Jackson APC
 - 2 bases of Resistance Fighters in a Jackson APC
 - Lifthawk Dropship with AA Cannon

Battlegroup 2 - Vehicle Detachment
 - 3 Gun Wagons
 - Kraken Hovercraft

Battlegroup 3 - Rusted Fist
 - 2 Hannibal Battle Tanks
 - Lifthawk Dropship with AA Cannon

U.C.M.
Battlegroup 1 - Colonial Legionnaire Corps
 - 3 bases of Legionnaires in a Bear APC
 - 3 bases of Legionnaires in a Bear APC
 - Condor Dropship with Missile Pods

Battlegroup 2 - Colonial Armoured Formation
 - 3 Sabre Main Battle Tanks
 - Condor Dropship with Missile Pods

Battlegroup 3 - Colonial Legionnaire Corps
 - 3 Rapier AA Tanks
 - Condor Dropship with Missile Pods

Turn 1 - Battle Tanks square off, Infantry make for the central building,
and AA waits to pounce.

Turn 2 - U.C.M. Legionnaire squad 1 are dropped off in the central buidling,
but squad two are caught in their Condor by the Gun Wagons and destroyed.

Turn 2 - Two Resistance Bands assault the central building whilst the third
makes off for a second objective aboard their Lifthawk.

Turn 2 - Hannibals take damage from the Sabres, but remove one Rapier.

Turn 3 - Resistance slaughter the Legionnaires, forcing the U.C.M. to vacate
the building and enabling them to begin looking for the objective.

Turn 3 - Hannibals take heavy fire from the Sabre, but Gun Wagons and a
Lifthawk redeploy to put pressure on the Condors.

Turn 3 - Resistance Band 3 locate an objective whilst their Lifthawk pays
hide and seek with the Rapier AA Tanks.

Turn 4 - Resistance Band 3 head for the table edge with their objective.

Turn 4 - With the loss of the last Hannibal, the Gun Wagons retreat from the
Sabres and cover the Infantry fleeing with their objective.
We called the game at that point, as Pete would not be able to stop me from scoring 2VPs with the objective in the Lifthawk and would struggle to get a draw as he had to race after my Jacksons with Sabres and find the third objective in two turns just to draw. We figured that getting a second game in would be a better idea.

Game 2 - 750 Points

For the second game we added the following units and upgrades to bring us up to 750 points.

Resistance

  • I swapped the Jackson's Grenade Lanchers for Spider Launchers to support building assaults
  • I added a CV2 Commander in the Kraken
  • I borrowed models to add a Marine Recon Force of 2 bases of Marines and a Raven Light Dropship


I later found out that the Marine Recon Force was technically not allowed in my force at this level and with the current organisation, but it allowed us to play a bigger game. It also meant that I'd be using the Allied Resistance cards in my deck, rather than the Feral cards.

U.C.M.

  • Pete added a Kodiak Command unit with a CV2 Commander
  • He also added 4 Wolverine AA scout vehicles


Pete's changes meant that I was less likely to be able to move my dropships as much as I had in the previous games, and the Kodiak would put me off clustering my forces. However, the addition of a fast moving infantry unit meant that I had much more flexibility in trying to grab objectives.

I didn't take photos in the second game as we had limited time, but the highlights were as follows:

  • My Gun Wagons once again got the drop on Pete's infantry Condor, but this time he didn't lose any of the Legionnaires,
  • I used an underground monorail card to get to an objective and evacuate it to a building nearer my table edge,
  • The Marine Recon Force managed to snag a second objective and, after braving fire from the Wolverines, get it off the board,
  • Pete's Kodiak and Sabres once again tore through my Hannibals as they tried to take out the AA units,
  • Pete's Legionnaire struggled to find their objective until late in the game and weren't able to get it off the table due to the loss of their Condor,
  • At the end of the game, Pete was faced with either destroying the building with my objective in (and losing 2-1) or assaulting two bases of Resistance Fighters supported by Spider Launchers with a single base of Legionnaires (and losing 3-1), and so we called the game there.
So with two wins under my belt, I'd had a jolly good time. To be fair to Pete, the nature of the starter scenario seemed to favour the Resistance more than the U.C.M. due to my infantry's greater tactical flexibility and the awesome AA support that the Gun Wagons on the Kraken provide. In both games I was losing the battle of attrition badly, and I'd suggest that if Pete had managed to even up the VP scores, he would have won on kill points.

Based on my first impressions, Dropzone Commander is an excellent game, packed with tactical decision making and tough choices, and both games were very close. I'm now planning my next purchases, which should see the arrival of the hulking M3 Alexander command tank and another Lifthawk to get the slow moving behemoth into position.

I'd definitely recommend this game. Loads of fun.

Thursday, 6 August 2015

Spoiler Alert!

In my effort to clear the 'bat-log', I've begun to get back into the Bat habit with the last few of the Heroclix models that I intend to use. Mainly, these are for models that haven't been and/or are unlikely to be made.

First up, as hinted at in the title, Spoiler...


Spoiler, aka Stephanie Brown, aka Robin (the fourth one), aka Batgirl (the fifth one), Spoiler is a key character from one of my favourite story arcs: War Games. In typical, comic book (not at all sexist) fashion, she is not up to the job of Robin, accidentally starts a gang war, hands control of the underworld to Black Mask, is tortured and is allowed to die to prove a point to Batman.

In game terms, I'll be using her with Batgirl's profile, as she later became Batgirl, after she was revealed to have not actually been dead (this happens a lot in comics).

The Ventriloquist & Scarface


Scarface is a Gotham gang boss, who's actually a ventriloquist's puppet controlled by mild-mannered, and somewhat bonkers, Albert Wesker.

For me, the Ventriloquist is one of the most notable absences from the current range, being a long term fixture in Gotham's rogues gallery. For the game, I'll be using the profile of Commissioner Loeb as part of the Organised Crime crew. It's not a perfect fit, but it works well enough.

Lady Shiva


One of the most dangerous members of the League of Shadows, Lady Shiva is an elusive assassin who has both opposed and aided Batman at different times.

This is my least favourite of the three models I've done this week. A problem which is enhanced by the knowledge that Knigjt Models have actually release a rather lovely sculpt of Lady Shiva as she appears in Arkham Origins.


However, the official Lady Shiva comes in a pack with three other female ninjas and as such, they're not high on my shopping list as none of them are armed with ranged weapons, and that's what my League is currently missing. So, for now, she'll do.

In other news, I've also done a little terrain...


These park benches are a cheap little addition from Warbases. They should add an extra feature to my game board.

Tuesday, 4 August 2015

Head-To-Head: The Joker Crew

After the marathon that was the last article on the duplicate characters in the Batman Crew, it's time for for a slightly less taxing look at the Joker Crew. I say less taxing, because although the game features four different Joker models and three different versions of Harley Quinn, I've covered most of this ground before in previous articles and so much of this is summarising what I've previously discussed.

Let's begin with the Clown Prince of Crime...

JOKER



Joker (Arkham City) - Rep: 90, Cost: $0

The single most moaned about model in the game. This version of the Joker, doesn't just not play by the rules, he ignores most of the book. Total Vision and Remote Control mean that his Exploding Teeth ignore line of sight and cover; his One Shot Gun has a chance of removing anybody in the game and doesn't even need to roll to hit; and Kaos Agent means that the Joker player doesn't really need to plan ahead and his opponent will have less chance to take the lead. AC Joker is dangerous all the time, and his Poisoned Knife means that he's just as lethal close up as from range. Using this version of the Joker will pretty much immediately put your opponent on the back foot from the start of the game, forcing them to react rather than act. As he comes with the crew starter pack, he is by far the most popular and common Joker.



Joker (Red Hood) - Rep: 90, Cost: $0

A limited edition sculpt that came with pre-orders of the limited edition Joker rulebook, this model actually uses the same rules as AC Joker. Unless you already own him, his limited edition nature is likely to have an inflationary effect on his cost to acquire. One for the collectors.



Joker (Heath Ledger) - Rep: 80, Cost: $0

The cheapest Joker in terms of Reputation, this model is based (not surprisingly) on Heath Ledger's take on the Master of Mirth in 'The Dark Knight'. This is a more direct (some might say 'friendlier') version of the character, who still has Kaos Agent, but loses the One Shot Gun and the shooting round corners, and replaces them with Undercover, for deployment fun, a fearsome Custom Gun and the amusing Henchman Bomb, which allows you to detonate one of your own models. The need for line of sight, rolls to hit and expendable Henchmen makes this the Joker for you if you want to test yourself a bit more, free up a few points in your crew, or simply stop your opponent whining.



Titan Joker - Rep:130, Cost: $0

Fed up of your opponent moaning about Kaos Agent? Want to get more 'hands-on' in games? Need a huge lump of metal in your life? This is the Joker for you. Titan Joker is, funnily enough, Joker dosed up on Titan, as seen in the Arkham Asylum game. Fast (Large and Tireless), tough (Endurance 10 and Sturdy) and downright scary in combat (Attack 5, Charge, Claws, Power Strike), this is the Joker to ram down your opponent's throat and tear it out from the inside before they can say, "Joker's broken!" As with all the large models, Titan Joker is vulnerable to missile fire and bad dice in attack, but he's a blunt instrument, designed for aggressive play. If you're only collecting this crew, Titan Joker allows you to dramatically alter your style of play for a change.

HARLEY QUINN



Harley Quinn (Arkham City) - Rep: 61, Cost: $0

This incarnation of the Joker's main squeeze is largely a support piece, designed to support the crew's Henchmen. Although she can handle herself in a fight, AC Harley's traits suggest that she should be moving early in the turn setting things up for the Henchmen to capitalise on. Disarray allows her to mess with the opponent's plans, Follow Me provides additional mobility to the crew and Technique allows her to knock an opponent down for others to finish off. Acrobat provides her mobility and defence, but this is the Harley for you if you want to support a swarm of clowns.



Harley Quinn (Classic) - Rep: 75, Cost: $0

Classic Harley is as she appeared in 'Batman: The Animated Series', and she's much more of an individualist than AC Harley. She's faster (Acrobat and Fast), tougher (Endurance 7) and capable of taking on individuals (Distract) or groups (360 degree attack) and pushing them about, she seems designed for opperating away from the crowd. What's more, this is the only version of the character that can be taken in a Poison Ivy crew as a Free Agent, and in fact, her Discourage trait is devastating when used in conjunction with Ivy's Control Pheromones. Get Classic Harley if you want a more elite crew which needs less support allowing her to go it alone, or want the option of using Harley Quinn with Poison Ivy.


Harley Quinn (Arkham Knight) - Rep: 80, Cost: $0

The new girl on the block, and I have to admit that I have neither used her, nor seen her used yet, but the big difference here is that she is a Leader, rather than a Sidekick, and as such, comes in her own starter pack. This has a number of implications, most notably that you won't be including Joker in your crew. What's more, because you can't include duplicate characters, and Joker's Daughter won't work with Harley, your options are reduced in that the only Sidekick you are able to include is Mr Hammer. AK Harley is probably the best of the three in close combat, with Handy, Unpredictable, Mobster and Escape Artist making her good on both offence and defence. Giving the Bluff trait to her crew, also has the potential to mess up the opponent's plans. This is the Harley Quinn for those who want a Harley crew rather than a Joker crew - which to be honest, is a pretty good representation of the character in the Arkham Knight game.

Again, I'm hoping that these articles will prove useful to new players trying to work out which version of a character they want to by. Next time, I'll be tackling the League of Shadows.

The Man Who Laughs

I finally managed to get another game of Batman in last week against Pete, who'd recently finished his Watchmen crew. I decided to use my Joker gang against him for a couple of reasons: I've not actually used a full Joker crew for quite some time; I'm planning to take a Joker crew to my next tournament and I wanted to start experimenting; I was keen to try out Victor Zsasz after reading an article on the Crits Kill People blog; and after a recent game of Bolt Action Pete had been his usual magnanimous self and made no fuss at all about my amazing ability to roll ones in sequence - so I decided not to be nice. :)

My Joker crew: Joker, Harley Quinn, Victor Zsasz and Clowns
Pete's Watchmen: the usual suspects...
We rolled up the Ambush scenario (which incidentally I've never played) and so Pete was inevitably going to be caught in my trap. I split up my force into two halves - Joker, Zsasz, Ringmaster & Sniggering on one side, Harley and the Clown swarm on the other.


Turn One

Pete sensibly decided to move to attack Harley Quinn's side of my force in an attempt to prevent me from, using my numbers against him. Ozymandias and Silk Spectre solved riddles, Rorsharch bat-clawed up high, Silk Spectre advanced in cover, and Comedian took a shot at one of the Clowns, but missed. Nite Owl, dropped down behind the Clowns, but was prevented from shooting at them by Harley's Disarray.

Comedian doesn't realise that he's being watched.
With my forces split, I decided to act quickly to close the gap and help out Harley's force. Shield Clown threw up a Flare, enabling Sniggering to target a Distracted (and easier to hit) Comedian, taking him out of the game. Joker used his Exploding Teeth to damage Rorsharch, whilst Zsasz used his massive move potential to cross half the board and Ringmaster picked up some Loot. Harley and her Clowns advanced into the teeth of the Watchmen, Contra-Auguste moved in to attack Nite Owl but failed to do damage in what was to become a battle of ineptitude.

Hunters become the hunted and become the hunters again.
 Victory Points: Joker 6 - Watchmen 2

Turn Two

It occurred to us that due to Hardened, Comedian shouldn't have become a casualty in the previous turn, so he reappeared but knocked out and was quickly dispatched by Knife Clown.

The Watchmen sprang their counter-ambush, but it didn't quite hit home as Pete hoped. Rorsharch swung down at Harley, but she blocked his attacks. Ozymandias joined the assault on her and knocked her down, but not out. Silk Spectre did manage knock out Knife Clown, but Nite Owl only managed to exchange handbag slaps with Contra-Auguste.

"Where should I blow up next?"
Joker sauntered up the road and in an ostentatious display of domestic violence, managed to blow up his own girlfriend in order to catch Ozymandias and Rorsharch, who was knocked down and then knocked out by another (slightly less effective) salvo from Sniggering. Zsasz sprinted up to assault Ozymandias, but failed to make his blows count against his formidable defence. Other clowns ran off to secure objectives in the following turns.

"Hang on. Why am I attacking you when he's on the floor?"
Victory Points: Joker 10 - Watchmen 5

Turn Three

The third turn began with, frustratingly for Pete, Rorsharch failing his Endurance roll. This left him as easy meat for Zsasz and Tube Clown to finish off. Harley jumped up and ran away from Ozymandias, who proved extremely vulnerable to bad dice as he failed to have any significant impact on Zsasz, apart from activating his Tension rule, making Zsasz more dangerous.

Send in the Clowns

Joker switched to his One Shot Gun, but Silk Spectre dodged the bullet and was able to leap away to continue an assault on Harley Quinn. Sniggering swung down from his vantage point to hunt targets and Sheild Clown made it to the Ammo objective. Meanwhile, Nite Owl and Contra-Auguste...well...failed to impress...

Well this is...dull!
Victory Points: Joker 15 - Watchmen 5 

Turn Four

With the numbers starting to turn against the Watchmen, Ozymandias found himself swamped by Joken, Zsasz and Tube Clown. Thanks to being a Martial Artist, he managed to stay on his feet, but was badly mauled. Silk Spectre managed to strike a blow back by knocking out Harley Quinn, but this wasn't enough to offset Ringmaster dropping his Loot to grab a Titan Container.

There's...too...many...of...them...
Oh, and Nite Owl and Contra-Auguste were underwhelming...again.

Victory Points: Joker 20 - Watchmen 7

Turn 5

With the Joker crew taking the lead, Zsasz was finally able to unleash his full attack potential against Ozymandias, knocking him out and leaving him at the mercy of Tube Clown to finish off with a coup de gras. In an attempt to liven up the fight with Nite Owl, Contra-Auguste backed off in order to draw him towards the other Clowns, however, this succeeded only in allowing Nite Owl to thrown shurikens and back off towards a Titan Container.

Another one bites the dust.
Seeing this, Joker moved around to deal with Nite Owl himself, whilst the rest of the Clowns engaged with Silk Spectre.

Victory Points: Joker 29 - Watchmen 9

Turn 6

Joker advanced on Nite Owl and managed to finish the hero off with his poisoned blade. With Silk Spectre surrounded and the Clowns sitting on objectives, we decided to call it a day as there was no way back for Pete's crew.

Another bird-boy for the collection.

This is not good...
 Victory Points: Joker 38 - Watchmen 8

Ouch!

That went south for Pete quickly. One of the things about this game is that there's a lot to know about and when you're new to it, you can easily overlook details that will matter later on. Such was the case with Flare; I don't think he realised how much danger Comedian was in when he moved him on the first turn. This took one fifth of Pete's crew out and meant that he really couldn't respond effectively to my numbers and freed up Clowns to head off for objectives.

I was also able to concentrate my attacks and pretty much drop one Watchman per turn. The isolated Watchmen were unable to respond, although Silk Spectre made a good fist of it. Pete wasn't helped by Ozymandias and Nite Owl continually fluffing their attacks - something they are vulnerable to without Handy.

Pete may have done better if he'd launched into my weaker Clowns early on to even up numbers, prevent objective sitting and add to his VP tally. It also seems that Nite Owl needs a more specific role - either drawing the enemy to him by waiting on a valuable objective, or assaulting Sniggering (who was in a prime position to be pushed off a building).

Fundamentally this game came down to a less experienced player using an unforgiving crew taking on a more experienced player with the most forgiving crew in the game.

Nevertheless, this was a fun game and it's only a matter of time before Pete gets to grips with the Watchmen. Although for now, I'll only mention this score a couple of times...

Sunday, 2 August 2015

Cheaphammering Frostgrave

As a brief interlude from all things Batman, we've recently bought in to Frostgrave, the new fantasy skirmish game from Osprey Games and North Star Figures. The premise of this game is that an ancient city trapped within a magical ice age has begun to thaw out and wizards and their retinues have descended upon the ruins to gather as much treasure and magical lore as they can...and fighting ensues.

Being a small game with a maximum of ten models per side, this game seems an ideal opportunity to purchase a small group of models and paint them up; indeed, North Star have released metal wizards and a box of multi part plastic retainers for just this purpose.

However, me being me, I decided to simply raid my existing models to see what I could put together. Fortunately, the Bretonnian army that I began this blog with features not only a wizard, but a Grail Reliquae unit I cobbled together from assorted human models armed with assorted weapons. This makes them perfect for Frostgrave, as the different types of retainer are largely distinguished by how they are armed. This has allowed me to assemble a pretty thematic warband.


However, there were a couple of types of retainer that I either didn't have, or didn't have enough if, and so a forage in the bits box was in order.

For a thief, one of the lowest value models in the game, I've used a spare Celt child from Warlord Games. I'd used the others in the pack on my Saga objectives. The remaining model is not only running, making it eminently suitable for the fast moving, lightly armed thief, but is also barefoot, perhaps identifying him as a halfling instead. Currently, Frostgrave has no non-human races, but there's nothing to stop you using dwarfs, elves, orcs and other models which you might have lying around unused because a multi-national company has just callously destroyed the game you built those armies for and replaced it with something as tactically appealing as being hit in the face with a large fish...

...anyway, I digress. My thief:


Additionally, I only had one bowman modelled in the unit, and so I decided to add another. This is a Lord of the Rings Ranger of Ithilien. I've been really quick and dirty with this model, so I may go back and add some details. The bow is also a bit chewed up and so may get replaced with a new one.


Finally, Warbands can be accompanied by warhounds, and as it happened I had a Copplestone Castings husky team I'd picked up cheaply knocking about that I'd originally intended to use as Mine Dogs in Bolt Action. However, since I was bought the official models from Warlord, and discovered that they're not that good anyway, one of them has found his way to Frostgrave. In fact, I've given out others to Matt, Pete and Wes for the same purpose, and I've still got another four left.


Frostgrave needs lots of terrain, and so I decided to add to my meagre collection by putting together a small graveyard from the remaining gravestones I had lying about from my undead army. Most of these are from the Renedra Gravestone sprue, which is one of the best value items I've ever bought as I used it to spread out my skeletons massively, adding something in the region of twenty to thirty models to my army. You may also notice that the two smaller headstones are from Games Workshop sprues (the skulls give them away). A cheap and simple terrain piece that will be easy to add to.


Frostgrave also requires treasure tokens which required another trip to the bits box. I've based most of these on the new moulded scenic bases which Knight Models have started to use in their Batman miniatures. Despite being sceptical, these have actually painted up quite well.


And so, beyond the inexpensive rulebook, I've spent literally nothing on this game. As you can see from the table below, we probably need to add a bit more terrain to break up lines of sight, but both Matt and Pete have trees, walls and ruins they can add, so we should be fine in the long run. Currently, the table leans more heavily on the 'Grave' than the 'Frost', but there's actually nothing specifically snow-based in the rules, so it's not a problem.


The game itself is fast and simple, with dire consequences for bad dice rolls at the wrong moment. Which caused problems for me and the curse I'm currently living under of pretty much always rolling a one when it matters. From the first dice roll of the game last night to determine table edge, I couldn't really get much done with my wizard thanks to low rolling.


This has led me to my first major observation of the game, in that it's not one to put too much strategic thinking or planning into, as a single dice roll can pretty much ruin your day. As it did for me on turn one, when a Grenade spell from Pete almost killed my Apprentice, who then killed himself trying to cast a Heal spell by rolling a one.

Another observation comes from the campaign system. There are additional experience points available to the Wizard for killing enemy models. However, for this game, I'd set my Wizard up as a Thaumaturgist, and didn't have any direct damage spells. Although this wasn't a campaign game, I will probably have to remedy this, or face falling behind in the campaign from the get go.

The body count in out three way game was high. Pete and I both managed to secure one treasure token each, and Matt managed to get three off the board - he won the table edge selection roll, which may have had an effect. Matt and I lost our Apprentices early on (mine was blown up, Matt's was mobbed by my retainers), but Pete managed to lose both of his spellcasters in fairly short order afterwards; his wizard was blasted by Matt's Elementalist and his Apprentice was killed in combat with my Knight, despite having a numbers advantage, which led to observation number three - the d20 and the damage mechanic mean that no combat is a sure thing and anybody can die in one hit. I'd suspect that in campaign games, we'll need a little bit more caution to keep characters alive.

By the end of the game, I had just my Wizard left, Matt had his Wizard and one Archer and Pete has a single Crossbowman. My attempt to use Mind Control to get Matt's Archer to shoot his Wizard in the back of the head failed (as did most of my plans during the game), and my Wizard was fried by Matt's now trademark Elemental Bolt. A good shot from Pete's Crossbowman took out Matt's Archer, leaving a shoot out between Matt and Pete for control of the board, with the first one to land a telling blow certain to win.


Matt's ability to act first with his Wizard gave him the edge and he struck the Crossbowman down to win the game.

Frostgrave is a fun game and easy to put together a warband for from existing collections, and we're going to run a small campaign in the coming weeks. My Wizard is likely to get a refit of her spells before we start, but this is not a game I'm ever going to put too much thought into, as the dice dice mechanic is so 'swingy' that you genuinely can't guarantee anything.

It's a quick, fun, casual game that looks like it should be diverting for a while.

Friday, 31 July 2015

Operation Unthinkable: Muskets & Tomahawks

Another month, another target met. I'm doing quite well with all this.

This month I set myself the target painting all of the Woodland Indians I'd originally bought to play Musket & Tomahawks, but later got co-opted into my perpetually stalled War of 1812 project. 20 Warriors, 2 Chiefs and 5 Villagers stood in my way.

At the beginning of the year, when I began Operation Unthinkable, I'd mentally earmarked these miniatures as destined for eBay, but the timely intervention of Dave, from the Spider Web of History blog, inspired me to save the tribe from this ignominious fate and get them done.

To celebrate this feat, I decided to do a little photo shoot of the tribe launching an attack on a small group of settlers in their farmstead. The settlers are putting up a fight, but are hopelessly outnumbered and regretting their decision to not bother with any fences (I need to make some of them). Their fate looks sealed.













I'm quite pleased with what I've done, and along with my settlers, I clearly have the makings of a scenario. However, what I don't have is an opponent for Muskets & Tomahawks. Matt has said he'd give it a go, but that would require him to add to his massive total of seven British infantry, whic have so far taken him four years.

What's more likely is that later in the year, I'll set myself the goal of painting up my War of 1812 Americans and use them for a couple of games.

I'm guessing that this qualifies for another Joker from 6MMRPC, but I've no plans to spend yet.

August is hopefully going to be a big month. As I'm not at work, I'm going to take the opportunity to take a chunk out of my Batman backlog (hereafter to be known at 'the Batlog'), which should include at least a dozen models, three buildings and numerous other pieces of scenery. As ever with the Batman stuff, nothing is being got rid of if I don't get it all done, but if I succeed, I might be burning a few of my Jokers restocking.