Saturday, 19 August 2017

Savannah Laugh



I decided to make a Savannah table for my Maasai, for Congo. I used a load of teddy bear fur as the basis for the 6'x4' mat. After checking out a few tutorials, I spent days shaving away at the fur with some hair clippers, before I felt it was short enough to work, and even then I gave up before it was really finished.

I made some rocks out of foam, for the impassable, high terrain, which ended up looking like bread rolls.

For the dense cover I just used off-cuts of fur. I'm not sure whether they look better on their own, or with the green jungle plantlife things. I guess for savannah they should really just be longer grass.

I was quite pleased with the huts, though. I liked the way the fur worked when brushed with PVA. I want to try out the same technique with a medieval style thatched roof, now.

Not really sure I like the finished product, though, and the long grass is so long that it's often difficult to stand the minis up properly.

And to compound it all, just as I was nearly finished, I discovered that the 6'x4' table required in the rulebook, is actually a typo, and it actually requires only 3'x4'.





Tuesday, 8 August 2017

Maasai 3




Finished my Maasai. Played a game of Congo at the weekend, and it seems pretty fun. I think I will need a couple more games to get it going smoothly, though.

Now I am planning to make a fake-fur savannah mat and building some huts and a few savannah-y rocky bits.





Sunday, 30 July 2017

Maasai 2


Did this unit of Lion Warriors. Really fun to paint.



Thursday, 27 July 2017

Maasai Test


Bought a load of Foundry Maasai with a view to playing Congo. Did this test, which I'm happy with. The models are very nice.


Thursday, 20 July 2017

Goblin Mammoth 2



Finished my mammoth. It should make a suitably imposing centrepiece for the goblin army. It's pretty expensive at 90 points, so needs to scare the opposition.

Mammoth, Large Beast, Disc 4, Str 3, Impact, Powerful Attack, Heavily Armoured, Bow (R), Causes Fear, Undrilled, AV 4, Points 90










Friday, 14 July 2017

Goblin Mammoth WIP



I wanted to make a Large Beasts unit for Sword and Spear, and found this old toy mammoth lying around. So, I've covered it in stuff, and plan to add some goblin crew.









Sunday, 9 July 2017

Airborne and Tank Killers



I made a couple of different units to bring some variety to our Spear and Sword Fantasy games. The masses of well-disciplined, armoured cavalry are a bit of a headache for the Goblins, so I decided to make a couple of units of squigs specifically to damage the Bret Knights. I gave them Powerful Blow to counteract the Knights' armour, and Frenzy to cancel out their Impact ability, and I made them Expendable, because they are. A bit cheesy, but the Goblins need the help.

Squigs, Beasts, Disc 4, Str 3, Powerful Blow, Frenzy, Expendable, AV 1, Points 42.



And for the Brets, to use up a similar number of points, I made this unit of Pegasus Riders. I gave them everything, just to use the points, but they ended up a pretty powerful unit, for Light Horse.

Pegasus Riders, Lt Horse, Disc 3, Str 2, Impact, Steadfast, Flight, Armoured, AV 3, Points 72.


Friday, 30 June 2017

Chaos Carnival



Haven't been painting much lately. Here are some old models I found as I gradually clear up my lead pile. I painted the wagon ages ago, but now have a full cast of players to go with it.



Friday, 12 May 2017

B7 Vehicles



I found these resin vehicles at the club's table top sale for a decent price. They painted up ok, and I feel like they work well as part of my Blake's 7TV rebel and Federation factions. The bloke who was selling them had a load of different stuff like this, and now I wish I'd bought more off him.


Saturday, 6 May 2017

Sentient Plantlife



Here's a mad scientist type cast for 7TV. The Vervoids are from Black Tree. The Creepers and the Weed (great model) are from Crooked Dice. This looks like it will make a decent themed cast for 7TV, but I'm also gonna use it for a Living on the Frontline participation game I have planned.



Friday, 28 April 2017

Sword and Spear Fantasy Test 3



This is the third part of my Spear and Sword Fantasy write-up. At the start of the fifth turn the Brets decide to try something different, to break through against the rock solid, regenerating trolls. Both units target their attacks against a single troll unit. This gives them a better chance of taking the unit out, but leaves them vulnerable to an attack by the unoccupied troll unit.

The first attack, boosted by magic, does well and inflicts two kills on the trolls.


The second attack deals three more hits, but fortunately for the trolls, they make a couple of Discipline tests and so end up with a total of three damage, which is not quite enough to rout Heavy Foot, who have a strength of four.


The Goblins, meanwhile, have a plan. By activating the chariot with fives, and the second troll unit with a six, the Goblins are hoping the still-fresh chariot will rip through the longbowmen and into the flank of the men-at-arms. This will help out the trolls when it is their turn to attack the men-at-arms.

The chariot does go through the archers, which means the Brets go over their morale threshold, and every unit will need to take a morale test in the next end phase.


This works exactly to plan, and the archers are routed, and the chariots pursue into the side of the men-at-arms, doing three damage.


Then the trolls easily manage to do the final point of damage and rout the men-at-arms.


In the next phase, boosted by magic, the knights finally break through against the wolfriders. The Hero also has a go at the other wolfriders' flank.


The knights pursue and stop just short of the Goblin camp that hasn't been built yet.


In the final phase, the knight attack against the last Wolfriders is a massacre. They don't get any bonuses, having already used their activation against the hero's flank attack. While the knights get bonuses from activating with doubles, and some magical help.


So, at the end of the fifth turn, it looks like this. The Bret knights have broken through and are about to take the goblin camp. But everywhere else, they are losing.


Having a look at the scores, the goblins have lost 13 points, and their morale threshold is 15, so if they lose two more, they will need to check for morale.

The Brets have lost 18, which is well over their 13 point threshold, so every Bret unit on the table takes a morale test. In addition, they are only 1 point away from their 19 half-strength mark. So all the Goblins need to do is take one more point, and they will win the game.


As a bit of a desperate measure, the Bret Hero decides to try to kill the Goblin wizard. He needs to roll a 4+, but fails and the wizard flees into the troll unit. This means he won't be able to cast spells except on that unit, so it helps out the Brets a bit, in any case.


With double-sixes and magical boosts the men-at-arms have a massive pool, but it is not enough to shift the trolls who managed to regenerate a wound in the previous end phase.


Then things get nasty as the chariot manages another charge, and with a double-six bonus. That routs the Bret unit, and wins the game for the Goblins. That was the fourth unit that the chariot managed to rip through in the game, showing the danger of allowing Fresh Impact troops the run of the battle field.

It was also the third unit that that Bret captain managed to lose during the game. Fortunately for the Brets, he died in the last rout.


This is how it ended, with the Goblins losing 13 out of 44 Army Points, and the Brets losing 22 out of 38 Army Points.