Sunday, June 1, 2014

The Green Tide


Well, a while back, there was another quick painting session on the American troops from the starter box.  Most of the Germans were essentially painted, and we needed to get caught up on the green guys!

This was going to be the typical Western Front uniform, with a color scheme we had established earlier.


It was very simple, with a grayed down light green for the coats, and a mid tone blue green for the pants and helmets.


Some basic colors applied on coats, helmets, spats and pants


With a quick skin tone applied, it was time to get into the shaded basecoat phase in earnest.


It's very different to be working on this many tiny figures all at once... you really have to adjust to it!


The darker glazing will be done with a combination of Reaper liner paints, some Vallejo shade colors, and Secret Weapon washes.


More light colors added to the coats...


A view with glazes applied.


The next batch gets more details...


This was just a few hours, and it was wild to see them go from green primer to this in such a short period!


A comparison to a primed figure :-)


The reward is seeing them out in the field... deep in terrain!!!


Pirates from Minx!


Here's another fun miniature from Minx Studios!  A pirate lady with a hand companion.


It was cast in resin, and was easy to put together.


Go check out the kickstarter from Minx Studios!  It's under way right now!!


Saturday, May 31, 2014

My own Fire and Ice


Working with Joe on his Legion of Everblight minis reminded me that I had done something similar with my own starter box a long time ago.  I finally found them!!!


You can see that it is somewhat similar to Joe's Fire and Ice concept... with my carapace more of a normal color.  I still have not had a chance to paint the little beasties yet. :-)


The big critter is still in the shaded basecoat phase.  A long way to go on him yet!


Lots more darks will be added to both the skin and the carapace!  Stay tuned!


The heat is on...


After Ice Bat helped me put in the window air conditioning units, it was time to finish up the Breakout Campaign game #1.  

As you may recall, the German forces are attempting to break out, using their elite tank and infantry units.

I executed a pincer move here to take advantage of some positioning, and taking down an infantry unit.  I have started to learn that taking away units makes the higher end late game orders less effective for your opponent.  He can't order what's not there!


The German reply was to advance in the center, perceiving that there was a lack of units there.  It was my hope to convey this, since the cards in my hand would allow for a double envelopment should that continue.


And this was one of those cards.  Activating this many units evenly across the board was going to be devastating for the Axis.


You can see the envelopment in progress...


This was a rather dramatic turn.  Remember the Ambush card?  Well, the perfect situation arose when the Germans attacked one of the American units close up.  However, my rolls barely affected him, and the grey clad butchers wiped out the unit on the hill!

Sometimes even the perfect set up can not go your way at all.


I was not terribly worried, however, since I had some big time cards to play, such as this armored assault!  I had been moving those units into position most of the game to pounce on this advantage, which meant another elite infantry unit was destroyed!


Ground under the treads of the attacking Shermans, the "Unit denial" program was well under way.


The Axis could only respond with a recon card, in the hopes of getting something better with the 2 new draws into their hand.


Another devastating order which allowed for the attack in the center to be sustained.  I have to say, this game saw the most repeated action by any armor units than I have yet to observe.

Also, when a tank unit wins in combat against an infantry unit, they can follow in, and either attack that unit once more, or go after another target.  

I chose to add one more dead platoon to the Unit Denial tactic.


This is why such a program is very helpful.  It is late in the game, and the Germans have what is ordinarily a fantastic card... the Direct from HQ.

However, since so many of their units are either destroyed, damaged or scattered, the impact is greatly reduced.

In one last show of suicidal gallantry for the Fatherland, Whittman advances against what he believes is a unit of fragile Sherman tanks.  He believes he can cut through them on his own, and break through to the Allied rear!


What he did not know, however, is that one of those 'helpless' tanks was in fact, a Firefly.  Taking careful aim, even the monster Tiger tank fell prey to its enhanced firepower.

The Nazi scourge had been dealt with at last!  The tank ace lived no more.


The campaign chart after game one... a stunning American victory.  This was doubly bad for the Germans, since the Allies would be getting extra reinforcements the next game, and have more opportunities to damage the German force pre game.


More on the next battle later.  In the meantime, Ice Bat chills out in the kitchen!!


Friday, May 30, 2014

Breakout hit!


Yes, there have been a lot of Memoir '44 posts lately.  My apologies for that!  Most of the miniatures work I am doing is all prepping of miniatures, and not terribly picturesque.

Also, every day begins and ends with scenes like this:


To keep from going completely insane, Rich has been stopping by for a few quick sessions of Memoir '44.  This time around, we tried a campaign.

I think they are structured quite well.  If one side wins a game, then that effects which fight you do next.  There are also pre and post game rolls which are affected by the result from a previous game, and so on.  Wonderful!

This was the set up for Game One: Panzer Lehr Counter Attack.  Rich would be playing Germany.


The American G.I's are bracing for what could be a devastating assault by the forces of the 3rd Reich.


Tank ace Whittman even appeared on the battlefield!  His "007" tank has a huge bull's eye on it...


All of the German infantry in this match is elite, which means they can move fast and hit hard!


The Americans are hunkered down in villages and hedgerows... waiting...


My initial card draw.  This is a perfect balance of starting cards.  Lots of activity in all sectors, along with a very crucial "AMBUSH" card, which I will save for the inevitable surge by the Waffen SS and Gestapo units.


My pre game roll gave me mobile artillery, which you can see in reserve.  This is very significant, as this stuff can move into a better position, and then hammer those advancing units.  Line of sight and terrain are no impediments to artillery!


Onto the board!  A simple first move, just getting everything in place for the next turn.


Whittman attempts a bold advance with his Tiger Tank.


The Americans respond in force, but the shells bounce harmlessly off the powerful behemoth's armor.


Looks like a big fight is gonna happen here!


The Americans attack once again, forcing the Germans to retreat.

Stay tuned for the next episode, where we see furious action all over the battlefield!