7/16/2018

Numidians

It's summer time and I am having plenty of time to finish some projects. After painting six points of Romans for SAGA now I finished my Numidian small allied army for my Romans for the The Art of War rules.

Not much really, but with one blister of cavalry and one of infantry plus one elephant give miniatures enough to play as an ally army.





Full army with encampment

7/04/2018

Late Romans for SAGA 2

After playing SAGA 1, quit and sold all my Foundry Viking army, I have started again but this time on the cheap. I bought one box of Gripping Beast plastic Late Roman infantry that gives me five points of warriors for SAGA, and after that one box of plastic cavalry that gives me three points more. Eight points in total with just two boxes.

So I received the cavalry box and quickly painted five riders for one unit of hearthguard and the leader on horse, to have a six points army to play SAGA again. Right now I am using them as Last Romans or Byzantines, but later I will be using them as Romano British for the Arturus and Aetius supplement.

This picture below shows what it gives you the infantry box, five points army.

I gave them base colour, acrylic bitumen of Judea and then quick lights from waist upwards with the same base colours. Shields are LMB decals.

Two units of eight warriors with archers from the box.

I used LBM decals for the Gripping Beast metal figures which resulted a bit smaller than for their plastic range, so I had to paint the outer borders to cover the whole shield as you can notice from the picture below.

Here a picture of the six point army I am playing with at the moment but I am painting another unit of cavalry!

Another caption of cavalry next to infantry and mounted on Sally Forth movement trays.

3/19/2018

Rome rises

I finished the first part of my army, the Roman troops; the second part, allied Numidians, Celtiberians plus some Cretan archers, German cavalry and other auxiliaries will have to wait until next summer.
So here you can see my all Roman army based for the art of war rules but also for Hail Caesar. 10 mm. miniatures from Magister Militum except commands which are from Pendraken, this last being the best customer service around from Leon.

I bought Cesarean legionaires and Republican Triarii so I could use them together as both Republican and Cesarean armies because as far as I know, there are no evidence of how the helmet crests really were.

The full army so far as per the art of war rules. Three legions with two Velites, four legionnaires and one Triarii each, plus three cavalry units.

Close up of Triarii, arranged for Hail Caesar rules.

Legionnaires. Slightly smaller than the rest of the army and with a lot of line moulds to clean off. I suppose they are very old moulds.

One blister of cavalry that gives you for three units.

3/07/2018

Assault on bunker 17

Back in the eighties I read this scenario written by Brian Ansell for Laserburn rules and I always wanted to play it since then. I finally did it yesterday; with different rules and different miniatures but I did it and I had fun.
First of all the characters:

 Me, two hired assassins, the technician, four Red Redemptionists and the infiltrated agent

The Imperial side with names of rule and scenario collaborators

Bunker 17

Security office with Halliwell and Pattinson. Next room is General Yates office and at the back we can see the computer and the nuclear destruction device. A Black Guard standing in the corridor.

Rebels breaking through the main door and guard quarters at the other side.

The rebels stop at the first security door which Pattinson manages to open without Halliwell taking notice.

In the next door something goes wrong and Pattinson punches the intruder alert buttom himself. Halliwell sends two Black Guards to help the Imperial troopers at the guard quarters.
The rebels blast down the door and fire at the troopers.  There is a missile failure and does not shoot; then Tivoiv jams his autolaser. Then I totally forgot about the grenades, but the rest of the group finally manages to kill two guards and stun another two.

Now is Imperial's payback time. They fire and kill Slim and three Redemptionists. Lugul with the missile launcher miraculously survived as his armour deflects two hits.

The missile launcher finally works and kill four troopers in one go.

In the following turn he fires again at the next door and destroys it together with the two Black Guards who were taking cover behind it. The missile launcher inside the bunker was a killer and levelled things a bit.

 Halliwell finally realises Pattinson smells fishy and grab his gun. There is a fast draw situation with -3 for Halliwell.

Pattinson wins and fires his two-shot laser derringer and stuns Halliwell.

This situation was not contemplated by the scenario but as Pattinson had no more ammunition or hand-to-hand weapon, he run as fast as he could towards exit while Halliwell was stun. The surviving rebels race in the opposite direction trying to get Yates and the computer before it is too late. Halliwell heads to the nuclear destruction device to set it for auto destruction.

He reaches it and sets it to go off in six turns (1D10 roll).

Aleshing heroically crosses the corridor to reach a computer terminal in the security office. Ackland on ambush fire misses "her" shot. He was actually a man but I did not have any figures left to represent him. Sorry Tony ;-)

Diane kills Ackland and I run to Yates office and fire at him but his force field deflects all my shots.

Yates first and then Halliwell manage to escape from the bunker. Aleshing reprogrammes the computer and we all run for the exit before everything blows up.

 Three turns to go off and half the group has already made it.

The last two of the group, Diane and me, could escape in the last turn!


The game went really well and it was very exiting. I did not believe I was going to get any points from the mission but suddenly I could reach the officers area and almost got Yates and Halliwell.
In the end I could not kill Yates nor capture Halliwell, but I reprogrammed the computer (6 victory points), rescued Pattinson (2 VP), the bunker was destroyed (2 VP) and returned with more than three men (1 VP), so I got 11 victory points in total which grant me 20.000 credits and the command of a guerrilla commando.

2/26/2018

X-Com testing

I'm uploading a few pictures showing some action of my first X-com game testing. The six men team was slaughtered by the Greys.
I'm testing two things: sci-fi generic combat mechanic rules that I called Zap or Glory (ZOG) and X-Com campaign to be played with any ruleset. Many things need to be fixed though, especially in activation and combat mechanics. So far I just have a few pages draft in Spanish but it is taking shape. If I finally get something then I will translate them into English.
Minis from Khurasan; terrain hand-made except toy ships and trees.







2/13/2018

Greys!

I painted these fab Greys from Khurasan for my ongoing project X-Com Skirmish that I''m very slowly making.


Humans vs. Aliens!

 Scale shot

Family shot

2/08/2018

More Khurasan sci-fi troops

This time are low tech level troops that I will use as rebels and as militia mostly. I wanted to give them mute military colours but I think from now onwards I will use bright colours for this scale as these ones cannot be seen clearly from a standing distance.

Again, Khurasan minis have great detail and crispy casting. They are 15mm delicatessen.



I experimentally tried some little skulls on some of them but they did not turn up very well...