Monday 30 November 2020

Zona Alfa - Hostile Recruits and Other Little Projects

Original Draft 2020-11-16

Back when I was looking at assembling hostiles for ZA I pulled out the Zombicide box, decided the zombies were too tall, and back on the shelf it went.

In light of needing something a bit more 'horde-y' in my hostile collection I revisited the situation, did an about-face, and ordered an expansion box of Zombicide zombies.

I think that back when I originally looked I was looking at ebay with its overly bloated prices (and they still are). Now, however I have better stockist.

Given I also can't print anything at the moment dur to a ripped FEP (and I really really don't want to) it's also an expedient option.


Anywho, the box has '15 walkers, 6 runners, and 3 fatties'. I only really did a height comparison on the walkers as that's mainly what I'm interested in using, however I considering adding the runners as a small 'elite' hostile to throw onto the list of available options as well. Might up their speed a fraction (6") just to differentiate them from the regulars.

This should give me more than enough to run a zombie based horde which I think will really suit the 'Defend the Compound' mission far better than the wide spread of hostile types that I ran it with.

I've also since adjusted that mission, changing it to d10 with most rolls bringing 2 squads onto the board per turn.

Additionally, I've reviewed the hostile types, adjusting the stats slightly, giving mutants and rad-ghouls (snorks + bloodsuckers) 2 wounds each and possibly some other minor changes i can't remember.


And, just because...   

I ordered a little baggy of trees. Was cheap. Isn't going to give a lot of coverage but it will add something different again to the table. Will probably just keep adding piece by piece when it comes to tree terrain. Would have ordered a couple of these if they'd had them in stock. They didn't.


Update 2020-11-16

Going to chuck this on here cos it's another little project.

Sooooo, as often happens in my hobby space i see something on a project someone else is doing or similar and go "ooooouh, i could do that".  And that's what happened.

Someone has a bat rep (battle report) up on a post and on their board they had some chainlink fence. I'd tossed around the idea before but i was kind of hung up on the gauge of the 'wire' being used/available easily from bunnings.

Decided to see how it would look with the gutter guard i had (as used for the rock bastions) and see how that looked.

It looks... chunky. However i can live with that.

In MY zone the powers-that-be are mildly smarter than their real life counterparts and after determining that zombies and critters are not stopped by regular chainlink (see almost any zombie/critter movie for confirmation)  that the zone would be surrounded by solid fencing made of treated pine logs with rebar as the wire (sharpened to blades at the top for extra spikeiness).  

With material at hand it is not uncommon for smaller fences such as those at compounds and facilities to be constructed in a similar if toned down manner.

Drilled holes for the (approx.) 7mm dowel pieces (about 2" long) glued them in then cut segments of gutter guard. little wire loops to attach them to the dowels.  8 lengths of about 6" each.

Then broke out the plaster bucket and zuzhed up the base a little. Makes it slightly less plebeian.
Also plastered up some 3d print sandbags I'd done up. 

When that's dry it'll get a sprinkle of glue and sand. Then paint.

I think it's generally a better option for my board especially with the military base, container yards, docks etc. Will definitely get some use. And there should be enough length there to enclose some larger areas without skimping. 

Anyway, bit of fun.

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update 2020-11-19

glue and sand.

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update 2020-11-20

Brushed off the excess sand and dolloped on texture paint yesterday evening. This morning a black with primer rattle can on the fence parts. Then the very dribbly dregs of a silver rattle can over that. Then touched up the texture paint on the base again.

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update 2020-11-23

And chainlink fences done. 8 sections worth completed as planned. There's a whole bunch of subtle washes and dry brushing on the fence and base that the camera totally ignored. Better in real life as usual.


Just a quick diorama-esque pic to show scale.

Was a easy, quick, cheap project that will definitely add something to the table.

In other news:   sandbags still on the paint table - need to colour match the sandbags i already did.

Zombies were all rebased onto mdf. I like the uniformity and a little extra weight of those bases. They are all also on the paint table and have been undercoated black.

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update 2020-11-26

The two tree stands and the resin printed sandbags are now completely done. Reasonably happy with the result.

The sandbags are just thematic non-descript board filler. Will use them around the compound and military base.

Trees pretty much the same. Without a greater volume of these trees they're just going be spot pieces. They weren't the worst thing i've constructed in terms of mess and fiddliness...

Zombie reinforcements have been waiting for these other projects to finish off since those were relatively close to done and boxable.

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update 2020-11-30

Colours blocked in on the horde. Since then the basing, washes and gore has been added. Didn't bother dry brushing at all.

Will give them a spray of clear varnish some time today, and if I could be bothered making magnets they could potentially be boxed today (or they could just slide around in the box I guess).

We have our game club meet next Saturday so I won't be able to rerun the scenario that these were built for... maybe Sunday, but not counting on it.

Zombie kebab, about to get some spray.

Gore is a little more subtle/darker than the pic might indicate.

No magnets but they're sitting in the box already. Calling it done.

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Until next time...


Friday 27 November 2020

Betrayal at Calth (BaC) - Old Project, New Movement - Part 2

Original Draft 2020-11-23

It seemed to take ages but the Orks have progress in the paint department. 

They're all base coloured, they've all got basing done. The only difference is that the ones on the right do not have the metal washer in the base.

I'm at a stage where I can possibly looking at splashing some washes around to get some class happening with them. And I think I possibly will [ed: I did].


Update 2020-11-25

Calling this 'painting done'. This is all the force now with added washes. Didn't bother with dry brushing - too much work for not enough extra pop.


They will no longer fit in this box so other accommodations required.

I need to whip out to bunnings and pick up some washer for the new models (and also the Horrors). The extra weight really helps stop them tipping (plus magnets etc).

These all also need some clear coat to protect them. Will do that first. I sometimes don't count that as painting (so boring, but worth it)...

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Update 2020-11-25

The Orks are just done with the first coat of clear sealant. One more to go.

Got some 8mm washers (outside diameter of the washer is 3/4" which is the telling measurement). Also some more epoxy. Started gluing them into bases. Did the Horrors since they're done with painting.

Had to cut out slot grooves on the Pink Horrors, but the Blue and Yellows had plain bases which makes things soooo much easier.  Stupid slota bases.

The Blue and Yellows need a slight bit of padding so i used the packaging from the epoxy (thin carboard thickness was all that was required - brings the washer flush with the rim of the plastic base).

This to hold the washer in place as the epoxy hardens. Bloody pegs, ridiculously helpful hobby tool. Think i'll get some for my hobby mates for xmas. And the paddlepop sticks are very useful too.

I guess it's like with real woodwork, you can never have too many clamps.

Once the epoxy is set and the washer aren't going anywhere I smooth on some gap filler and now wait for it all to dry before sanding.

The weight in the bases makes a big difference stopping models tipping. Especially applies to tall models, aka the blue and especially pink Horrors, and all the Orks have Choppa's (big ol' orky cleavers) raised too, so they tip.

This is the plaster filler I have/use. The brand is pretty irrelevant but this stuff is perfectly acceptable. The 5 litre tub however is very handy. Getting little tubes is annoying and far more expensive in the long run.

If you're making rock/terrain pieces then you can just goop it on without a care in the world.

The only down side is that sometimes it gets 'liquidy' and can get a bit of mould. This can be scrapped off and disposed of and the remainder is fine.  This is the second 5 litre tub I've had since I've started hobbying but it lasts years with 'normal' use.

'Arts and Crafts' for somewhat bigger kids.

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Update 2020-11-26

The Horrors are completely done. Completely. Washers in, paint touched up. No point with pics as they look exactly the same.

The Orks got washers last night and are awaiting the plaster to dry before finishing.

I have briefly considered the 'boxing' situation. I'm considering decommissioning my Epic filament armies, and reusing their boxes. These armies are/have been replaced by resin prints and I've offered them out to locals as proxy armies - not a lot of takers... not a lot of games so not a lot of reason to.

Anyway, I think the first (black templar) of those will be zip locked bagged and placed in storage sooner rather than later.

I do actually have a couple of spare art boxes around but they don't have magnetic sheets in them (as yet). Probably prefer to just recycle some space at the moment. 

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Update 2020-11-27

The Orks are completely done. Completely. Again they look the same, so no pic.

I have, since last update, bagged and archived the filament templars and now have the Chaos Demons and Orks sharing the box.


This will do until such stage as I'm ready to review the Chaos Marines, as they will probably share the box with the Demons, and the Orks will then need new digs.  I'm unlikely to add any further Demons or Chaos Marines to what I have (more than enough for BaC-ing).

It is extremely unlikely that I will be adding any further Orks. I'm not a huge fan and I probably would have only brought that add-on box if it was going for dirt cheap (so long ago I can't remember where or when I got it).

However, I am very much hanging to get these Orks on the board for some dice rolling. Just for a change from Chaos Marines.

Project done !!

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update 2020-11-28

Brought the boards out and rolled some dice. Super-hot here today so indoor and low impact activities only. 


Had about 3 or maybe even 4 games. Can't remember exactly.

I made a really nupty error early on, thinking that Orks were Stamina/HP 1 when actually they are 2. So they were dying like crazy for my first game, which resulted in my bring out more and more of them. During the second game I had the 'ooops' moment and realised they should have been a whoooole lot more resilient.

The next game they went from being underpowered to powered and grossly over-catered. Anyway it was fun pitting the Marines against hordes of Orks (hey, they were out anyway). Fun was had by all.

Next time I'll start with matched (point) lists and try that again.  

I put a small squad of jump pack marines on the table as well and an Ork Boss.

I think I have some Terminators for the Marines (one of my homebrew chapters) but they're not in the usual box. Have a feeling they're kind of in a "still painting base colours and in a box somewhere" phase. Might look them up for shiggle, to get some options for the force.

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update 2020-11-29

Just chatter this time. I ran the 'matched' lists. 1x Sgt, 1x HeavyBolter, 8x Tactical vs 2x Nobz and 10x Boyz.

The first game the Orks swarmed, and the Marines missed too much or didn't take enough shots. Once in CC range the Orks are absolutely brutal with each model putting out 4 dice (12 dice per unit) so even if you survive for a counter attack you'll be hitting back with less models. I think the Orks might have lost half their force before the Marines were tabled. I also made the mistake of moving the Marines up to far. The Orks have no choice as their Sluggas only have a range of 3 so in generally they have no option but to rush the other end. 

The second game the marines held back and controlled a handy firing lane. I think they only lost 2 models before the Orks were tabled. This Marines configuration is very much a shooting loadout so getting into CC is a really bad idea.

The third game I added 2x Chainsword/BoltPistol to the Sgt unit, boosting the Marines CC presence slightly. I also added 2x Boyz and 1x HeavyShoota, giving the Orks some long ranged capability - not too much as I still wanted the emphasis to be on a charging horde. The 'hold the line' tactics from the Marines had them whittling down the Orks before they could get into CC. 

And that was all I could be bothered with for the session.  Very entertaining and the Orks prove quite tough when sporting the right amount of HP. Basically the points match was OK. 

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Until next time...


Thursday 19 November 2020

Adeptus Titanicus - 30k Plus - Part 2

Original Draft 2020-11-13

There was something of a hiatus on this, mainly due to... other projects... no game meets happening... forgot about it...     So just some follow up on this...  adeptus-titanicus-30k-plus

Looks like game days might be starting up again (finger crossed) so i re-mentioned the concept as a possibility for next year. AT still seems to be a popular 'want to play' system so in order to keep that going, plus add some... what did a game buddy call it... "Traction Grit".

Anyway i actually had a read through of the army 'cards' for infantry just to get an idea of what's what.

i've pulled the printer out with the idea of making up the basic 'line company' content. 1 commander, 8 tactical bases and 2 support bases.   i am also contemplating doing rhino transports.

again, i need to work out some scale issues for all of this. i don't have support models so i will need to whip up some plasma and melta guns for those.   will probably do 4 models on a base with 2 of them with the support guns rather than everyone has one. subject to change. 

also will need a suitable rhino model, might have to adjust something for that too.

in order to kit out 'all options' i'd need double the tactical bases (stands) and i'm contemplating double up on the support bases just so i have a little more depth and options with those. adding extra tactical stands would just be spending left over points.

anyway, i'm starting by batching out some tacticals and take it from there... 

cos i don't have enough projects on the table already.


Update 2020-11-18

So.     I got the infantry printed up, modelled up some plasma and melta guys, and on the last batch i discovered that the FEP had torn (clear plastic at the bottom of the vat that allows UV light through to cure the resin) and I had encrusted resin on the LCD. Annoying.

So these guys won't be getting Rhinos but i at least managed to get the infantry done.

Not looking at ordering more FEP sheets mainly cos i couldn't be bothered printing and this ensures I don't. Had a little resin hit over the last month and that's enough.


For probably no one else's enjoyment than my own, here is the (majority of the) build process. Shows there are lots of steps involved, so when there's days/weeks between when a project starts and ends... this is why.

Printing up the models. Worked out how many bases of guys i wanted. 

Positioned and glued to the bases. This happened fairly organically. I didn't swap models around looking for best positions, blu-tacking or anything like that. Fairly random.
So there are 7 bases of Tacticals required for the basic company, and there are 4 extra bases of 'points fillers'.
There are 2 bases each of plasmas and melta all up,  2 required for basic company, and 2 extras.

Black undercoat. I paint it on. Probably could rattlecan it, but (ironically) I prefer brush work. Even boring stuff like this.
Three steps here.   Base colour of 'Averland Sunset' - had enough in the pot to complete this project. Then a wash of Agrax Earthshad. Then a light dry brush of Averland to bring out some highlights. 

Leadbelcher on weapons and backpack exhausts.

Two steps here.  Base white on the pauldrons. Black on the bolters.

Done. Black icons on the pauldrons - these are very much token blobs but at this scale there's no chance of me getting any more details on there.  The plasma and melta guns were the only bright colour variations.

The melta guns just had a wash of Agrax on the barrel, then dry brush of orange, then white. Looks better in real life.

The plasma guns just got a smear of 'regular' blue and then a light dry brush of a lighter blue to brighten it.
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Update 2020-11-19

And done...

Basing and two coats of sealant. Not bothering with magnets at this stage. Will be a while before they get games etc, so no transporting etc, they can just sit and look pretty on the shelf.



So that's one full  Line Company, plus change. Pretty happy with the results. Feels nice to have some Imperial Fists in the mix again. 
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Update 2020-11-26


Appalling photo, but these guys are now displayed on a shelf in a cupboard in the office. Just reusing the 6mm planet28 stuff I was working on, highly unlikely that that project is going to get resurrected.
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Until next time...


Saturday 14 November 2020

Zona Alfa - Focused Mission 4 - Defend the Compound (prototype)

Despite the number of bullets unleashed across the board, I can't help feeling it was a sub-par game.

An enticing start to the tale?

Specifically the mission parameters were not up to scratch. The term 'turkey shoot' comes to mind... if said turkeys were locked in a reasonably small and restrictive coup... and without any protective cover.


The map was set up with the crew Compound on one side, and the opposite side divided into 3 sub-sections. And to be fair there was a bit of cover (not entirely intentional) on the hostile's edge (which was a good thing).

Sure enough, hostiles started deploying at the start of every turn (snorks. damn snorks).

But before long it became evident that the hostiles were forming a rather large hillock of corpses about 1/3 of the way from their edge. 

The mission parameters allowed multiple squads to deploy in a single turn (here we have bloodsuckers and zombies). And I even left the Control Check (roaming packs) rule in, just to try to get some additional/random hostiles on the board.

It was briefly looking like the hostiles might get a bit further across. However this pic probably still has half the crew waiting to activate (and snot all those incoming hostiles).

[ed: just as an aside - it wasn't a hassle monitoring each of the hostiles as individuals, rather than as squads of hostiles, even with more of them on the board. Given there's only Player vs Hostiles perhaps having still 2 sides works...]

A mutant (yowie) did manage to tag HUSTLE in a mutual melee takedown. But that was the extent of the damage. And if HUSTLE had been back further then the mutant wouldn't have made base to base contact at all (he was flanking for a better shot around the trees). 

And this... was as close as a hostile got to entering the compound. With the expected results.


I ended up calling the game at 7 of 9 turns, as frankly, I was bored.

Although this was intended to be a milk run to ease in the rookies it just didn't have any suspense. I was really rooting for the Control Checks to throw in extra hostiles from the sides but nope.

So what's going on this with that then?

a) The compound is meant to have nice clear firing lanes on all sides. And it did.   And I don't really want to crowd or place more trees/junk along the way because it doesn't make sense for them to have left cover for an enemy to sneak up on the stronghold.

b) The crew weren't making all their shots but there was enough fire power available to comfortably deal with the enemy safely.  There also wasn't a lot of movement required, just a wall of bullets. Again, this tactically makes sense; don't run out to engage in hand to hand if you can deal with them from afar (unless you're in a movie)?

c) The rookies didn't need to move (much) so they were hardly tested. They provided what shooting was required of them but there wasn't a lot of LEADER-ship required.  In fact during a couple of turns there were no hostiles visible or on the board so i called End of Turn early with models unactivated.

d) I limited the hostile list to 1) dogs, 2) zombies, 3) more zombies, 4) snorks, 5) bloodsuckers, 6) mutants

And the deployment per turn was 1,2,3 = one squad in the rolled sub-section, 4,5 = two squads in different sections, and 6 was no hostiles entering (and I'm glad I didn't roll that up). 

The choice of melee only hostiles I feel... conflicted about, but from a narrative perspective the idea is that there is a great horde of critters incoming; the dogs are fleeing in front of the zombies and the zombies and mutants are just... doing what they do.

I could have alternately had bandits, but then i think it would be more appropriate to have just bandits.  Why would bandits and dogs team up to attack en masse? Or bandits and mutants? etc etc

Dunno. It was a choice. I made it.

Ideally I would perfer a more homogenous hostile list, like all zombies with perhaps a single squad of snorks or bloodsuckers occasionally.  Or similar.    I diversified the list mainly due to model availability (i had intended to print up more zombies but i just ripped my last FEP, so not more printing for a while).

Hordes of bandits would have provided a far different event. The crew would have had to stay behind the walls, pop out, shoot and pop back in - a lot. And far more med-kits used Ii imagine.   Probably worth a try... however...   

I'm reluctant to throw bandits into this mix as the idea is meant to be an overwhelming horde of mutants incoming (fleeing a blowout perhaps, or for local relevance... bushfires).  In this case however, the horde was whelming... to be gracious, underwhelming to not.

As there are no Hot Spots (why would they put a compound on top of a known anomaly field?)  this mission is all about bullets and combat.

I think just getting more hostiles on the map would make things far more sporty.

Instead of rolling the Control Check once, perhaps it could be done for each board edge to up the chances of getting irregular reinforcements.

Additionally the table for the deployment roll at the start of the turn could possibly be cranking out more squads by default.

Back to the drawing board on this mission. In general the concept is ok it just need to provide some challenge and suspense.


Will run it again with some adjusted parameters and see how it goes. I'm anticipating that this shindig was just the vanguard of a far larger horde just over the horizon.

Until next time...