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Monday, 18 January 2021

Zona Alfa - Local Inspiration

There's a servo on Windsor Road in an area that's still semi-rural despite the estates going in relentlessly all along the length of that road.

Anyway, at said servo there is a hamburger establishment which we wanted to try yesterday (after a full day gardening and housework mind you - earned it), and adjacent is a derelict property.

Art and inspiration to be had all around if only we're open to it. Definitely a camping ground for stalkers imo.

I didn't wander too far in because, well... summer... Australia... snakes... exhausted from scrubbing...

Not that I want to be promoting squatting or anything.   


Until next time...


Sunday, 17 January 2021

Zona Alfa - New Terrain - Industrial

Original Draft 2020-12-04

Got a couple of terrain pieces from ttCombat via mightyape.

A 'distribution centre' and 2x 'distribution office's.


Something my scenery is/was lacking is 'industrial' genre pieces and also 'large' pieces.   This is/was partially intentional (storage) but for variety I think these three new pieces will add a bit of something.

The STALKER pc game often alternates between large 'islands' of structures* and very open 'free forest'. And the new items will add a large central point of interest for an industrial map.

   * although you're not actually maze-running, the long sides of the structures effectively determine movement, but you can also go inside buildings.


I can make various theme areas with what i have of course;

village - houses, barns, shops, shacks

military - outpost, fences, possibly the containers and/or adobe shacks

dockside - containers, barns, shop and shacks

but these are really all thrown together under a very 'rose-glasses' theme.


The big distribution building is definitely a better fit for a dockside warehouses,  or an armament/vehicle depot for a military base.  The offices similarly can add to those themes.

Alternately they can be the centre piece, then add containers, shacks, and plenty of fences to make a depot board.

The offices are design to (optionally) 'attach' to the depot, or you can use them stand-alone.

A project for the new year. I have this and the new forest to work on so plenty to do terrain-wise.

Then I absolutely MUST get these bits and bobs boxed. If I have a limited box storage volume and if it's full I'm hoping it will ease the temptation to get new bits.

Given this particular terrain set (all of what i'm building) is themed very much just for this game (i.e. no space-faring shenanigans) I'm considering adding some more detail on all the pieces. I semi-deliberately left most of the terrain quite bare, coloured, but no downpipes or signs or debris or anything like that, just so it could all be multi-purpose and work with different themed boards. But I'm hopefully reaching a stage where i have about enough of what I need and again, perhaps finessing the piece will keep me too busy to start more terrain projects.... perhaps... maybe... hopefully.



update 2020-12-10

This arrived just now. Final bit of mdf terrain action for the year (and hopefully for a while).

The bigger building is quite a large package.

Not going to start on this yet.
My hope is that these buildings will lend themselves well to babushka'ing some of the other bits I have.
Not going to get another storage box for it all just yet. Want to get the new trees done (a next year project) and have an idea on the overall size I need. Pretty much sick of doing up storage for x project nicely, only to subsequently get an extra y item that renders the storage pointless.

update ends


update 2020-12-11   [the next morning]

Well that was always going to happen...

Made a start on the two smaller buildings (offices) only. Takes time for the glue to dry so the whole process takes a good long while.

update ends


update 2020-12-14

Finished off the offices the following day. Don't mind them.


Next to a barn for size comparison. The barn is fractionally taller, but obviously the office has lots more volume. However there is a mezzanine in the offices so it's not all usable for storage. 

Started the warehouse. Both offices and the barn fit inside (that's before the gantry was put in though).


I'm hoping that the roof trusses are attached to the roof, not the walls, meaning all that space is accessible. Should look at the plans I guess...

update ends


update 2020-12-15

Assembly done. Overall, I think I can make it work on the table. They're nice enough pieces, again, a little more finicky than I'm used to, some parts perhaps a little delicate than my usual tastes, but yeah, it's decent terrain. 

Plenty of space inside. The only bits permanently attached is the gantry. I'm not sure whether I'll bother keeping the forklift, and I'm likely to ditch the pallets, they're far flimsier than the ones I made.

The trusses are attached to the roof, so score on that one. It's pretty but you don't really get to see it from a gaming perspective unless you i.e. put the roller doors up, so it's generally a hidden/lost feature. Anyway.

Speaking of, I've glued on/left on  all the small doors. none of the other terrain buildings have doors but i kind of like them with doors for a change. they don't open/close, so decision required. The roller doors do open.

So, this is the group.

And i think it will offer up some good options for positioning to get some varied cover/LoS blocking on the board. it's two action of 6" to move from end to end (plus some) so a nice big object to move around or through.

They are collectively going to need some plaster just to cover some edges/joins/holes etc, but not too much hopefully. Then on to paint, and i think a relatively simply scheme.

I deliberately left off some of the smaller features like external light and signage, just to keep the models a tiny bit cleaner/more generic.

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update 2020-12-16

Bogged things up with plaster. Sanded them back. Mainly looking at the walls join etc.

All the outers are now rattle can'd  with grey filler/primer. Will also do the inside.

Based on a poll by my hobby associates I'm going 'dull/hammered metal roof (outer), light cream colour on the outer walls, and will do a 'split' with the lower 1/5 in green. Or similar.

Later: Everything now primed.

I'm thinking that i might hand paint these. Even though there's a lot, I want to keep the same feel as all the other buildings, and those were all hand painted. I need a couple of pots of paint which I can pick up on Monday.

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update 2020-12-17

Started colours. Floors all covered with a lighter grey. Took a while but worth it I think - brush throughout.

update ends


update 2020-12-21

More colours. outside is getting a two-tone thingy. Top will be done in screaming skull. Then a bit of washes and details and whatnot. I'm thinking that I might do the outside surface of the roof screaming skull too. will give the buildings a unified feel.  

Inside is light floors, dark walls and just the leadbelcher on the gantry and sticky-outy bits. Washes etc.

Getting there.

update ends



update 2021-01-16
Yep, a flash-forward...
I mentioned this project to my local gaming compadres and asked for colour scheme recommendations.

The first will start looking real familiar real soon....

And the second from someone when it jogged their memories of Counterstrike...
Both comments welcome and helpful.

update ends


update 2020-12-23

Progress has been made. Just slowly.

All the main colour areas are now blocked in.


The outside walls, being quite light, are noticeably blotchy (below).  My plan is use a sponge to dabble area and hopefully camouflage the differences. I don't mind it all being 'nonuniform' but at the moment it looks a 'painted'. Some areas are quite solid. Screaming Skull is a bloody horrible colour, the consistency of it is invariably abhorrent - actually the colour it self is incredibly useful which makes using it that much more irksome.
So I need to do 'detailing' before I can move on to washes. Walls as above, also where the two-tone meets - some of them a sharp others are rubbish (above = rubbish), I could potentially sponge-dapple these and have it as wear... but I'm not planning on doing lots of weathering on these pieces.
The gantry needs detail brushwork, I've done the easy bits but the connections to the wall, floor for example need painting. similarly the roof trusses. 


I'm hoping to have this done over the xmas break given we're not going anywhere. Am actually keen to see this on the board for a game soon.

update ends



update 2020-12-31

Last update of the year I'm thinking. I finally got all the base colours blocked in. Took a while but there was taping to be done, plus big surfaces and lots of waiting between coats. So I did many little sessions, nut it just took a while to get through it all. I would probably baulk at doing more items of this size.

Far from perfect, there are still paint spills and ugly spots but it probably counts as 'consistent enough' with my existing 28mm ZA terrain to be happy with it.

I did the ramp and shelves, just base metal, and didn't bother with the fork lift, may get that done once the buildings are done but couldn't be bothered with it to be blunt.

So, next up is some washes and then clear coat. don't think I'll bother with dry brushing and definitely not looking to add lots of weathering - it will be a relatively clean piece and I can always go back and revisit all the terrain for weathering later. For now I just want it available for the table.

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Update 2021-01-09
This all got a wash of null oil today. Looks pretty splotchy and ugly (just as planned). Will require a dry brush to lightening it all. But not today.

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Update 2021-01-16
Done. I drybrushed/scrubbed practically all the non-metallic surfaces just to lighten the tone.

It still has plenty of grimy, dirty patches which is pretty much what I was after. Models included to show scale (and sometimes prop open the doors).

The 'roller doors' on all models are openable. All the 'small doors' aren't. They could be but I figured it was neater/easier to just leave them all closed up. 

Generally, very happy with how it turned out. There's not a lot of detailing or fiddly modelling; debris/signage etc. Might revisit this at a later date.

The smaller buildings are very bare inside. And that can be written off by the phrase 'stripped clean'. A lot of terrain modellers now days are into debris and detritus in the models and it definitely has its place. Rather than gluing on sticks and rubbish everywhere, I'm thinking of getting some extra (or I can use the existing) barrels or drums or pallets to just fill a corner here or there.
Realistically these pieces are going to be 'roof on' the vast majority of the time, except if there's a mission objective inside etc.

The larger building came with some internal details which got bare minimum treatment. I did make a tiny effort with the floor and gantry in here, adding some washes and on the floor some scuffed and worn hazard striping (which is engraved on the floor anyway... so why not).


Open doors... looks perfectly fine from a game-use perspective, if not from a diorama/modeller/art perspective. 

Looking forward to setting it up on a table, but glad it's finally done. Despite the modelling job done on it being very simple/basic there was still a lot of time/work to get it to this level.

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Update 2021-01-09
So this morning i was trying to babushka the depot bits together... see what else i could cram in there. Not as much as I'd hoped but some. The office buildings have the whole mezzanine thing which blocks some space, but most of the stuff 'out' is larger items anyway.
So i was thinking about boxing it up etc. Occurred to me that i still have 3 industrial containers underway and someone just donated me another factor.
The goal of having a finite amount of stuff to box seems illusive.

update ends


Until next time...

Sunday, 10 January 2021

Zona Alfa - Focused Mission 4 - Defend the Compound - Part 1.9 (Fiction)


Original Draft 2021-01-09

A quick intro story to accompany the latest battle report... just for fun...

- - -

Despite the relentless chatter of the assault rifles, Hamilton felt the pressure change - like mild vertigo, a slight dimming of the ambient light.

"Blowout!" he bellows above the din of combat.

The other veterans hear him at least, already recognising the signs too, and their weapons fall silent.

"Blowout!" he hears the response as the vets fall back from their positions - the last thing you want to do in their present predicament... except in the event of an eminent blowout.

The rookies eventually notice the lessening pressure of gunfire and look toward him, their eyes wide, gun barrels still smoking.

"Inside!" he commands loudly, "right now!"

The youngsters scramble down the side of the container, notice the veterans at the container doors gesturing them inside.

The howls of the mutants reaches across the open plain now that the gunfire has abated. Had the mutants sensed it too?

Hamilton slams the container door closed behind him, last in. He wrenches up the locking bolt. While the container isn't entirely airtight it definitely insulates the din outside and the quiet inside is palpable, making his ears ring.

The dim lights illuminate the enclosed area.

"Reload your damn mags," he barks at the rookies. Despite the undisguised worry worn on each face the youngsters scurry into movement. He momentarily acknowledges that Crew Command hadn't given him complete idiots to foster - smart enough to register that orders were not trivial, not quite attuned enough to instinctively understand the 'why'.

He fancies that he sees ghostly tracks of electric fire run through the metal container, hears the ticking of solid metal stretching and contracting. One of the rookies, Mara, looks up at the ceiling.

"Reload," he commands evenly. She looks at him momentarily and he nods, hoping his calm mask amid the chaos will help imbue confidence. She resumes pushing shells into the magazine. 

An all-pervading thud strikes the container from above. Hamilton feels the pressure change in his ears, the rookies and even Carter jump at the sudden impact. The hustle man laughs briefly at his own lapse, externally casual.

Hamilton unscrews the lid of his canteen and sips some water, feeling it rip a path along his parched throat.

He looks briefly at each member of the crew, stows his canteen away and reaches for the ammo box.

Another thump rocks the container.

He pushes round after round into depleted magazines, ignoring the thumping power assaulting the compound from the firmament.  

One by one the others start reloading, checking their weapons, rattling the grenades to ensure they're strapped on securely. Pretending they're ignoring the monster that they cannot best roaring outside the castle walls.

- - -

He sits silently, the set of his gear impeccable. How much of that calm mask is callous indifference, he ponders.

A full two minutes has passed since the last atmospheric blast, and he notices the whole crew looking at him, breaking his reverie.

"Wha'da you think?" he asks Rose, their anomaly and other-natural bullshit expert.

"Worth a look," replies the scrounger racking the slide of his assault rifle.

"On me," says Hamilton. He cranks the locking handle down swiftly and it clangs loudly. The kick of his boot opens the door and becomes his first stride as he bursts from the container. His gun points to each near danger point one after the other - this has been his home for three... five years?  And he knows where they are instinctively.

Carter and Rose follow, flowing smoothly to assault the sides as Hamilton turns and covers the top of the container - can't risk having some bastard mutant up there he knows from experience, even after a blowout.

The rookies peel off with their assigned veteran, moving in teams around the walls of the compound; a known, studied course to ensure the sanctity of their small fortress. Rose gives him a thumbs up signal. He turns and Carter repeats the gesture. All good.

Hamilton's eye had been split between clearing the interior of the compound and the horizon since their egress.

In the distance he hears the first unhuman screech.

He shakes his head in slight, inevitable disappointment. It is always the hope that the blowouts will scourge the damn mutants from the zone permanently, but still they somehow persist in finding sanctuary as competently as the STALKERS do. Several splattered, bloody smears mar the ground just beyond the compound, indicating how close the nearest mutants had got before the blowout struck them down.

From behind the distant barn he sees the first mutant stumble forward determinedly, almost confidently, as though somehow recharged by the recent anomaly.

He sights the mutant and send a round that shatters off half its head. The mutant's stride stutters momentarily but then it starts advancing again. What the fuck, Hamilton thinks to himself. The second shot is as true as the first, blowing off the other side of its head. The body slumps to the ground.

He doesn't want to jinx it but it seems the mutants may somehow been... invigored by the blowout. He knows by now never to rule anything out within the zone; even that kind of crazy-ass notion.

Distant howls and hoots assail them from across the horizon.

"Get ready," he commands stoically.

- - -

ende

Zona Alfa - Focused Mission 4 - Defend the Compound - Part 2

Original Draft 2021-01-09

So after the last cake walk of a mission I'd decided to review both the hostiles and the mission itself and give them some extra clout.

Rad-ghouls (snorks, bloodsuckers) and mutants (yowies) all became 2 wound critters, and additionally i did a full review of their stats - increasing firepower, armour etc as required. Not a huge amount of changes but some little tweaks here and there.

The specific mission became a d10 with a lot more hostiles being thrown into the mix. Rather than a d6 table with one hostile formation coming on per turn, I switched to a d10 table with normally two hostile formations coming on per turn. Which sounds pretty hectic, cos it is.

After a few weeks of no dice due to xmas, world plague, and other things to do, I finally managed to setup a board and have another crack at 'Onslaught'  aka  'Defend the Compound'.

I quickly reviewed the previous board (pics on blogs are great for this) and managed to set up a pretty close approximation. I included a few new terrain bits and bobs - stuff I'd built since last mission - which would have been on the original board if they had existed - aka fencing, sandbags and a couple of extra trees. Mainly thematic stuff, rather than larger, LoS/firing-lane changers. Anywho...  


The majority of the crew (the three rookies and LEADER) are positioned at the front of the compound, with SCROUNGER taking the right flank...

And HUSTLE on the left flank...
While they could all probably have been set up high and centre, the side positions provide a focus for the incoming hostiles... Bait? Me? Maybe.

I should point out that on round one I rolled a 10, which brings in no hostiles! Extremely fortuitous, and gave the crew   a) a chance to move into position with less pressure (reassuring),   b) one turns-worth less of incoming hostiles (invaluable).  This kind of 1 in 10 chance reprieve really adds to the narrative aspect of the game.

As per the previous mission the board quickly becomes a shooting range (even more so), with Mutants coming in wave after wave from the West...
Zombies and Snorks from the East...
Despite the Mutants being dealt with expeditiously (as very much appropriate) they are followed up by packs of Dogs...
And more Zombies relentlessly enter from the East...

BTW, I haven't included pics for every hostile generation [general sigh of relief].

The mounds of corpses start piling up (and have to be removed for reuse) but the Western side, despite the veteran presence covering it seems to be pressed harder.


Focusing on one side inevitably leads to added pressure from the other side, with Zombie and Snorks gathering enmass on the East.
Snorks. Bloody Snorks...
And more Zombies from the West....

The new Hostile Deployment table is quite relentless, and the boosted-stat hostiles (which will spice up the 'regular' games) require the full efforts of the crew to put down. Glad I added some extra hostile models to the box when I had the chance/motivation.
Calling on every advantage they can, the crew lobs grenades to take down clustered hostile mobs, swig electric juice like it's water for extra zing, and basically push themselves to the edge of their capabilities.

Turn 6 saw another roll of 10, allowing the crew to focus on the threats building up around them, and getting far too close to the walls. The sudden shift in eminent threat/priority was palpable (and extremely welcome).

I called the game at the start of Turn 8. There were no threats capable of getting to the compound by the end of the turn, and frankly I'd had enough of shooting and record keeping.

SCROUNGER picked off a dog in the far distance that had just spawned with his bonus (crit) action. After having just crit-grenade'd some zombies.

It was a fairly intense battle. A lot depended on successful dice rolls but I think there was enough management involved to make it not entirely a random outcome - very little movement, but a lot of selecting who is shooting at what and when.


I stuffed up a couple a couple of rolls / bookkeeping events (but only a couple) and had HUSTLE perform one action more than he should have (having eJuiced him the previous turn) [Nods sagely... St Strelock was guiding your hand soldier], and also I think I double dosed one of the rookies with eJuice [welcome to the zone kid].

Basically, like most of my games, there was a point beyond just shooting and positioning where I remembered that they had other skills and gadgets and everyone started skulling eJuice and lobbing grenades  :)

Both HUSTLE and SCROUNGER had to retreat from the flanks toward the end of the game, when the hostiles came a bit too close. On the West side one hostile did manage to make it into the centre of the compound before the rookies took it down. On the East side SCROUNGER was base-to-base with a zombie, taking several actions to eventually blast it down with his shotgun - despite multiple
crit rerolls - the zombie managed to make armour save after save... bloody tough they are.

Initial thoughts include that it's not the kind of mission I'd want to play frequently, but it was different enough to include in the mix. I think my previous veteran squad would have dominated the defence better, but the rookies added some fun uncertainty to the outcome.

Overall, an enjoyable session and worth playing for the story. 


Until next time...