Showing posts with label Airfix Battles. Show all posts
Showing posts with label Airfix Battles. Show all posts

Thursday, 26 July 2018

CoW 2018 D-Day+2 [Part 3 Sunday (Final Advance and Objective taken)]

Sunday: I woke up again very early [thank you to the morning chorus] and if ever a man was needing a Full English Breakfast it was I. My head was a tad heavy shall we say from the previous evening, the sum was shining in all its brilliance but the rabbits were keeping a respectful distance, perhaps my snoring but methinks they sensed I was very hungry. Again several hard-core wargamers were already up and chatting as I went to shower. By now my fevered eye was taking intense interest in things on the 'bring and buy' stall [I was getting wargaming toy withdrawal symptoms] I had not 'noticed' before (or perhaps the subconscious was working overtime). I acquired during the course of the day some 10mm WW2 British Pendraken Paratroopers from Wayne Thomas [who I only realised afterwards had authored the brilliant Small Wars book available from the History of Wargaming Project] and just to say resisted buying some 15mm WWI Germans and British - the urge was there but the "need" was not there (although my mind was racing to find one). Indeed a large box of 15mm Minifigs ECW was tempting, but I have started a collection of 25mm Plastic ECW and spread over two fronts I felt my (already faltering) progress would stall [However "back in blighty" I remembered a friend who did collect 15mm ECW so I should have given him a ring and emailed a photograph of the hoard. Doh! I was being too self-centered]. The chimes of breakfast called and I was now a much more "bearded" wargamer with heavy grey/black stubble (hopefully not "Stig of the Dump") I sat down with new found colleagues to heartily eat my fill.

Listening to and offering (small) opinion on: Multi-Centre Wargames (chaired by John Bassett). I was intrigues to hear about the previous WD attempts at "Connectivity" between disparate groups of wargamers in a diffuse network. They seemed to range from the ultra slick-professional [US Conference Centre] to mildly cruel (they stuck me in a dark box for three hours waiting for a call that never came but I didn't mind) scenario. The Pol-Mil side of things seemed to rank as more easily achievable than Mil-Pol with coordination of units and sequences of attack. John Bassett quite rightly pointed out (to my philosophical mind-set at least) that the emphasis should be on creating a social event [perhaps with a meal to look forward to at the end of it] with a "game connect" that always holds the potential disconnect, but "the show must go on". My only contributions were (a) to point to a Connections UK 2016 presentation [slide 9] of a KCL Student (Laura Hoffman) on Phil Sabin's MA Conflict Simulation Course where when she 'ran out of friends to play-test he game' she Skyped her "Mum" (that woman is obviously a saint); (b) Games Workshop [please note I was not a player here] through their network of shops "used to" try and link a Saturday/Sunday mega event into a Mil-Pol game. Despite having access to a corporate infrastructure the 'event' (well was reported to me by a participant - sample of one, so dangerous to draw conclusions)  was rather 'vanilla' in texture when scaled up from the local hobby store campaign. They seem to prefer to ship them to Nottingham instead for an aircraft hanger sized game instead. Listening to everybody else's experiences was very interesting though and I would say that I would probably "give it a go" if asked. With that we broke early (two hours is a long tome to talk) and wandered off to see what else was going on (I think I acquired some 10mm British Paratroopers from Wayne Thomas at this point),

Spectating on: Strike! Battlegroup Tactical Wargame (by Michael Young). I had dabbled with taking a pop at this one but it overlapped with a WW2 game session (Open Battles) I was keen to attend. Another DSTL professional offering it was packaged in a serious looking box and there were lots and lots of large chunky counters - two thirds of which seemed to be Russian. I started counting and stopped at one hundred for the Russians, sorry Red Team. Again the intensity was there and it looked like they were going to use every second of their two hours and the next two hours after the tea and cake break coming up. I used a bit of my time here getting a few autographs for my secret artefact [to be revealed later, at the bottom of this article]. I then popped off for coffee and a slice of cake.

Spectating on: Wuestenkriegkartenblockspiel (by Andrew Rolph). My journey back for the cake was circuitous as I passed an "open door" out in the grounds of Knuston I heard the fateful world tank and was drawn in .. to the "Western Desert". I was immediately intrigued and recognised another close run contender that I almost signed up for. No figures but intense looking charts and play sequences with again that intensity of play that meant they were building up to a big clash of arms. The temperature in the room certainly was setting a Western Desert. This one was another long-runner destined to go past the "cake break" into another session.

Coffee and Cake ... very nice fruit cake!

Player: Open Battles (by Alan Paul). This game has history for me. As an owner of Airfix Battles I was disappointed to see it, or rather not see it, continue with extra modules and extension. I thought this game was going to be a "homage" to the game with figures but to my delight it was more of a phoenix from the ashes, watch this space for more things to come. The battle set-up was twice the size of the normal games I had played using 15mm miniatures recycled from Alan's Mission Command game I had spied yesterday. The games is grid based and card activated (See below, a US [although we used British Troops] on the right advance against the Germans on the left, Normandy 1944):


The Germans were split into two forces of infantry supported by "Yank tank killers" (one got a PAK 40 [75mm] 88mm which is also useful in an AA role, the other a Panzer IVH and PAK 40 [75mm]) plus an additional air asset (the ubiquitous Me109) attached to the PzIVH command. I had suspicions that the German PAK were re-rifled French 75s left over from France 1940. The Yanks were a Tank Combat Team with infantry assets attached and an Armoured Infantry Company with "lots of air assets" (two Spitfires and a P47 Thunderbolt). The first session was setting up, talking generally about the period and a lesson in the Airfix Battles rules and extensions (air power, artillery bombardment and various obstacles [field fortifications, pill boxes and barbed wire]). Note: I thought I was relatively "in the know" with regards to Airfix Battles, but there was one important rule I certainly had forgotten about (it has been over a year since I last played [see these scenarios] and I am getting old, so I do forget things!).

I proposed a simple plan the Armoured Infantry would "pin" German defenders from the crossroads up [mainly with the air power] while I "pivoted" by taking the tanks [ignoring the open terrain at the top of the table - with a clear field of view and PzIVH and PAK 40 waiting plus the other PAK 40 in a bunker looking down the road] and would face off against the 88mm AT/Flak (listen, not as crazy as it seems as I planned to take it out with infantry) and turn the left flank. In addition we had two 105mm [although Alan may have said 25 pounders] artillery barrages landing on each German sector [a five by five square template which was pretty impressive - some good should come of that]. Then we would "punch" down the German baseline (that's what is said to do in the manuals). With that we all went off for our last [sniff] Knuston Hall lunch [again first class - I will certainly miss the food] to return for "an hours play".

Returning I found that the German team that had set-up had disappeared off to hear a talk about "The Battle of Edgecote 1469" and in there place the veteran gamer "Von Curry" (minus a Prussian monocle) had taken command. "Who set this defence up?" was his dismayed tactical appreciation. With typical Kampfgruppe aplomb he got stuck into his task (See below, "Von Curry" is on the receiving end of some rather spectacular Allied attack dice rolling [six hits - but he sadly saved three of them being in field fortifications]):


The plan seemed to be unfolding nicely the 88mm was down to half crew strength and the German right flank seemed to be peeling open. The Allied air power seemed to be causing much grief at the other end of the table strafing the German Ground units, until that is the German Me109 turned up and an "active" dogfight took the attention of all. Meanwhile my attack stalled as I tried to "close assault" [what I thought was a battered but not broken] 88mm with US Assault Engineers [those satchel charges should come in useful]. Sadly the one rule I had forgotten (it was a year ago remember) and jumped over in the briefing was that defenders get a defensive fire, aka only close assault "pinned enemy". Ooops the 88mm went off and spoiled my day "Lt Jaworski and a generation of New York hot dog sellers" fell into the soft Normandy soil never to get up again. (See below, my unit 12 was a crack team of snipers who "shot" to kill, they then bypassed the strong point leaving it for the US Assault Engineers to go in, with hindsight [a wonderful thing] I should have just shot again):


"Von Curry" deftly moved his reserves from the centre village but one squad was caught in the open by a Sherman interrupting his move with an opportunity fire card [a nice touch of the system], which was a rather unpleasant surprise to him. However time was passing, so we got a good feel for the game rather than being played to conclusion and as Airfix/Open Battles goes it was rather a big one to fit into one hour play - I guess we were slow to set-up and absorb the rules. I would definitely play this again and would be keen to hear from Alan Paull on his future plans for the game. We shook hands as respectful enemies and headed to the AGM wrap-up.

Listening to: The Wargames Development AGM (by Tim Gow and Bob Cordery). I could not believe it was already all coming to a 2018 end of proceedings, so soon. I felt I could have stayed for a week. The last forty eight hours had been such an intense dunking in the well of wargaming happiness [and being "well fed" to boot - puddings to die for]. The only other comparison I could make it with is Connections UK and as good as it is (and it is good), CoW beats it hands down. At CoW people bring their games (and WIP half-games for constructive deconstruction and critique) to CoW, while at Connections UK (the majority of) people passively hear about "other peoples games" and "wall-flower" the games that are there, being afraid of "showing themselves up" [I may be harsh here]. I speak purely from a hobbyist perspective and I totally appreciated and respect the needs of the "professional" audience [who have jobs I could not do, and respect to them for that], however I know where the innovation lies. Meanwhile the CoW proceedings 'proceeded' very slickly with good humour and there was a warm glow of anticipation for CoW 2019 by one and all [how many "immediate" deposits did Rob take?]. I felt that the departing wargamers were impregnated with many a "stirring thought" or "new idea" to try out. It certainly does live up to its name "Wargames Developments: Conference of Wargamers". In addition what also caught my heart was support by members of WD give for commendable initiative, the Waterloo Uncovered Project helping veterans with PTSD. Selflessness like that sets WD and CoW apart in my eyes for dare I say "competition gamers" - I never met one of the latter at CoW.

Secret Agent: Stalker in search of a Secret Artefact: The Signed Connections UK  2016 Mega-Game Map of Binni signed by the Umpires present at the event (Umpire Signatures: Tom Mouat, Jim Wallman, Bob Cordery, Jerry Elsmore, Rob Cooper). As the Opposition Leader (or should I say more correctly one of the many opposing faction "leaders" - Binni was a country suffering for many an existential crisis, who was the 'opposition' being one) I felt particularly attached to this item (A Player's Map of Binni) salvaged from Tom Mouat's "Free to anyone before I Throw this Away Box". All weekend I had been stalking respectable members of that Connections 2016 Mega-Game "umpiring team" and approaching them when their guards were down and saying "Pssst, I know what you did in 2016, London, Connections UK, Binni - you umpired it, didn't you? Don't try and deny it, I've got photographs!" Their look of fear and alarm dropped after realising that I had not been "harbouring a grudge over an umpire's decision for two years" and now wanted a satisfaction [by pistol duel or dice-off?], so at this point they would quickly sign anything just to get rid of me. Many thanks to these kind gents, golden memories are made of such things (see below, my "wargaming memento", the front):


The back (See below, signatures given under the agreement that this will not be appearing on eBay):


Yes, I claim (happily) to be the saddest wargamer, but very content with the title [a title already bestowed on me by my lovely wife - who when she found out that Tim Gow had been selling off part of his vast book collection she fixed me with a stern look and said "You can take some of your books next year seeing as you are the only wargamer with wargaming models no other wargamer wants!" (reference to my 1:100 "modern" aircraft/helicopters nobody else wanted on the bring and buy stall - but as Jerry said "There must be a game in there". Well I have a year to think on it and many other game ideas)] ;)

Many thanks to all participants at CoW, looking forwards to see you again at CoW 2019. I hope for the people of the "tented city's" sake the weather is as good as it was this year. Regrets none, well perhaps I should have bought more unpainted lead from the "bring and buy stall" ..

Wednesday, 12 April 2017

Is it just me or are Airfix's offerings shrinking?

Just surfing round the Internet and passing by:

https://www.airfix.com

They don't seem to be doing much in the way of Vehicle or Naval kits anymore?

:(
Even the Airfix Battles game system does not seem to have progressed from the first offering. There was a promise of a Collector's Edition expanding teh original theme but this seems to have stalled:

https://www.modiphius.net/collections/airfix-battles

Friday, 30 December 2016

Cleaning up 2016 .. some more plastic "put-togethers" (PSC WW2 Hanomag 251/1, 251/2 and 251/10 Half Tracks)


Little bits and pieces that I did in 2016 ,,, seems right I post then in 2016!

As half-track transports are needed for the fourth scenario in Airfix Battles and being in a fidgeting mood, earlier in the month  I slapped together the PSC Hanomags that had be queued in the "to do" pile for the last six months. The beauty of PSC is that they go together very, very nicely with good detail in double quick time. The PSC pack I was putting together was the "special variety pack" however on reflection I really just needed the standard variants (already having two old Esci engineering Hanomags, a Hasagawa Stummel short 75mm and an old Esci version of the flame-throwing beast) but the Mortar carrying variant (251/2) was a must.

I started the builds with a standard 251/1 (see below, nicely packed with troops and extra kit on the side):


Next the 251/10 Commander A/T variant  (see below, likewise pleasantly cluttered with extras):


Another standard 251/1 APC, with plenty of extra's to ornament the sides a busy looking  (see below):


Finally the 'strange' 251/2 Mortar variant (see below):


That leaves me with a lot of German camo painting in 2017, but I am pretty much there for my Command Decision German armoured infantry (Panzer Grenadiers) OrBat.

Thursday, 15 December 2016

Airfix Battles Scenario Three - Bring on the Tiger (Part III)

Even as, with dramatic effect, smoke started billowing out from the freshly killed Sherman, the Americans launched another spirited counter-attack (see below, the smoke was courtesy of the jubilant German player's modest special effect talent):


With amazing alacrity a dare-devil Sherman bounded the complete length of the table and swung point blank onto the Tiger's more vulnerable flank side. So disturbing was this to the German player he burned an Interrupt card. Using this special event card (and removing the card's use from further play on this vital turn) the Tiger itself swung round to face the "cheeky" threat head-on to lessen its vulnerability (see below, the Sherman had originated from behind the top middle tree-line):


The exchange of fire left the Sherman in an extremely damaged state, morale faltering as it retreated away from the Tiger but still alive  (effectively on one hit point) and in the game - importantly not handing the Germans any "double armour victory points". Having blunted the German armour reaction potential the American Infantry counter-attacked. Firstly retaking the Objective then pouring withering fire of the ful-strength German Squad to devastating effect (see below):


In fact the only man left standing was the atached German Infantry Commader who escaped by teh skin of his teeth. The Americans now held the key terain feature and looked to edge the tactical situation. The German only had a hald squad on infantry he was capable of moving (see below):


In desparation the German Infantry tried to attack teh wounded Sherman. The sight of another burning Sherman might just be enough to shake the Americans (over 50% casualties). The anti-tank squad took care aim and fired ... (see below):


And missed. Too bad the signal to retreat was made and the Americans had pulled this one out of the bag. The German tanks were required elsewhere and the German Infantry was too thin on the ground to hold the Americans up. It was time to live and fight another day.

An excellent game played in great spirit with some good old fashioned 20mm or 1/72 (or even 1/76) scale toys of yesteryear. I need to paint some half-tracks and anti-tank guns for Game IV. Something I intend to do over the Xmas break.

Wednesday, 14 December 2016

Airfix Battles Scenario Three - Bring on the Tiger (Part II)

The German Panzer Commander was not going to be drawn into a headlong rush and methodically subjected the already battered American squad to a hail of machine gun, long barrelled 75mm and shells of  the dreaded Tiger's 88mm. This was all too much and American's were eliminated with ruthless efficiency (see below):


To the German Panzer Commander all seemed to be completely under control. The American Infantry were hiding out of line-of-sight and the American Tankers were reluctant to show themselves for fear of meeting their nemesis, "The Tiger" (see below):


This complacency was soon to be shattered as the Americans "bounced back" in a brave and spirited counter-attack. A Sherman blasted through the 'boccage' and stood ready to strike down the exposed German infantry. The long range shots of the Tiger were woe fully off the mark (see below):


The Sherman commander trained his 75mm cannon on the hapless Grenadiers. Time seemed to stand still, certain death was but moments away (see below):


Years of bitter combat experience on the Eastern Front clicked in and the Panzer IV Commander executed a daring flank attack (by virtue of an interrupt). The "hunter" had suddenly become the "hunted" (see below):


With a slug already in the barrel the Panzer IV succeeded at short range where its heavier cousin (The Tiger) had failed at long range. The Sherman was decapitated to the relief of the petrified German Landsers (see below):


Once again the situation seemed to be in back under control and the Germans started thinking about sealing the matter once and for all, There would be more more turn and one last throw of the dice in the game. The German had all of his armour in play and one and a half squads of infantry. The Americans were down to two Shermans and only one squad of infantry. The German Commander knew they were the threat as they were the only unit capable of retaking the village Objective. A lot depended on the next initiative roll, the loser being the "nail" to the other players "hammer".


Tuesday, 13 December 2016

Airfix Battles Scenario Three - Bring on the Tiger (Part I)

The third Airfix Battle was situated in the badlands behind Omaha beach as the Americans attempted to break out. The vital objective was a farm house top-left. In addition extra points were awarded for armour knocked out, in particular the Americans would like to "bag a Tiger". Playing German I placed my infantry on the flanks and the armour in the middle (see below):


Possessing the initiative I orchestrated a quick infantry strike on the Americans, in light cover, to the (German) left of the Objective (see below):


The dirty American gangster commander interrupted me and retreated into the Objective (and hard cover to boot!), exactly where I wanted to go. The "Dirty Dogs"! (see below)


Not to be outdone I assaulted this position with my second squad of infantry and in the subsequent firefight I mauled the Americans and finally took the Objective. The Americans sought protective cover to the top right of the picture (see below):


However by feeling of euphoria was short lived as I realised I had placed my troops in full sight of an "angry phalanx" of US Army Sherman tanks. Admittedly they only had 75mm guns, but that didn't stop them opening fire in unison on the German defenders to devastating effect (see below):


Still albeit technically in control of the town (and holding the Objective marker) the German troops (now much less in number) suffered a bad case of morale failure. Hope seemingly deserting them and they retreated, aka ran, back a terrain square (see below):


The German infantry had shot its bolt but was there anything the German armour could do?

Wednesday, 26 October 2016

Airfix Battles Play Test: Scenario Two - "Save Colonel Parker" (Part 1 of 2)

Gaining the initiative the German player opened up with his Veterans spraying the large American Squad causing two casualties (see photograph below):


The German MG42 team was now set-up and in position to fire (see below):


However the American player was able to rally his squad first by using an interrupt which recovered their morale. In retribution the reinvigorated  US Squad then opened up on the Germans taking out all three remaining Veterans (claiming VPs as well), leaving the German Commander horribly exposed for the next turn. all depended on who got the next initiative. The Germans got it. The German Commander quickly played an Artillery Card and MG42's followed up breaking the US Squad (see below):


The German Grenadiers now played their card and on the last move of turn two jumped into the objective capturing the "dazed" Colonel Parker. With the large US Squad no longer in an imposing fire base it was left to a crack team of Snipers and four Veterans with their commander to try and wrinkle them out by the end of the last turn or the Germans would lose the game. The Grenadiers were isolated (as in away from the MG42 LOS and supporting fire) and suffered from some good shooting from the Snipers who cunningly kept out of range. However it was up to the US Captain to "lead the way" and close combat the farm with his Veterans forming a brave rescue attempt (see below):


Despite knocking down two Germans the Americans were caught in a terrible "machine pistol storm" and were forced back. Withe the objective firmly in their hands (and the game won) the Germans passed their remaining move so to avoid any embarrassing American interrupts [that could have saved the day]. So it was "For you Colonel Parker the war is over!" (see below):


End Game: Colonel Parker is now on the way to a POW camp! Unless there is a daring escape ;)

The game seemed all the more epic for inclusion of classic Airfix illustrations on eh cards. For my part it left me wanting to unearth the old Airfix classic figures I know I have in the loft, as well as the new British Infantry figures. I sense a micro Airfix renaissance project wise in the near future. You don't need that many figures if truth be told :)

Monday, 24 October 2016

Airfix Battles Play Test: Scenario Two - "Save Colonel Parker" (Part 1 of 2)

Airfix Battles has been languishing at the bottom of my "to play in the near future" draw for some time now, so I naturally leapt at the chance to finally "get a game under the belt". It may be branded as an introductory wargame but it looks simple and 'neat'. I have seen so many  'advanced' (aka unnecessary complex) set of rules leap into the "bin of rule despair" I will give anything a go for inspiration and novelty.

Note: The playing pieces and counters are of high quality (which bodes well) and have already cross-fertilised other game systems

Scenario 2: Rescue (or try and capture in my case) Colonel Parker who has got himself trapped and injured in a French farmhouse (see middle square of the board below) in the early hours of the D-Day operation. He carries vital operational information, so both sides "want him" for completely different reasons (see below, terrain used instead of paper game board, US coming in from top and the Germans from the bottom):


A subtle twist to game play is that both sides position two pieces of blocking (LOS) terrain, so cover appear (see below) to help both sides get a safe route "near" the farmhouse. The US are apparently trying to recover from a loss in Scenario 1, while I as the Germans are tasked to "nab" Parker and spoil the party for the Americans (see below, "spot the difference"hedges have miraculously appeared):


Side set-up alternatively "squad" at a time, the player winning the initiative choosing to go first or second. The US have a powerful Full Squad (see bottom), a gaggle of Veterans and their commander (see center) and a small half-squad or large team of Snipers (see top below). The American troops being a friend's metals, from the Britannia Miniatures WWII US range (see below, the long green line):


The Germans put a Grenadier unit (powerful but short range), the commander with his Veterans and a  pair of deadly (at least I am hoping so) MG42 machine guns to the right. Nobody is in Line of Sight (LOS) so the winner of the initiative can focus on effective movement. The objective is to hold the central farmhouse square for "two turns" and be deemed to effectively have captured or rescued Colonel Parker (see below):


The Germans are my old (favourite) Revell Panzer Grenadier figures (bought in the twentieth century but painted in the twenty first century). The Captain barks orders after to move up to the right of farmhouse, The large US Squad plays an interrupt card and takes out one of their number (see below, quite a nice game mechanic):


The German MG42's set-up to the far right of the German line in a rather exposed position while the German Grenadiers tuck in behind the objective ("Farmhouse Bleu") where Colonel Parker is hiding. This is part to act as a threat against any quick US snatch attempt and partly to keep the Grenadiers safe and out of long range fire (the Grenadiers only have a range of three whereas the normal is four). The German's hunker down and tensely wait for the next turn (see below):


Next: Crunch time "Colonel Parker tries to hail a cab."

Monday, 4 July 2016

20mm American WWII Infantry (Airfix Battles and Chain of Command)

With an eye to playing an American force with the 'Chain of Command' rules and using figures instead of counters in Airfix Battles I gathered together my various "virgin, part painted and fully painted" plastic US Infantry figures. None of the "fully painted" category makes it to the full OrBat as required so some "painting tray" work needs to be done. As it stands I have US Infantry (excluding paratroopers and US Marine Corp) from the following manufacturers:
  • Valiant Miniatures (23mm)
  • Plastic Soldier Company
  • Caesar Miniatures
  • Revell
  • Italeri (new not old Esci)
Given the OrBat needs of "riflemen" no one manufacturers (with the possible exception of Valiant) packet suffices to make a whole 'Chain of Command Platoon'. However each manufacturer's packet can easily make an individual squad though. Therefore by careful deduction as I need three squads plus a HQ section, multiple manufacturers shall be used:
  • Platoon HQ: Lt (Carbine), Sgt (SMG) and Bazooka Team (Bazooka + 2 Crew)
  • Squad 1: Corp (SMG),  Rifle Section (8 Rifles) and BAR Section  (BAR + 2 Crew and 1 Rifle)
  • Squad 2: Corp (SMG),  Rifle Section (8 Rifles) and BAR Section  (BAR + 2 Crew and 1 Rifle)
  • Squad 3: Corp (SMG),  Rifle Section (8 Rifles) and BAR Section  (BAR + 2 Crew and 1 Rifle)
I decided to paint a section from the Plastic Soldier Company, (new) Italeri, Caesar and finish painting up a squad I started a decade ago of Revell 'Ardennes Infantry' which gives me four squads (yes one more than I need, but there are extra things also required from the American "support list" and an extra squad is one of them). They are also all 'size compatible/interchangeable' something that Valiant fails at (it would have to be a full OrBat or nothing). This means the "painting tray" looks rather full (see below):


I am following my preferred painting pattern as of late. Airfix Grey 01 Acrylic primer followed by a Vallejo Wash, in this case Black. The Plastic Soldier Company (PSC) are first up "primed" (see below):


The "washed" Black (see below, though this may not go down in history as the most informative picture I have ever taken!):


Next stepis to follow my old posts on Valiant US Painting instructions.

Saturday, 11 June 2016

Airfix Battles Wargames Rules: First Look

I completely forgot that I had treated myself and signed up to a pre-production order of Airfix Battles (see below):


Unboxing later but the shiny factor of all the original Airfix artwork is a huge, huge plus. My one comment would be that it seems to be scaled at 15mm rather that Airfix HO/OO or 1/72(ish). Not a problem for me as I have just acquired some 15mm WWII kit ;)

The counters look very useful and I am looking forward to skimming through the rules.