Well I have done 20mm (1/72 - 1/76), 1/200, 10mm, 15mm (1/100), 28mm so why not 54mm (1/32)? Some time ago I rescued this favourite childhood pose from my youngest sons toy collection and used it as a painting exercise - inspired from other bloggers (an Australian Dave comes to mind). I was quite pleased with the results. A Vallejo base-coat, brown wash and reapplication of the base plus a couple of highlights. The model is big enough for the sculpting to do the talking (see below, running across the Streets of Stalingrad perhaps):
A close-up look (see below, basic Russian Green helmet, English Uniform base with a Khaki highlight, Black Boots with a ting grey highlight and a little bit of extra time on the face (see below, a stern expression of determination methinks across his brow, it is a long road to Berlin):
Perhaps he could be of use in Tim Gow's 54mm games .. trouble is I don't think he has many friends left in good shape from the Toy Box!
The ongoing adventures of a boy who never grew out of making and playing with plastic model kits (and even some metal ones too). Also a wargamer in search of the perfect set of wargaming rules for WWII Land and 20th Century Naval campaigns. No part of this blog may be used or reproduced in any manner for the purpose of training artificial intelligence technologies or systems.
Monday, 13 May 2019
Sunday, 12 May 2019
WWI Canvas Eagles (Early War) 1/72 : Stockton Parade Ground Show
Two models fulfilling their "Wargaming Destiny" at Stockton Battleground 2018. Apologies for this delayed posting but other things 'jumped ahead' and I only just found the pictures lurking on my mobile phone. Somewhere on the Eastern Front circa 1915 two new-fangled momoplane scouts approach each other to duel (see below, a Fokker Eindecker EIII versus a Morane-Saulnier N):
The Russian aviator has no qualms over taking on the German over the enemy front lines in his own backyard (see below, Imperial Russian Air Service versus the Imperial German Air Service - no discernible AA as the ground troops stare in wonder at the 'state of the art' flying machines):
After a few circling moves the two flyer clench their buttocks for a "head-to-head" pass firing their machine guns. The Eindekker EIII with a sophisticated interrupter mechanism in contrast to the (French designed) steel deflector plate in the propeller of the Morane. First blood goes to the Russian as bullets hit the Eindekker from short range and the German pilot fails a spin check (see below, the Russian pilot gasps every time he pulls the machine gun trigger and hears the dreadful "ting" off his own prop but this time he comes away with a 'good result'):
Dropping from level 4 to level 3 the German pilot steels his nerves and corrects his flailing aircraft pulls out of his death dive. The Russian circles on him and dives in for a kill, however both planes occupy the same physical space. A collision check is made and both pilots roll the same number - crunch. Dreaded RED hits are exchanged and both pilots find themselves flying machines held together by will-power and faith rather than engineering. From earnest combat to survival in the space of one move (see below, crunch, even the models don't like it as the Eindekker model is a missing vital tail plane):
Honour satisfied both pilots head home, saluting each other as fellow "Knights of the Sky." (see below, "Until we meet again"):
A nice starter to the show, as the early war planes are put to one side and the SE5a takes to the sky for a duel with a Fokker D.VII.
The Russian aviator has no qualms over taking on the German over the enemy front lines in his own backyard (see below, Imperial Russian Air Service versus the Imperial German Air Service - no discernible AA as the ground troops stare in wonder at the 'state of the art' flying machines):
After a few circling moves the two flyer clench their buttocks for a "head-to-head" pass firing their machine guns. The Eindekker EIII with a sophisticated interrupter mechanism in contrast to the (French designed) steel deflector plate in the propeller of the Morane. First blood goes to the Russian as bullets hit the Eindekker from short range and the German pilot fails a spin check (see below, the Russian pilot gasps every time he pulls the machine gun trigger and hears the dreadful "ting" off his own prop but this time he comes away with a 'good result'):
Dropping from level 4 to level 3 the German pilot steels his nerves and corrects his flailing aircraft pulls out of his death dive. The Russian circles on him and dives in for a kill, however both planes occupy the same physical space. A collision check is made and both pilots roll the same number - crunch. Dreaded RED hits are exchanged and both pilots find themselves flying machines held together by will-power and faith rather than engineering. From earnest combat to survival in the space of one move (see below, crunch, even the models don't like it as the Eindekker model is a missing vital tail plane):
Honour satisfied both pilots head home, saluting each other as fellow "Knights of the Sky." (see below, "Until we meet again"):
A nice starter to the show, as the early war planes are put to one side and the SE5a takes to the sky for a duel with a Fokker D.VII.
Saturday, 11 May 2019
Father and Son - Different Hobbies (Related of Sorts .. I Guess)
In this season of 'Avengers End Game' (no spoilers) I took a reflective look at my eldest son's hobby collection(s) - Lego and Marvel Action Figures (see below, "Action Figures Assemble" - all I would say is that they are not cheap):
I look at his puzzled at his collection as much as he looks at mine (WWII Tanks, Ancient Greeks, Ships and Planes). The crossover point seems to be Dungeons and Dragons (5th Edition) and perhaps X-Wing .. and the latest Avengers movies ;)
I look at his puzzled at his collection as much as he looks at mine (WWII Tanks, Ancient Greeks, Ships and Planes). The crossover point seems to be Dungeons and Dragons (5th Edition) and perhaps X-Wing .. and the latest Avengers movies ;)
Labels:
Avengers End Game,
Marvel,
Marvel Action Heroes
Friday, 10 May 2019
Dungeons and Dragons the Adventure Continues
The adventure picked up where we left off with the party's leader (a M-U) casting a spell on an Evil Mage (who also had a posse of Zombies in tow). The effects of the spell had yet to be determined. Rather than a yes or no, the affects of the spell had to be ascertained by the actions of the charmed character (aka the Evil Mage). Now a little bit of back history came into play here, as although charmed the PC was not sure if the spell had succeeded. I call this the player psyching himself out. Anyhow he "convinced" the Evil Mage to wander off after him (taking a third of the Zombies along with him) leaving the "two invisible thieves" and Folk Hero Fighter to take a look in his tent. With nine Zombies outside the PCs sneaked in and searched the tent. After what they thought was incredible success they started arguing over the spoils (a magic ring, a scroll, a potion and some coins/gem. Their noise activated the Zombies protection mode and suddenly the PCs had to contend with a Zombie invasion (see below, the Folk Hero Fighter makes a second door in the back of the tent and the Zombies chase after him, the thieves bu contrast are trying to make themselves inconspicuous):
Meanwhile Radghast the Confused (my nickname for the PC Leader) is off trotting in the woodland [I made a roll for a wandering monster but no such luck] with Evil Mage (making friendly gesticulations that Radaghast thought was a spell) and Zombies following as best they could (see below):
The Folk Hero Fighter was tangling with a Zombie and found out that they could punch really hard .. ow 6 HPs of damage, so sticking around for a long fight was out of the question. The thieves however were trying to line themselves up for a "back-stab/assassination" [or so I thought] (see below, sometimes D&D drops down to minute movements - this was once such episode of long micro-seconds of suspense):
The Folk Hero fighter decided to swig the potion which looked similar to a Potion of Healing he already had (risky perhaps but he was a chancy sort of guy they sing songs about in taverns). Meanwhile the Halfling thief decide to assist with a spectacular Zombie killing action of pushing the large treasure chest into the rear of the Zombies causing a "domino collapsing line of Zombies". Well that is what would have happened on a 20, on an epic roll of 1 he stumbles and falls into the chest (he is a small guy that has overestimated his strength and capabilities) and the chest lid snaps shut on him for comic effect (see below, how much Hit Dice is a Treasure Chest monster again? - the Halfling PC figure has now been replaced by the Treasure Chest [one of my oldest and favourite figurines, it has served my friends and myself well over the years]):
Sensing no danger from the inside of the tent the Zombies amble after the life-form (Folk Hero Fighter) that is attacking them. The Dwarven thief passes up on another back-stab and lets the Zombies walk after the Folk Hero Fighter (who is making up verses to his own ballad at this point). For comic effect the Dwarven thief locks the Halfling in the chest for his own protection - until the last Zombie exits. Then picks the lock again - "I needed the practise" he says to the Halfling with a wink. Meanwhile, feeling slightly better after being restored to full (rude) health, the Folk Hero Fighter backs off and was leading the Zombies away Erol Flyn style from the thieves - having much better speed (see below, "The Folk Hero Fighter was luring seven of the nine Zombies away", verse two first stanza ..):
Once thirty feet away from the tent the Zombies stop pursing the Folk Hero Fighter. The now visible Halfling (he made an attack of sorts on the Zombies, albeit pathetic and still invisible Dwarven thief exit the back of the tent. The party reforms (minus the their wizard leader) and waits for him back with the mules and henchmen in a slightly "Benny Hill" ending to this session. As the Evil Mage and PC Wizard come back after their 'circular walk' the Evil Mage is distraught and rushes to investigate his ruined camp. The PC leader exits stage right (before the Charm Spell wears off) to meet back up with the party back at their own camp. The return to the Base Town draws further rumours of intrigue at an underground cave complex (see below, the intrepid adventurers head off for further adventure - marching order please):
So end'eth the session in high spirits with sufficient xp's awarded for the Dwarven thief to progress up to Third Level.
Meanwhile Radghast the Confused (my nickname for the PC Leader) is off trotting in the woodland [I made a roll for a wandering monster but no such luck] with Evil Mage (making friendly gesticulations that Radaghast thought was a spell) and Zombies following as best they could (see below):
The Folk Hero Fighter was tangling with a Zombie and found out that they could punch really hard .. ow 6 HPs of damage, so sticking around for a long fight was out of the question. The thieves however were trying to line themselves up for a "back-stab/assassination" [or so I thought] (see below, sometimes D&D drops down to minute movements - this was once such episode of long micro-seconds of suspense):
The Folk Hero fighter decided to swig the potion which looked similar to a Potion of Healing he already had (risky perhaps but he was a chancy sort of guy they sing songs about in taverns). Meanwhile the Halfling thief decide to assist with a spectacular Zombie killing action of pushing the large treasure chest into the rear of the Zombies causing a "domino collapsing line of Zombies". Well that is what would have happened on a 20, on an epic roll of 1 he stumbles and falls into the chest (he is a small guy that has overestimated his strength and capabilities) and the chest lid snaps shut on him for comic effect (see below, how much Hit Dice is a Treasure Chest monster again? - the Halfling PC figure has now been replaced by the Treasure Chest [one of my oldest and favourite figurines, it has served my friends and myself well over the years]):
Sensing no danger from the inside of the tent the Zombies amble after the life-form (Folk Hero Fighter) that is attacking them. The Dwarven thief passes up on another back-stab and lets the Zombies walk after the Folk Hero Fighter (who is making up verses to his own ballad at this point). For comic effect the Dwarven thief locks the Halfling in the chest for his own protection - until the last Zombie exits. Then picks the lock again - "I needed the practise" he says to the Halfling with a wink. Meanwhile, feeling slightly better after being restored to full (rude) health, the Folk Hero Fighter backs off and was leading the Zombies away Erol Flyn style from the thieves - having much better speed (see below, "The Folk Hero Fighter was luring seven of the nine Zombies away", verse two first stanza ..):
Once thirty feet away from the tent the Zombies stop pursing the Folk Hero Fighter. The now visible Halfling (he made an attack of sorts on the Zombies, albeit pathetic and still invisible Dwarven thief exit the back of the tent. The party reforms (minus the their wizard leader) and waits for him back with the mules and henchmen in a slightly "Benny Hill" ending to this session. As the Evil Mage and PC Wizard come back after their 'circular walk' the Evil Mage is distraught and rushes to investigate his ruined camp. The PC leader exits stage right (before the Charm Spell wears off) to meet back up with the party back at their own camp. The return to the Base Town draws further rumours of intrigue at an underground cave complex (see below, the intrepid adventurers head off for further adventure - marching order please):
So end'eth the session in high spirits with sufficient xp's awarded for the Dwarven thief to progress up to Third Level.
Labels:
5th Edition D and D,
dungeons and dragons,
family,
Fun,
Phalinder,
rpg
Thursday, 9 May 2019
Beware the Wrath of the Elder Gods (Call of the Cthulhu)
When friends turn up at the door for a quiet "board game" night i was slightly taken aback with the "quantity of bags" they had brought. Their explanation, a kick-starter, stretch goals and multiple add-on kick-starters (see below, a big box of tricks):
The "world" but not as we know it (see below, Earth - divided up into pieces for the Elder Gods):
The ultimate goal - summon an Elder Gppd and vanquish all (see below, I ended up playing Green [The Great Cluthlu himself]):
Starting positions with only small minions, "Gates" and acolytes present - soon bigger monsters appeared and battles ensued (see below, I went "nuclear" first and burned power points to summon an Elder God):
Each faction had its own special abilities, fights differently and has plenty surprises up their sleeves which leads to a very entertaining and suspense filled game (see below, it had a strange feel of "mad" RISK):
I had the satisfaction of my Big Green eating a not-so-big Red Monster (see below, I was itching to see these resin figures painted):
Soon though I was backing away from a gang of "Blue Fiends" - whose speciality was to bring "other monsters from other regions" into the fight and abduct your monsters from participating in the fight (see below, the "Blue Elder God" was as strong as the magic capacity of both players in the fight - which meant he was going to do a lot of damage the later the game went on):
I decided to "chew bubblegum and kick-ass" on the slightly (or rather seemingly) less daunting "Fungi Red" monsters - but I soon run out of bubblegum and although I tried to kick-ass I soon ran out of gas. We went head-to-head for several battles [blood and guts everywhere] before breaking it off (see below, unpronounceable monsters do battle [again]):
Finally my Elder God was slain, but my special ability is to re-spawn cheaply The Great Cthulhu was quickly back in the fray (see below, "Blue" caught me cold, partly by abducting my other monsters who could have soaked up the death and pain for me):
Who won? Certainly not humanity .. the "players" may a corny answer but is close to the truth. It was a great extended play-test. As ever, subsequent closer reading of the charts and rules meant that we learned we should have done certain things slightly differently but in the wider picture we got most things right. I think this one is addictive, particularly as you can play with up to eight factions.
The "world" but not as we know it (see below, Earth - divided up into pieces for the Elder Gods):
The ultimate goal - summon an Elder Gppd and vanquish all (see below, I ended up playing Green [The Great Cluthlu himself]):
Starting positions with only small minions, "Gates" and acolytes present - soon bigger monsters appeared and battles ensued (see below, I went "nuclear" first and burned power points to summon an Elder God):
Each faction had its own special abilities, fights differently and has plenty surprises up their sleeves which leads to a very entertaining and suspense filled game (see below, it had a strange feel of "mad" RISK):
I had the satisfaction of my Big Green eating a not-so-big Red Monster (see below, I was itching to see these resin figures painted):
Soon though I was backing away from a gang of "Blue Fiends" - whose speciality was to bring "other monsters from other regions" into the fight and abduct your monsters from participating in the fight (see below, the "Blue Elder God" was as strong as the magic capacity of both players in the fight - which meant he was going to do a lot of damage the later the game went on):
I decided to "chew bubblegum and kick-ass" on the slightly (or rather seemingly) less daunting "Fungi Red" monsters - but I soon run out of bubblegum and although I tried to kick-ass I soon ran out of gas. We went head-to-head for several battles [blood and guts everywhere] before breaking it off (see below, unpronounceable monsters do battle [again]):
Finally my Elder God was slain, but my special ability is to re-spawn cheaply The Great Cthulhu was quickly back in the fray (see below, "Blue" caught me cold, partly by abducting my other monsters who could have soaked up the death and pain for me):
Who won? Certainly not humanity .. the "players" may a corny answer but is close to the truth. It was a great extended play-test. As ever, subsequent closer reading of the charts and rules meant that we learned we should have done certain things slightly differently but in the wider picture we got most things right. I think this one is addictive, particularly as you can play with up to eight factions.
Labels:
Boardgame,
Call of the Cthulhu,
Cluthlu,
Friends,
Fun,
Kickstarter
Wednesday, 8 May 2019
Darken the Sky with Planes (1/300 Battle of Britain)
This is just a crazy deal from the Plastic Soldier Company: 118 Planes for £5 (+P&P of 50p)
http://theplasticsoldiercompany.co.uk/index.php?main_page=product_info&cPath=170&products_id=1996&zenid=o1ldmj1igi8q498ll5dfivi4a2
I was tempted to get two (or more) but I reigned myself in (and partially regretting it already). The massive bundle arrived (see below, more planes than you can throw Ack Ack at):
The Luftwaffe (see below, [5 packs of] 2 x Me109, 2 x Me110, 2 x Ju88, 2 x Do17, 2 x Heinkel 111, which means 50 planes):
The RAF (see below, [5 packs of] 6 x Spitfire, 6 x Hurricanes, which means 60 planes):
These are the "odd balls" that finally sold it to me (see below, [2 packs of] Gloster Gladiator, Bristol Blenheim, Stuka, Boulton Paul Defiant, which means another 8 planes):
Fantastic - now I just have to figure out what to do with them!
http://theplasticsoldiercompany.co.uk/index.php?main_page=product_info&cPath=170&products_id=1996&zenid=o1ldmj1igi8q498ll5dfivi4a2
I was tempted to get two (or more) but I reigned myself in (and partially regretting it already). The massive bundle arrived (see below, more planes than you can throw Ack Ack at):
The Luftwaffe (see below, [5 packs of] 2 x Me109, 2 x Me110, 2 x Ju88, 2 x Do17, 2 x Heinkel 111, which means 50 planes):
The RAF (see below, [5 packs of] 6 x Spitfire, 6 x Hurricanes, which means 60 planes):
These are the "odd balls" that finally sold it to me (see below, [2 packs of] Gloster Gladiator, Bristol Blenheim, Stuka, Boulton Paul Defiant, which means another 8 planes):
Fantastic - now I just have to figure out what to do with them!
Labels:
1/300,
1940,
Battle of Britain,
Luftwaffe,
Plane,
Plastic Soldier Company,
PSC,
RAF,
Royal Air Force
Tuesday, 7 May 2019
Remember "When life gets you down" ... There are always bigger things happening in Space .. Black Holes and Gravitational Waves and Expansion
And it's all in the science I don't understand:
Now't much bigger than a Black Hole, or as impressive as a Gravitational Wave and as per Monty Python we are sitting in an ever Expanding Universe ...
- https://www.bbc.co.uk/news/
science-environment-47873592 - https://www.bbc.co.uk/news/science-environment-48137011
- https://www.bbc.co.uk/news/av/science-environment-48068242/when-the-biggest-numbers-don-t-add-up
Now't much bigger than a Black Hole, or as impressive as a Gravitational Wave and as per Monty Python we are sitting in an ever Expanding Universe ...
Labels:
BBC News,
Black Holes,
Gravitational Waves,
Space,
Universe Expansion
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