Monday, 19 August 2019
Goblin Loonboss
I have a very old Goblin army I mostly bought in second hand pieces off eBay for a few quid that started as a Warhammer faction. Since then it morphed into a Kings of War faction, and now is being rebased for the second time as an Age of Sigmar fraction.
I have bought one or two new bits as they took my fancy and this is the most recent; da LoonBoss.
I mean who can resist.
Monday, 12 August 2019
One Hour Skirmish Wargames – SF Urban Dystopia
One Hour Skirmish Wargames – SF Urban Dystopia
By
John Lambshead
The Core Rule Book
Backstory
The One Hour Skirmish Wargames (OHSW) fast play diceless
wargame rules are designed to be a toolkit to allow players to create
gun-orientated skirmish scenarios that can be played at ‘film speed’ because
the various probability ranges are subsumed into the game system. The effect of
this is to create a game with minimal mental arithmetic where players
concentrate on fire and movement, using just a simple army sheet in front of
them as a memory aide.
OHSW scenarios are specific to certain genres with their own
special rules, musket era, rifle era, etc. Here, I provide a new genre for the
game that is very popular among SF fans and wargamers (groups with a fair
overlap of members) – the SF Urban Dystopia.
IN OHSW, each genre is illustrated by a scenario, and I
continue to follow that pattern here. I have chosen to use Citadel models for
this example because they are inexpensive, easily available from Game Workshop
itself and many independent outlets world-wide, and because they are great
urban dystopian models. My Bright Lane Mob uses models from Citadel’s Goliath
Gang kit, and my Limehouse Collective mob uses models from Citadel’s Escher
Gang kit. These gangs are in the “Necromunda: Underhive” starter set so are
likely to be widespread among wargamers interested in dystopian SF games. The
models are built ‘straight from the box’ as they are shown on GW’s website and
box art.
Legal Note: ‘Necromunda’ and other names such as ‘Gangs of
House Goliath’ and ‘Gangs of House Escher’ are either ® or TM, and/or ©
Copyright Games Workshop Ltd, variably registered around the world. All Rights
Reserved. They are used without permission and no challenge to their status is
intended.
Londinium
Londinium is an industrial city that expanded rapidly from a
small service-industry town due to rich finds of olueum in underlying
geological strata. Oleum is an organic soup of complex metalo-organic molecules
that provides cheap starting points for many chemical processes. Londinium
expanded rapidly with vast industrial plant built to mine and refine oleum –
and to service the needs of the itinerant workforce drawn into the city.
Unfortunately, the oleum beds are all but exhausted and the
large Consortia have moved out, leaving behind hectares of decaying industrial
infrastructure and those who for one reason or another have been unable to
emigrate. Wildcatting on a small scale is still possible. And various
unregistered operations process raw oleum into high-value chemical ‘substances’
that are worth a fortune in more civilised societies – all the more valuable
because they are completely illegal.
Although a City Authority nominally still exists, real power
at ground level in Londinium is held by the assorted street gangs who have
carved up the city into small territories, often based around a single street.
Skirmishing along the borders of gang territories for control is endemic as
gang fortunes wax and wane. Above the street gangs are the ‘Firms’ and their enforcers,
who control import and export into the city and own the municipal authorities –
such as they are.
Note: this happy set up is based on our fair town of London,
it’s gangsters, street gangs and the massive illegal drug trade.
All the rules in the original OHSW book stand unless
specifically modified.
Scenario 7 – Protection Racket
Introduction
A group of wildcatters have discovered a forgotten
underground storage containing several decabarrels of unprocessed oleum that
must have been overlooked when the refinery was abandoned during the Londinium
mass riots. They bring one of the semi-derelict refineries on the site back
into use.
The local area, Dustville, was a completely depopulated zone
of largely burn out buildings and wrecked industrial machinery claimed by no
gang so the wildcatters assumed they could operate with impunity.
Unfortunately, nowhere in Londinium is completely unoccupied. There is always
the odd itinerant passing through for reasons known only to themselves so it
was not long before word leaked out to both the Limehouse Collective and the
Bright Lane Mob.
Both these street gangs had technically claimed Dustville
but it had never been worth fighting for: now it was. The objective is to
impress the Wildcatters that your gang can provide security and hence should be
paid the usual Protection Money.
Battlefield
The battlefield consists of a dense agglomerate of burnt out
buildings and industrial plant, leavened with discarded vehicles barrels and
spiced up by the odd uncrossable toxic dump. In the centre, place a large
container representing the reactivated refinery. The Limehouse Collective set
up within 6” of the southern map edge while the Bright Lane Mob set up within
6” of the northern map edge.
Game Length
The game lasts until an army breaks or is destroyed.
Objective
The objective of each gang is to impress upon the
wildcatters that they, and not their opponents, are best placed to protect the
vital refinery by keeping potential thieves and vandals away so players get
victory points for holding the refinery rather than destroying opponents.
Players get 1 victory point for every ganger within 6” of
the refinery at the end of each turn.
The player with the highest number of victory points at the
end of the game wins.
Limehouse Collective
The Collective are an all-girl street gang operating in the
rundown Limehouse region of Londinium. They have an agreement with the Canning
Cartel to supply the Firm with high grade narcotics from Limehouse
distilleries.
Motivation: 4
Special Rule: the Collective use chemical stimulants to
avoid fatigue – their movement rate is +2
People
Gang Leader
Sonata: tubro-carbine, electric whip, leadership (3)
Enforcers
Poppy: turbo-pistol, leadership (1)
Kalee: two pistols, ambidextrous, leadership (1)
Ash: flamethrower
Gangers
3 X shooters with rifles
3 X fighters with pistols
Cost: 41 points
Weapons
Turbo-Carbine: range 24 inches, 1 shot, AP(1)
A target in hard cover gets only 1 card for defence against
a turbo shot: this represents the shot smashing bits off the cover in a blast
of ‘shrapnel’.
Turbo-Pistol: range 6 inches, 1 shot AP(1)
A target in hard cover gets only 1 card for defence against
a turbo shot: this represents the shot smashing bits off the cover in a blast
of ‘shrapnel’.
Pistol: range 6 inches, 1 shot
Rifle: range infinite, 1 shot; range 12 inches 2 shots
Flamethrower: range 6”, automatic knockdown on target model
plus draw one card for every model within 3”, ignores cover – one card only for
defence
Electro-Whip: (i) range 3 inches, automatic knockdown of
target, (ii) in close combat draw one extra card
Skills
Amidextrous: can fire both pistols together at the same target using only one action point.
Bright Lane Mob
An all-male street gang that hire themselves out as muscle to
such Firms as are willing to pay them. The Dustville Job is a step up for the
Bright Laners as they are trying to carve a little biz of their own.
Motivation 3
Special Rule: Bright Laners use heavy duty anabolic steroids:
the resulting extra muscle mainly allows them to carry and use weapons that are
too heavy for normal humans to employ comfortably such as (i) large two handed
close combat weapons (wrenches, hammers, axes - LCCW) used one handed and (ii)
pistols and carbines firing massive slugs so count as turbo weapons.
Gang Leader
Yellow Eye: Turbo Pistol, LCCW, Tough (1), Leadership (2)
Enforcers
Martini (up for a bust any time, any place, anywhere): Turbo
Pistol, Grenades, Tough (1) Leadership (2)
Smacker: AGL, LWCC, Tough (1), Leadership (1)
Shog: Industrial Stapler
Gangers
3 X Shooters with Turbo Revolver Carbines
1 X Basher with Industrial Cutter
2 X Basher with Pistol and LCCW
1 X Basher with Two LCCW
Cost 41 points
Weapons
Turbo-Pistol: range 6 inches, 1 shot AP(1)
A target in hard cover gets only 1 card for defence against
a turbo shot: this represents the shot smashing bits off the cover in a blast
of ‘shrapnel’.
Turbo Revolver Carbines range 18 inches, 1 shot, AP(1)
A target in hard cover gets only 1 card for defence against
a turbo shot: this represents the shot smashing bits off the cover in a blast
of ‘shrapnel’. Models within 3 inches are also attacked by ‘shrapnel’, draw one
card for the attack, one card for defence. Note that this effect only applies
if the original target was in cover and was knocked down.
AGL: range 24 inches, 2 shots, two cards per shot – ricochet
rules apply but only for the second shot, if appropriate.
Industrial Stapler: range 9 inches, one shot, ignores cover
Grenade: range 9 inches, one shot, blast radius 2 inches
LCCW: draw one extra card in close combat
Industrial Cutter: two extra resolution cards in close
combat.
Skills
Toughness: one extra card drawn when defending against a gun
or blast weapon (not the electrowhip)
New Weapon Notes
Guns can be projectile or energy shooting. It is a
distinction without a difference in game terms.
All fighters carry ‘shanks’ (blades) of some sort that are
simply factored into the close combat rules.
Turbo: some weapons are upgraded by the word ‘turbo’ to
indicate that they are heavy duty with Armour Piercing 1. Heavy duty in this
sense means that they fire an exceptionally strong burst of energy or a large
projectile that might be rocket assisted, discarding sabot dart, or otherwise
high velocity, and/or a shaped-charge exploding warhead. A target in hard cover
gets only 1 card for defence against a turbo shot: this represents the shot smashing
bits off the cover in a blast of ‘shrapnel’.
+1 point cost
Electro Whip: can be used as either a ranged weapon or a
close combat weapon.
+1 point cost
Large Close Combat Weapon: one extra resolution card in
Close Combat per LCCW.
+1 point cost
Industrial Cutter: two extra resolution cards in close
combat.
Plus 2 points
Play-Through
The Mob started by cautiously advancing through the industrial wasteland.
Limehouse Collective Snipers
The Mob were almost immediately picked up on the Wildcatters surveillance cameras and Collective snipers moved into position on the ruined gantries high over the refinery to make use of their rifles' long range.
The area around the refinery had been cleared so gave zero cover. I couldn't win a firefight at long range (or short range come to that) with the Collective so my tactics were for my assault gangers to close as fast as possible while my shooters moved into the open to blast the snipers off their perches.
I was relying on my gangers toughness to protect them in the open, the cover-blasting ability of my turbo-guns, and the close combat strength of my steroid-jacked lads.
Down he goes
This little vignette shows what went wrong with my strategy. Unfortunately, I had overlooked the high mobility of the girls. As my first ganger moved in clutching an industrial cutter Sonata dashed down the ladder, ran across the polluted concrete and smacked him down with her electro-whip.
And anuvver one
Things went from bad to worse as my next ganger moved in and promptly lost the combat against a slip of a girl with a knife.
A pattern emerged: Sonata knocked them down and then the girl with the knife cut their throats.
The End
Meanwhile, as predicted I lost the firefight and all my gangers legged it after Yellow Eye was knocked down by multiple laser blasts.
Shaun won by Four Points to One
Good Game and it actually took an hour.
Sunday, 28 July 2019
Venus, Mars & Hell
Venus, Mars & Hell
By John Lambshead & Eric Flint
My new book is out this month. It contains three previously published steampunk short stories. The two I wrote, Storming Hell and Storming Venus, were originally published in Universe magazine.
The blurb
The adventures of two young women in worlds very different from our own. Worlds in which the laws of nature have changed—but human behavior hasn’t. Worlds in which travel to the planets is much less dangerous than the people aboard the ships that make those voyages.
You can buy it direct from the publisher, Ring of Fire, or from Amazon and all good bookshops.
Available in dead tree or electron format.
By John Lambshead & Eric Flint
My new book is out this month. It contains three previously published steampunk short stories. The two I wrote, Storming Hell and Storming Venus, were originally published in Universe magazine.
The blurb
The adventures of two young women in worlds very different from our own. Worlds in which the laws of nature have changed—but human behavior hasn’t. Worlds in which travel to the planets is much less dangerous than the people aboard the ships that make those voyages.
You can buy it direct from the publisher, Ring of Fire, or from Amazon and all good bookshops.
Available in dead tree or electron format.
Wednesday, 1 May 2019
Oathsworn Miniatures: Wind in the Willows Band
Wind in the Willows Band - Ready To Free Toad Hall
Oathsworn Miniatures were new to me but my wife spotted their stand at Salute and was charmed by their anthropomorphic woodland animals.
Back home I ordered a set of figures with the aim of making a warband for Thud & Blunder.
The miniatures are not cheap to are beautifully sculpted with almost no flash or mould lines. The largest - Badger - is resin while the smaller models are metal.
Very easy models to paint, with lots of folds and sharp, well-delineated edges.
Mr Badger
Badger equips himself with a stout stick and a brace of pistols.
The Water Rat
Ratty has pulled out his old East India Merchant Marine uniform, with harness to carry a pistol and cutlass.
The Mole
Moley is still hopeful on appealing to the Stoats & Weasels better nature by reading them uplifting passages from The Good Book - but still carries a pistol and knife, just in case.
Otter
And then there's Otter who had also been a seafaring animal in his wilder days - but not in either the Royal Navy or the Merchant Marine.
Mr Toad
Toad's experiences with Motor Cars has caused him to eschew all modern conveniences. His latest enthusiasm is to imitate his ancient druid ancestors.
Oathsworn Miniatures were new to me but my wife spotted their stand at Salute and was charmed by their anthropomorphic woodland animals.
Back home I ordered a set of figures with the aim of making a warband for Thud & Blunder.
The miniatures are not cheap to are beautifully sculpted with almost no flash or mould lines. The largest - Badger - is resin while the smaller models are metal.
Very easy models to paint, with lots of folds and sharp, well-delineated edges.
Mr Badger
Badger equips himself with a stout stick and a brace of pistols.
The Water Rat
Ratty has pulled out his old East India Merchant Marine uniform, with harness to carry a pistol and cutlass.
The Mole
Moley is still hopeful on appealing to the Stoats & Weasels better nature by reading them uplifting passages from The Good Book - but still carries a pistol and knife, just in case.
Otter
And then there's Otter who had also been a seafaring animal in his wilder days - but not in either the Royal Navy or the Merchant Marine.
Mr Toad
Toad's experiences with Motor Cars has caused him to eschew all modern conveniences. His latest enthusiasm is to imitate his ancient druid ancestors.
Sunday, 17 March 2019
Cruel Seas: Italian Fleet
The Blue, Blue Mediterranean
Have just finished painting my Italian Fleet - that's fleet 3 if anyone is counting.
The Italians made beautiful ships: ships, cars, planes, suits, just about everything looks more stylish if it come out of Italy.
Night Falls
Keep a sharp look out for those damned Inglese in their Vespas (shurely shome mishtake? ed.) and Dog Boats, Lorenzo.
Great models; Highly Recommended.
Thursday, 14 March 2019
Review:Tumbling Dice Pe-Dreadnoughts
Scale Shot Against A 10p Coin of The Realm
Pre-Dreadnoughts have always fascinated me. They existed in a brief slice of historical time between the iron clads and true battleships when naval architects were still experimenting with how best to mate steam power, steel armoured ships and long range shell firing guns into the optimum package.
Unfortunately, sources of models are limited. I had even half convinced myself to buy the large 1:350 display models before sanity intervened.
Over at Cavalier, I happened to see a display of Tumbling Dice's Tsushima starter pack range of miniatures. I had previously rejected these because they seemed so small at 1:2400 scale but, on seeing them painted up in the, ah, pewter; well, they looked great.
And this from a person who declines to buy and paint any model smaller than 20mm owing to fading eyesight and unsure hands.
Pre-Dreadnoughts have always fascinated me. They existed in a brief slice of historical time between the iron clads and true battleships when naval architects were still experimenting with how best to mate steam power, steel armoured ships and long range shell firing guns into the optimum package.
Unfortunately, sources of models are limited. I had even half convinced myself to buy the large 1:350 display models before sanity intervened.
Over at Cavalier, I happened to see a display of Tumbling Dice's Tsushima starter pack range of miniatures. I had previously rejected these because they seemed so small at 1:2400 scale but, on seeing them painted up in the, ah, pewter; well, they looked great.
And this from a person who declines to buy and paint any model smaller than 20mm owing to fading eyesight and unsure hands.
The Doomed
The detail in these little ships is excellent. And they are beautifully sculpted and very hard edged making them dead easy to paint. They take washes and highlighting easily. There is absolutely no problem of distinguishing different classes of similar ships.
Togo's Tigers
Tiny little ships, like torpedo boats, come attached to sea bases. I am not sure whether I will bother to base their larger cousins. They look good as they are and, with a hard gloss varnish finish, should be reasonably robust to paint wear.
TD have many models in their 'Age of Battleships' range with even more planned.
I can see myself collecting all Paul Sulley's Pre-Dreadnoughts.
Highly Recommended.
Sunday, 10 March 2019
One Hour Skirmish - Colchester Club: Cross Of Iron MiniCampaign
The Cast
Steven from the Colchester Wargames Club sent me a report of a mini-campaign that they devised using my One Hour Skirmish Wargame Rules.
Movie fast action was what these rules were designed to recreate so the Colchester club were using my book exactly as intended. I think this group approach wargaming in exactly the right way - to whit having fun with your friends.
I reproduce The Colchester campaign report below pretty much as Steven sent it to me.
Simon played Steiner, Steve played Kruger and Neal had the rest. Steven himself commanded the peace loving Soviet forces.
The Colchester Wargames Club is an informal group that meet at: Stanway Village Hall, Villa Road, Stanway, Colchester CO3 0RH on every Friday evening 7-11pm.
----------------------------------------------------------------------------------------------------------------------
Game 1 Opening Moves
-----------------------------------------------------------------------------------------------------------------------
Urrah
Lt Meyer's Charmed Life
--------------------------------------------------------------------------------------------------------------------------
Escape
Steven from the Colchester Wargames Club sent me a report of a mini-campaign that they devised using my One Hour Skirmish Wargame Rules.
Movie fast action was what these rules were designed to recreate so the Colchester club were using my book exactly as intended. I think this group approach wargaming in exactly the right way - to whit having fun with your friends.
I reproduce The Colchester campaign report below pretty much as Steven sent it to me.
Simon played Steiner, Steve played Kruger and Neal had the rest. Steven himself commanded the peace loving Soviet forces.
The Colchester Wargames Club is an informal group that meet at: Stanway Village Hall, Villa Road, Stanway, Colchester CO3 0RH on every Friday evening 7-11pm.
----------------------------------------------------------------------------------------------------------------------
Game 1 Opening Moves
Game 1 “Good
Kill”
Recon platoon to destroy a mortar pit with 3x 82mm mortars
and a maxim MMG and their crews and a command bunker. To take out sentries, play as in close combat
but the attacker adds an extra card (so 3 vs 1) due to surprise. If the attack
succeeds, then it is a silent kill. If
unsuccessful, then sentry raises the alarm.
Germans, Motivation 4
Cpl Rolf Steiner,
MP40 SMG, Pistol, 2 x Grenades, Binos, Leader
3, Inspiring, Lucky
Kruger, Pistol
knife, 2x grenades, Fast, Scout, Bruiser
Cpl Schnobart, MP40 SMG, 2 x Grenades, Scout
Köne (bent ear) KAR 98 Rifle, Bayonet 2 x Grenades, Garotte, Bruiser
Axel/Kaiser (Blonde bloke), KAR98 Rifle, Bayonet, Radio, Scout
Schmidt, KAR 98 Rifle, Scope, 2 x Grenades. Dead Shot, Bruiser
Russians, Motivation
2
Sentry 1 - PPSh SMG
Sentry 2 - PPSh SMG
Sentry 3 – Rifle, Bayonet
Large Mortar Emplacement
3x 82 mm Mortars
Crew, 1 Pistol
Crew 2, Pistol
Crew 3, PPSh SMG
Crew 4, PPSh SMG
Command Emplacement
Officer, Pistol, Leader
1
Radio Operator, Pistol, Radio
Youngster, unarmed but blonde
Maxim Emplacement
Crew Served Weapon, Wheeled Maxim MMG, 2 x crew, 3 Shots
(facing away so has to move by pivoting before it can fire)
The Russians are all facing away from the German approach
through woods. They cannot make any actions until the alarm is raised by a
sentry winning a combat or by a German shooting or by a grenade explosion. The
mortars are firing, making enough noise to mask the German approach. The Germans may capture instead of killing a
young blonde Russian boy in the Command emplacement by beating him in close
combat.
Something Wrong With Our Grenades Today
Game 1 - Result
The Germans killed all 3 sentries silently but Kruger and
Steiner missed with their first grenades into the mortar emplacement - rather
embarrassing. The Command bunker copped
it from grenades but the young lad managed to survive. Rather worryingly, the Maxim MMG turned
around and was just lining up its three shots but Schmidt slotted one with his
telescopic sighted rifle and Cpl Schnobart got the other crewman before it
could fire. A second set of grenades
wiped out all 3 mortars and that was game over.
A German win with no casualties ("Good Kill") but
they were a bit miffed not to have the Russian boy as a captive - he legged it
off the board.
-----------------------------------------------------------------------------------------------------------------------
Urrah
Game 2 “The Death
of Leutnant Meyer”. A defensive action against a large Russian assault. Action centred
on a tripod mounted MG34, with the Recon platoon and Lt Meyer at the centre of
the action. Capt Stranski runs around at the back, controlled by the Russian
player. Russians work as horde, so just
keep coming until a time limit is reached, when reinforcements arrive on 30
points as in the Zulu scenario in the One Hour Skirmish rulebook.
Germans, Motivation 4
Survivors of Game 1, any of which can substitute an MP 40 or
PPSh SMG for rifle, (Steiner gets a PPSh from game 1) plus:
Lt Meyer, MP 40 SMG, Pistol, Leader 2
Pte Dietz, KAR 98 Rifle, Bayonet 2 x Grenades (“They are
sending us babies now”)
Tripod MG 34 Crew – Crew served weapon, 3 shots
Cpl Schnobart counts as Dead Shot on MG34 if he joins the
crew after either are downed or killed.
Captain Stranski (“Heroic Horses Ass”), MP 40 SMG, Pistol, Leader -2, controlled by Russian player
using their action points, has a -2 morale effect when within 6 inches of the
Recon platoon (so he negates 2 of Steiner or Meyer’s leadership)
Trenches count as hard cover so +2 cards.
After checking Army Morale at the end of each turn, the
German player draws a card and notes the value.
Once this total has reached 30 the game is over as reinforcements arrive
from Battalion and Steiner is wounded by an explosion.
Russians, Motivation
3
Officer, Pistol, Binos, Leader
2
8 x Ivans PPSh SMG, 2 Grenades
8 x Ivans Rifle, Bayonet, 1 Grenade
1 DP LMG Crew Served Weapon, 2 Shots, can move but costs 2
actions
Any Russians killed reappear at the tree line in the
following Russian turn
Random Events, large artillery shells, AP 5, 3” radius 3 cards
attack, 3-5” radius 1 card attack.
Centre of table, draw 3 cards, 1st card = clock face, next
two cards = distance from centre of table.
Lt Meyer's Charmed Life
Result
The Russians suffered from consistently low action point
cards so never really got their attack going.
The Recon platoon deployed swiftly and started taking out lots of
Russians. There were a couple of close shaves from the random artillery and the
Russians shot up the tripod MG42 but, with Cpl Schnobart working it, the
Germans wasted Russians fast - just as in the film. Lt Meyer was never really threatened though,
other than by an artillery shell which he survived. Then the Russians turned an
ace on their morale check - with lots of casualties it was game over.
Again, no German casualties, Capt Stranski never really got
going due to the shortage of Russian action points.
.--------------------------------------------------------------------------------------------------------------------------
Escape
Game 3 “Tank in
the Factory” Another Russian assault but focused on the T34/85 in the factory
part of the action.
Germans, Motivation 3
due to stress, casualties and Stranski’s influence in the absence of Steiner.
Survivors of Game 2 (excluding Capt Stranski and Lt Meyer if
they survived)
Option 1, add 3 x Teller mines to any Germans, close combat contact
placed, AP5
Option 2, add a Pak40 75mm gun, AP7, 3” radius or an IG18
75mm Infantry Gun, AP4, 3” radius.
Russians, Motivation
3 as they are now seriously on the attack
T34/85 Medium Tank,
Armour 4/2/1, 85mm Heavy Tank Gun AP7, 3” radius, coax and hull MG, arrives on
Russian turn 3
Commissar, Pistol, 2 x Grenades, Leader 2
4 x Ivans PPSh SMG, 2 x Grenades
4 x Ivans Rifle, Bayonet, 1 x Grenade
Result
Game
3 was quite a laugh as we used my 1/72 scale motorised T34/85, which actually
managed to climb into the factory on its second move under its battery power.
The Russian infantry were again too short of action points to get going fast
but on Turn 3 the tank rolled forward and started slaughteringthe tail end of
the Recon platoon. The Germans just managed to get the key people out of
the tunnel but Köne and Axel got wasted by the T34, both red card deaths at
the end of the turn.
The Victor
Overall Conclusion
Great fun, quite close to the film in Games 1 and 3 but in
Game 2 the Russians just kept turning over low action point cards: stuff like
this happens in real war and in some films though, so very enjoyable
evening. We used a mixture of 1/72
figures, by Pegasus, Italeri and Revell and lots of Amera and Bellona vac
formed terrain for an old school vintage feel.
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