Showing posts with label sci fi. Show all posts
Showing posts with label sci fi. Show all posts

Friday, 12 May 2017

Carry On Admiral - Feldherr Maxi Case for Dropfleet Comander

My football team Hartlepool United got relegated last week. This was something of a disaster, but there was one little ray of sunshine. As we were playing the team challenging for the championship, and as we hadn't won in about eight games, the bookies were offering good odds, so more in hope than judgement  had a little flutter. We won, but still got relegated, but I was suddenly fifty quid better off. Rather than drown my sorrows I decided to put the ££ to good use and get a Feldherr case for my Dropfleet Commander Scourge.

I'm a confirmed Kaiser Rushforth case user - I have maybe twenty in a mix of card and aluminium, and on the whole I'm happy with them, but they don't do anything suitable for Dropfleet. I've struggled on with some pick and pluck trays but they were a bit naff. There's no real chance of KR ever making any more cases for Hawk products as they seem to have suffered an "irretrievable breakdown of business relationship" or something like that. That being the case I thought I would give Feldherr a try as they have just released a DFC range. Details are here https://www.feldherr.net/

I ordered direct on Sunday evening, and went for the standard "Maxi" Scourge set, and it arrived this morning so I thought I would share my first impressions.

Here it is - hiding behind my assistant Bella with a standard KR Card case next to it


and without

The internals consist of one tray to carry Battleships, plus four Cruiser \ Frigate inserts each holding three Cruisers and up to six Frigates, and two trays for launch assets. (see edit below) At the moment there is no tray to carry Corvettes, but by happy coincidence I noticed the UCM Frigate tray looked like it would hold those bat winged Nickars - so I took a risk and ordered one, and happily it works rather well.




So back to the actual product. The foam feels comparable to KR. The slots are cut very clean and hold the Scourge ships well enough - even some of my cruisers which were built with the wings spread wide fit with a bit of a squeeze as you can see above. The outer fabric bag is very nice, with a lined interior, carrying handle and optional strap. All rather German in efficiency.

So my initial thoughts. Very nice. What it appears to lack and causes me some concern is robustness. My KRs, both card and aluminium get a lot of regular abuse but the contents are safe. I can't be sure that will be the case here. On the other hand it is VERY light and easy to carry, which can be important.

How about cost? Difficult to compare with KR but the Feldherr Maxi plus the spare UCM tray cost £56 including postage (actually postage was free as the order was over 60 Euro) which is more than a KR card (£37) but less than a KR aluminium of similar capacity (£60) .

I'm happy so far, and will probably get the equivalent one to carry my UCM, but will probably have to find another source of funding as I don't think Hartlepool United are getting promoted soon.

******Edit There are five NOT four cruiser inserts, so the total capacity is 2 Battleships, 15 Cruisers or Battlecruisers, 30 Frigates and 60 Launch Assets. Swapping out one Launch Asset tray gives you 30 Launch Assets and 11 Nickar Frigates***********

Monday, 12 September 2016

Imperial Skies - First Clash over the Baltic

Our copies of the Imperial Skies rulebook arrived on Friday - and so as we had a free evening Saturday we decided to give the rules a try. Typically we had more enthusiasm than sense so niether of us had fully read the rules before we started. However we decided on a 400pts per side game and got down to choosing our fleets. Before going further I have to apologise for the quality of the pics in this report - I was using my phone rather than a real camera, and it shows :-(

As I have Russian models for Aeronef, and Paul has British, that part was easy. I went for a Borodino Class Battleship, supported by a Light Cruiser, Destroyer, and a squadron of 3 Novik class Torpedo boats. Russian ships seem to be a bit slow (the round hull forms can't help) but have a good balance of firepower across all three gun categories.



Paul went for a squadron of an Agincourt class Battleship and three Exeter class Cruisers - clearly he was on a long range patrol and my ships had sortied to intercept. The Battleship had marginally more heavy firepower and was slightly faster than it's Russian counterpart, but had less light and medium firepower. The Cruisers were faster than the Russian but had less firepower all round. 


Our mix of forces proved very fortuitous as it allowed us to try out the target priority rules - more later. 

The game went fast and fairly smooth - particularly considering the fact both of us had no real idea what we were doing and had to constantly refer to the rules, at least at first. Both squadrons turned on to parallel courses to allow maximum firepower to be brought to bear, and the Russian Torpedo boats headed off towards the British. The poker chips are being used to represent Command Points - these are used to issue orders that can allow special actions - increase speed, turn tighter, re-roll some shooting dice etc. This is not really a new system, but in Imperial Skies it is quite nuanced.

The Russian Torpedo boats closed on their target. The British were concentrating their fire on the leading Russian ship - a cruiser, but also the target priority rules prevented them from using their main armament on the little ships - we rationalised this by saying you wouldn't waste your main guns in big, slow traversing turrets trying to hit fast moving small targets. The Borodino managed to hit the nearest Exeter quite heavily, and it dropped out of formation to play no further part in the game.


The first torpedo shots missed, fired from too far out, but the little boats pressed on and managed to score a heavy hit on the Agincourt. Return fire was not very effective and it was clear what the British really needed as a fast Destroyer sized ship to mix it up with the Torpedo boats.


Meanwhile the Russian Cruiser suffered a series of heavy hits when trying to screen the Borodino. Remember those command points? - well you can spend then to use smaller vessels to screen the capital ships they are escorting, taking some damage for them if positioned correctly. This worked too well, and a lucky hit caused the cruiser to explode from a magazine explosion.


As the range was now down to "snotty" (very close) the ships were pounding each other relentlessly. The Russian Destroyer succumbed, followed by the Agincourt, but by that point the Borodino was in serious trouble and the Torpedo craft were out of torpedoes so only had their puny light guns - this wasn't enough and the Borodino soon joined the Agincourt as floating wreckage.


That ended the game. We had a lot of fun and are keen to try it again. The target priority rules in particular worked well, meaning we both quickly recognised you cannot just rely on your big ships, you have to take plenty of escorts to stop enemy torpedo craft getting too close - a nice reflection on the historical tactics.   Looking forward to another game, but this time ........

Saturday, 4 April 2015

Show Report - Teesside Wargames Convention - New DZC layout & Buildings

Just returned from Teesside Wargames Convention. The organisers were aiming for a low key local affair and I think they got it just about right. It was fairly busy through the morning and tailed off after 3pm. I was there doing a demo of Dropzone Commander, and to be honest I was so busy I never got a chance to have a proper look at the rest of the demos (sorry guys) but the 1945 what if game from Redcar did catch my eye, as well as the Mantic and Spartan demos.

The Dropzone demo was on a new terrain layout which was put together to be used in Waugh Games new Gaming Centre. They're moving to a much bigger venue and so will have more space, so they are having a some semi permanent layouts to play on (and run demos), one of which will be Dropzone Commander.

I have to say it was a treat to see and play on. All the buildings are from Waugh Games new mdf buildings range and they are just about in the sweet spot for detail and price. Not sure if they are on the website yet but hopefully some time next week.

Only problem is the klutz with the camera (me) couldn't get the settings right and the light in the hall was a horrible yellow which has pretty much screwed up the pics, however here are some of the better ones.



 
The building designer (Jez Evans) has tried to copy some real life buildings and some of them are particularly good - the cinema for one


There is also a rather nice US style Town Hall shown in this sadly yellow pic

Here's another of the whole table
I'm hoping to get a chance to take some pics of the layout once it is installed in the new centre next week, so keep an eye on the Blog :-)


Friday, 3 April 2015

More Gruntz - Polish Flyswatter

Just a quick update. My New Vistula Legion troops for Gruntz have been a bit on the back burner, mainly because other "stuff" keeps getting in the way. I'm still planning to expand both my Poles and Crusties for use in Gruntz, when I get some organisation done.

One quick addition to the NVL is this MANPADS (anti aircraft missile) team. As with the others these are from Oddzial Osmy from Poland purchased from Fighting 15s and theyre great little figures. These are the first I painted from scratch myself, the rest of the Detachment were a lucky ebay win but I think I managed to get them looking pretty similar.


I'm hoping they will provide some much needed light AA capability. Actually in Gruntz because of how the game mechanics work they will also provide an additional light anti tank capability - something I am a bit lacking in as well - assuming there are no air threats, so a nice force multiplier.



Monday, 13 October 2014

Crustie Heavy Support

My "Gruntz" Crusties from GZG needed a bit of heavy support. The problem is the heavy mecha from GZG looks a bit weedy to my eye - particularly the bottom half - see pic.

However some time ago I saw a pic posted on an internet board of a conversion using the torso, arms and legs of the GZG Mech with some donated legs from another model. I shamelessly pinched this idea, so without further time wasting here is my new Crusty Heavy Mech

The bottom is a repurposed and reposed plastic Mech from EM-4 Miniatures plastic Mechs - £2.55 for 5!  with the arms and torso from a GZG Crustie Mech. I'm rather pleased with it

Tuesday, 23 September 2014

Gruntz - a distraction, but welcome

I'm enjoying my regular Dropzone Commander fix, but it was suggested we give Gruntz 15mm Sci Fi a try. Gruntz is a generic set of fairly "hard" sci fi rules written with 15mm figures in mind. There are no "official" figures, you just use what you want, and you build your units based on any background you fancy, paying points for each trait or factor.  I say they are "hard" sci fi because they are more grounded in "realistic" combat with ranged weapons than hitting each other with chainswords and the like (like DZC). That having been said, if you want to do that they will allow you to - though you may need some method of crossing the fire soaked intervening ground between you and your target.

Grunts are aimed at a tactical level down from DZC, so each figure represents a single soldier , who operates as part of a squad. They're based individually, but some specialists and support weapons are based in pairs or teams.

I've had a copy for a year or so but never got to play properly - partly because after DZC arrived it eat up my sci fi gaming time allowance, but I did manage to paint up a nice little platoon sized unit of about 30 figures. And therein lies the first plus point of Gruntz. You can play with a platoon of 30 15mm figures. Total cost of a reinforced infantry platoon is less than £20, and the figures paint up quickly and easily. I have a platoon of 15mm "Crusties" from Ground Zero Games, who bear a passing resemblance to the aliens from the film District 9, so I pointed them up and headed for the club, where Paul, my opponent for the night, had agreed to bring some opposition. There was another first tonight - we both had the rules on our tablets, which was a new step for us old fashioned folks, but seemed to work. I used the tablet to take the accompanying pics, which goes to prove it doesnt matter how good the technology is if the operator is a idiot!

So without further ado "Meet the Crusties!"


I went for 3 squads of six laser rifle armed Crusties, with each squad having two plasma gunners attached, plus a Medium Laser, a Commander, and finally a pack of Prawns (just out of shot) - vicious if stupid close combat creatures. The Prawns usually come with a herder, but I couldn't afford the extra points needed for him :-(, I also had a tripod mounted medium laser to give me some heavy weapon fire.

Paul had chosen a similar platoon organisation, however in addition to his three rifle squads and Commander, he had a medic, and what I'm sure my Commander would call, a "Fooking Tank". Each of his rifle squads had an anti tank launcher and a squad automatic weapon in support, all conventional projectile weapons, but his tank had a rather big laser.


The table was set out and we got started



The game played fast and was fun. Paul made the mistake of pushing his tank forward ahead of his infantry support, which resulted in it being deluged by plasma gun fire from the three Crustie squads plus the rather more dangerous support laser. The tank took repeated hits from plasma weapons, and although none of them were serious or caused a lot of damage the tank was being gradually shot to bits. This was made clear when a lucky laser hit caused a critical hit on the tanks targeting systems, making hitting anything at other than point blank range difficult. Paul tried to pull the tank back but a sequence of rather lucky plasma hits immobilised it and then the laser got in a killing shot - first blood to the Crusties. Also centre in the pic is the Prawn Pack heading enthusiastically for the ramp leading to the landing pad and what they thought would be a tasty snack of Humans!


The Prawns charged forward, straight into a withering burst of automatic weapons fire which decimated them and sent the sole survivor scuttling for cover. This was all part of the Crustie Commander's "Cunning Plan" in that it allowed a Crusty infantry squad to climb up a steep slope to try and attack a human squad. The humans were waiting however and opened fire as the Crusties cleared the top, causing 3 casualties, but the Crusties passed a rather difficult morale test and won the initiative to put down a withering hail of laser and plasma fire on the humans.



At about the same time on the other flank a human flanking move came up short when the squad took some heavy casualties and fell back to cover.


In the centre the last remaining human squad took a "lucky" hit from the Crusty support laser, but the casualty was saved by the quick intervention of the Medic team. It was clear however that he Crusties were going to win, so Paul called his men back and left the Crusties in control.


It was a really fun and quick game, and we both enjoyed it. I think we learned different lessons - certainly pushing the tank up unsupported was a mistake, and Paul was impressed by the Crustie Plasma Guns, whereas I have developed a healthy respect for his squad assault weapons, which were rather nasty. There is going to be some furious painting and reviewing of stats too - the Crusties are going to get a drop in morale value in an effort to make them cheaper as at 29 points a squad compared to the Humans at 21 points they're way too expensive.

Judging from this game, I suspect we will be seeing some more Gruntz on table.

If you are interested the rules are available as a download from Wargames Vault for under $10, great value, as is the squad builder which makes building your squads much easier. There is also the authors dedicated blog here Gruntz which has loads of useful stuff.

Sunday, 4 May 2014

The Hungry Doctor

Another side project is Dr Who and the associated 7TV rules - a nice little game engine there. Here is my conversion of the Master as played by John Simms. Figure is by Hasslefree - surprisingly hard to find someone dressed casually in a hoodie - with a spare hand and sonic screwdriver


and the "real thing"


District 9.1

District 9 is one of my favourite Sci Fi films of recent years. One of those side projects that never get done is a 15mm skirmish based loosely on the film. Here are Wikus and Christopher , and an unfinished bit of shanty town


Figures are from the excellent Ground Zero Games Crusty range

Monday, 10 March 2014

Ongoing Projects

I have a series of ongoing projects which I will detail here, mainly to provide comfort to similar souls who have too much unpainted toy soldiers and not enough time, so here in no particular order..............

Battlefront WW2 (Fire & Fury) in 15mm
Still the best Battalion level WW2 game out there, and much beloved here in the Kommisar House. I have a number of 15mm projects either stalled or making slow progress. I'm building up a couple of Manoeuvre Elements (ME's in BFSpeak, or Companies in English) using the rather nice Zvezda 1:100 Art of Tactic plastic models for the Blitzkrieg period, with the aim of doing a Panzer Battalion for France 1940 that can also double up with some replacements to be used in Russia in 1941. Then there is the much delayed Cromwell Squadron, and the other "Funnies" to finish the Breaching Team, and the Recce Squadron.....

.....and the Katyusha Battery (more Zvezda, with some Peter Pig crew). This one is pretty much 95% done, but has been for over a year.

Moving away from the figures and stuff, I have two outstanding scenarios to finish, Operation Clipper, which is a full on Regimental attack scenario, and The White House, a follow up to a scenario I wrote re the assault on the Administrative Building at Stalingrad

Phew this is cathartic :-)

Then I have some stuff to paint for Chain of Command. I have to finish up some British support options - mainly a 6Pdr and crew from Valiant Miniatures and some Rapid Fire \ Ready to Roll Universal Carriers. Then I have a platoon or so of German infantry, and then a US Platoon, and finally a platoon of Finns from the Baker Company Winter War Kickstarter. I'm sure more of that will come later.

Dropzone Commander
My current priority is to get some more games of DZC played and finish painting my Scourge Army. My UCM Army is about done, at least until the next new toys arrive...

I really like DZC. The pace and urban setting are so unlike other games, and the models are very nice

Impetus - 28mm Ancients
Not a lot to do here ;0) Finish my Hussites - these need another 4 war wagons painting, and some crew (memo to self get some female Hussites from Kingmaker Miniatures). Then the Thracians. These started out well just after Christmas and I got 31 of the target 100 painted, but then distraction has set in. We have a tournament in November that these guys are entering so I may have to revive that particular production line. Then finish my War of the Roses "Uncle Dicky" army - basically add another 100 points or so

7TV
We like the lunacy that 7TV creates. My cast is based around the bad guys from Big Trouble in Little China. Currently got enough basic Wing Kong thugs painted, plus a version of David LoPan as my villain. I have another Avatar of LoPan to paint, plus some serious Martial Arts guys. Then I need to build the warehouse that acts as a cover for their underground secret lair.............

So as you can see I'm pretty busy, or rather I have a lot of plans. Just about all the lead needed for everything mentioned is bought and currently resting gently. If I can complete a couple of these projects by the year end I think I will be content.

Unless of course something else grabs the attention of my butterfly like mind..............

Cheers