I received some samples from The Wargaming Company for review purposes of some pre-production casts of the new 10mm line of thermal plastic French Napoleonics. The owner, David Ensteness, was kind enough to send me enough figures and bases for three battalions of Légère and two companies of sappers.

I have many 10mm historicals in my collection from several metal manufacturers. They very in quality from OK to good. My initial impression of the new samples was simply ‘Wow’.

The detail on these figures is insane at 10mm. It rivals that of many larger 15 and 20mm models. Better yet, the detail is crisp and deep, ideal for people who need to quickly paint large numbers because you can use staining techniques or GW contrast paints/AP Speed Painter paints for spectacular results. Here is a close-up shot of the sappers:

I received the samples in February, and it is now May. I had several work projects and other painting commitments before I could get to them. Regardless, I was excited to finally get them on my painting table this past week.

I quickly cleaned the figures up – even in pre-production these figures were very clean with minimal mold lines. The only tricky bit was some extra material around the eagle standards (The Wargaming Company has solved this problem for the production molds). For thirty-four figures, it took me about 30 minutes to get them trimmed, mold lines removed and attached to popsicle stands for painting.

I knew I was going to use a mixture of Army Painter Speed Paints and regular acrylic paints, so a light-colored primer was called for. Given the small size of the figures and the amount of detail, I wanted a thin coat. I used GW Wraith Bone as my primer. I find it goes on very evenly, and the off-white color is perfect for when you are painting flesh, since it has a bit of yellow and green in it.

My next step was to stain paint the uniforms. Since these are mid-to-late war French Légère, I wanted the coats and pants to be a darker blue. I also decided to paint them a shade lighter, since smaller figures usually require this for the colors to look right at a distance. I used AP Highlord Blue from the original AP Speed Paints line.

After the blue, I went after the shakos and boots with Grim Black. I did the flesh using the new AP Peachy Flesh Speed Paint 2.0.

Backpacks were done using AP Speed Paint 2.0 Satchel Brown.

I don’t want to get into a long review of Speed Paints, but I’ll mention that the new 2.0 versions dry fairly quickly and don’t reactivate when other colors are applied. The trick is to shake the bottles thoroughly, coat the miniatures and let them dry. The shading happens automatically during drying. The Speed Paints cover with less blotches than even the new GW Contrast Paints in my opinion.

Once these three colors were done, I started in on the details. I repainted areas where the paint had slopped with GW Wraith Bone applied with a brush. Then onto muskets (AP SP Dark Wood followed by Reaper Blade Steel for the bayonets and Reaper Blackened Steel for the rifle barrels). Next was the other equipment using Reaper Pure Black for leather and Pure Black mixed with white for the gray greatcoat rolls.

Now for the fun part lol. White. We all hate it, but I have a trick that I found on The Miniatures Page which I’ll pass on. For small scales, don’t try to use thinned white paint. It runs. I use Windsor & Newton White Ink. It is thin, applies in one coat, is dilutable with distilled water, and saves a ton of time.

I used this to block out areas that would be taking light colors (plumes, shoulders, trim on boots, braiding on the shakos, etc.). I also used it for all white straps on the figures. I then applied the greens, reds, yellows appropriate for Officers, Voltigeurs, Chasseurs and Carabiniers. Since there are five Chasseurs in the second rank, I did them first. The green is AP SP Ork Skin applied over white. Red is AP SP Slaughter Red. Yellow is AP SP Maize Yellow over white.

I then tackled the officers, coronet, and Voltigeur/Carabinier in the front rank.

And voila! About two hours of painting to do the ten figures.

That time can probably be trimmed by 20-30 minutes now that I know what I’m doing. I’m used painting Prussians, so I had to stop and look things up while I was painting. If you’re working on multiple battalions at a time, the per figure time will drop further (doing all the Carabiniers at once, etc.).

Now onto the basing. I painted the bases on the popsicle stick Vallejo Flat Brown which is my standard go to as a foundation for basing. I also painted the top of the wooden base upon which the battalion will be mounted. I double checked with The Wargaming Company to make sure I had all the figures in position according to ESR Napoleonics basing conventions. Here is the correct way to mount the figures:

V – B – S – O – Cb     First Rank (Voltigeur, Coronet, Standard, Officer, Carabinier)

C – C – C – C – C       Second Rank (all Chasseurs)

Once mounted, I covered the base with thinned white glue and flocked it. Here is the result:

I am quite thrilled with the detail of these figures. It made painting very fast and straightforward. The figures look even better in their appropriate colors.

PROS: Crisp, unprecedented levels of detail. Identifiable features (as opposed to mystery blobs on some 10mm figures I’ve painted). Deep detail makes Contrasts, Speed Paints and staining a great option. Flexible – the figures bend a little bit which means the bayonets won’t snap off, unlike some 3D-printed 10mm figures. Very little flash or mold lines. Complete – The Wargaming Company ESR Packs will include the right figures, bases and flags for the unit you’re buying.

CONS: I mentioned the eagle standards, but that is an issue only with the pre-production molds. The only other ‘con’ I can think of is that they’re not already available – and that The Wargaming Company started with French and Russians instead of my beloved Prussians. Just kidding. I need French figures, too, and these are a superb start.

FINAL TAKE: These figures have been worth the wait. I’ll be buying them for the rest of my 10mm Napoleonics. I’ve even heard some owners of 15mm collections say that they’re considering switching scales after seeing these.

WHERE TO GET: From The Wargaming Company

Will and I ran two games of Starship Troopers at Adepticon this March. The Mobile Infantry had to venture out of their fortifications to recover a downed satellite before it fell permanently into Arachnid hands (claws? feelers?). Here are some pictures:

Photo Mar 24, 5 27 54 PMPhoto Mar 24, 5 27 34 PMPhoto Mar 25, 10 21 23 AMPhoto Mar 25, 9 30 46 AMPhoto Mar 25, 10 21 59 AM

Back to Blogging

Posted: February 7, 2017 in Miniature Games, Other, Uncategorized

Well, it’s been several years since I wrote anything for this blog. Much has changed since my last post LOL.

I’ll be reorganizing things a bit, since my painting and gaming interests are heading in new directions these days. To get the ball rolling, here are a few recent pictures of some of my painting for Congo, from Studio Tomahawk.

IMG_0263.JPG

Cannibal Chieftan for the Forest Tribes. 28mm figure by Copplestone.

IMG_0168.JPG

Masai figures (bases unfinished). 28mm Foundry figures.

Yea! I am out of the sling and on the way to full motion with the left arm. I can type normally now and will be getting back to all the stuff that has been piling up over the last three weeks.

From an Ambush Alley Games perspective, I’m working on several scenarios for the upcoming Force on Force Special Ops book. I’m also writing an article/After Action Report based on of the scenarios from Cold War Gone Hot for Miniature Wargaming magazine.

From a personal perspective, I’ve dusted off my Viking rules to start polishing again after the last playtesting. I’m also helping Skip Peterson put pen to paper on his Legends in the Skies WW2 dogfight game. Painting is still a few weeks off since any rotation of the left forearm is still very painful.

I haven’t posted in a few weeks…the reason is that I broke my arm on February 3. And yes, that was my birthday. Long story, but in essence for my 50th I decided to take a nose dive directly into a sidewalk. I fractured the upper end of my radius in my left arm, right where it joins the elbow. As with all medical situations, there is good news and bad news. The good news is that I don’t need a cast and should recover in 4-5 weeks total. A cast does not help with healing this kind of injury and would simply mean that the arm would atrophy. The bad news is that I am not in a cast, meaning I am less comfortable and that any slight arm rotation or jar sets off a string of curses. As the orthopedic surgeon said, “if you can man up, you’ll heal quicker.”

One week after the fall and the swelling has gone down enough for me to be able to wear my wedding ring again. Last night I actually was able to hold and file some 28mm miniatures without too much discomfort, so hopefully I’ll get back to painting soon. One thing I can’t do is lift anything with my left arm more than a coffee cup in weight, so it will be some time before I’m running demos or setting up games. In the meantime, here’s a picture of a Tomorrow’s War game we ran at Games Plus as a test of the new points system.

Defenders of the Crystal Processing Factory

 

For those of you who know me well, you know that I am a musician. Several months ago, I joined a band named Step 9. Our first performance will be in a week. We have launched a Facebook page and a website: www.step9band.com if you want to check us out.

I’m very pleased to share the early reviews of Cold War Gone Hot, for which I was the lead author:

http://meeples.wordpress.com/reviews/rules-reviews/cold-war-gone-hot-world-war-iii-1986/

http://www.amazon.com/Cold-War-Gone-Hot-World/dp/1849085366

http://www.wittwer.nl/?p=953&lang=nl

https://privatelittlewars.wordpress.com/2011/11/25/ambush-alley-games-present-cold-war-gone-hot-a-review/

http://boardgamegeek.com/collection/items/boardgame/113825?comment=1

Overall, I am quite pleased by the early feedback. Most of the criticism is for a few typos and the desire for more content (always a challenge in this industry), but everyone seems to like the three-part format and the “Hollywood-style” scenarios. I am very honored to have worked with such a great team — Shawn, Rich, Jim and Piers, as well as the many other contributors. Dixie did a great job with the maps and my thanks to Osprey Publishing as well. I only hope the next book I’m working on turns out as well.

 

We’ll be following up our successful game from two weeks ago with a series of smaller Tomorrow’s War games at Games Plus this Sunday, starting around 1 PM. Why the smaller games? We’re play testing a draft of a points system that Shawn Carpenter and I have been working on to answer the many requests we’ve received. I’ll be mostly floating from game to game and observing, taking notes, asking questions, etc.

Hope to see you there…

Given my crazy weekend (tons of errands, snow shoveling, massive cleaning in the house and band rehearsal), I didn’t get a chance to organize before heading over to Games Plus on Sunday afternoon to run a Tomorrow’s War demo. Looking through the figures I brought and that Zach had on hand, we decided on an assault by a Neo-Soviet force against a US Army defensive position comprised of a small settlement surrounding an industrial area.

The Neo-Soviet attackers were a large force consisting of a company of 9 Pegasus III tanks, moderately armored and gunned; a platoon of mechanized infantry in hover APCs; another platoon of VDV troops in tracked APCs and wearing TL2 Power Armor; and a tracked tank hunter attached to the VDV forces. All troops were TQ:D8/Morale:D8, except for the VDV, who were TQ:D10/Morale:D10. The Neo-Soviets set up second and had initiative for the first turn.

The US defenders comprised 3 Patton Heavy Tanks (also known as the Khurasan Siler tanks), 3 Ramirez IFVs, two squads of infantry and a weapons squad with 2 AT teams. All troops were TQ:D8/Morale:D10. We also gave the US tech level 3 and plasma weapons (negate one die of armor) to give them a better chance at holding off the Neo-Soviets. The US players had to set up first.

The village provided 1 extra die of cover in each building, 2 extra dice in the industrial buildings. The scenario objective was simple. Add up the number of buildings controlled by each side when time expires and the highest total = the winner.

The settlement...the US players set up to the left of the road, the Neo-Soviets came in from the right.

I should have known things would not go as I thought from the first turn. The Neo’s pushed one flank hard right from the start, using one platoon of hover tanks to fire smoke (pretty ineffectually, I might add) and then pushed forward a second platoon who drew reaction fire from two of the Pattons. That’s when things went…weird.

The Neo-Soviet advance at the end of Turn One

The first thing that happened was a Patton fired a round into a Pegasus for a quick kill. During the subsequent turn, another Patton rolled into view, and lost the draw with the surviving two Pegasi. One missed, but the second one rolled two hits with 2D8s. The frontal armor for the Patton is normally 5D12, but it was up to 6D12 because of the lower tech level of the Pegasus. Guess what? A hit, and one that proved critical: main gun knocked out. My son Steve (commanding the Pegasus in question) let out a whoop of glee! A second Patton rolled out to engage the platoon firing smoke. Moments later, the unthinkable happened again. The Patton lost the draw, but this time the return fire from a Pegasus knocked out the vehicle entirely. Harlow (commanding this Pegasus) had trumped my son’s achievement!

One burning, one main gun knocked out...one weird day!

Paying the price for the Pattons

After this, the US players hunkered down and kept in cover. The wounded Patton decided to fire at APCs and infantry targets, while the sole remaining intact Patton stayed in cover for the most part, waiting for the Neo-Soviets to close. The Neo-Soviets did just that, but at incredible cost. The AT teams, along with the Ramirez APCs, played hell with the Neo-Soviet APCs, brewing up many and causing casualties among the dismounting infantry. On the Neo-Soviet extreme right flank, the VDV dismounted and advanced rapidly to take the first row of buildings, taking fire and light casualties, but putting it to the US defenders.

APCs burning bright from expert US gunnery

The VDV advance next to the burning hulks of many of the Neo-Soviet APCs

It was at this point that time ran out with the issue very much in balance. From a “buildings occupied” perspective, the US players were in the lead, but the VDV were chewing up the US infantry and not taking much in return.

A Ramirez IFV waits for the final push

All in all, it was a fun game with plenty of momentum shifts and thrilling moments. It just goes to show you that what looks like a balanced scenario can go to hell in one turn. But unlike other games, Tomorrow’s War doesn’t necessarily stay that way, as the US forces did a very effective job of turning the situation around and making it a very close game, despite the early losses.

Late breaking announcement: I’ll be running a game of Tomorrow’s War at Games Plus in Mt. Prospect, IL this Sunday afternoon. I plan on being there at 12 PM with game time somewhere around 1 PM. I haven’t decided what exactly it is that I’m running yet, but most likely it will be the Bugs in the Reactor scenario from the main rulebook. Rett will also be running a game, so we should be able to accommodate plenty of players. Hope to see you there!