Showing posts with label brigade models. Show all posts
Showing posts with label brigade models. Show all posts

Sunday, 14 June 2020

Coastal Terrain


Making Good Use of the Things That We Find

 

The missus ordered a flat pack cabinet thingy recently and it came with so much polystyrene packaging that I felt compelled to try and make use of some of it. These modular terrain pieces were a bit of a learning experience and are not what you'd call durable, but given that they only a took a weekend to make, including drying time, and cost virtually nothing, I don't much care if they fall to bits in a few months time.

Doing these spurred me on to finish up some of the Brigade Models buildings that I've had sitting around for a while. They're about 1/1000 scale but mostly seem to look fine when placed against 1/2400 ships.

All the sections laid out.
A Spanish squadron of galleys and galleons raids the English coast.
The Henry Grace a Dieu leading a small English squardon with St Mawes castle in the background.
Tudor village.
Southsea Castle. Yes, it is facing the wrong way. Oops.
17th/18th century star fort.
Busy shipping lanes! Late 19th Century merchant ships.
An 1870s large merchant steamer near rocky shoals. The lighthouse is by Figurehead and is true 1/2400.
19th Century (specifically ACW) gun batteries in earthworks on a headland. The batteries are Tumbling Dice 1/2400. I did these ages ago and based them on 2mm MDF, so they look a bit clunky. I may get some more at some point and base them on plastic card so they sit better.
At a pinch, if you squint a bit, the island pieces work ok as Pacific islands in 1/6000.
Sir Monty Drake, on seeing the Spanish fleet approaching, decides there is plenty of time to finish his game of bowls. And maybe have a bit of a nap.

Friday, 28 February 2020

Ye Olde Shyppes

16th Century Ships in 1/2400


I thought I'd share a project I've had bubbling away on the back burner for the past 18 months or so. The Cowdray engraving, pictured above, depicts the Battle of the Solent in 1545. The view is from the North looking  towards the Isle of Wight, with Southsea castle pictured and Henry VIII in the centre foreground. Out to sea the Mary Rose has just heeled over in a gust of wind and sunk. Immediately above and to the right is the huge Henry Grace a Dieu, or Great Harry, leading the English fleet to chase away the French galleys that have been harassing them while at anchor.

I wanted to see if it was possible to cobble together some fleets for this era using models from the Spanish Armada ranges of Tumbling Dice and Figurehead. In the process I ended up going off on a tangent and concentrating on the later 1588 period instead, but at some point I'll be returning to the campaigns of Henry VIII and Francis I.

Looking North, with the English on the left and the French on the right.

 English 1545


The two large warships are TD's ASD10 Small Carrack and ASD11 Great Ship Henri Grace a Dieu. The "small" carrack is actually quite large, perhaps because it's meant to be an Armada-period urca or hulk, but also because TD's ships seem to be a little over true 1/2400 scale to my eyes. I think I'll be using it for all warships around 350-600 tons. The Great Ship speaks for itself. It's a bit of a strange model and bears only a passing resemblance to the Great Harry, but it paints up nicely enough and will be good for all nations' great ships, from 1000 tons upward.

The smaller ships are a mixture. The four in the centre are TD's ASD8 Square Rigged Caravel which make excellent small warships or armed merchants. In fact they'll be useful for the 17th Century as well. The other small ships are Figurehead: the two larger ones are FR33 Large Pinnace / English Galleass x2, and the four tiny ones are FR21 Small Pinnace x4 (no sniggering at the back there).

The Figurehead English galleasses are nice, but too small up next to the TD models. They make good rowbarges and general auxiliary vessels, but I still haven't found anything in either range that looks right as a galleasse.

French 1545

The large warship, top left, is TD's ASD9 Large Carrack. I think it'll work for all ships around 700-1000 tons (such as the Mary Rose).

The two smaller carracks, bottom right, are Figurehead's FR10 Great Harry and FR11 Santa Catherina. Nice models, but the scale problem is evident if you look too closely and count the gunports!

The four very small ships are FR6 Carrack x4, useful as small armed merchants.

The galleys are also Figurehead, which I have to say I much prefer over the TD galleys, and which look fine scale-wise next to the TD carracks.

English 1588


All TD race-built galleon (RBG) models, codes ASD12-15. These are good for all the royal ships. For the armed merchants I'll be using mostly ASD12 Small RBG, some of the previously mentioned ASD8 Square rigged caravels, and perhaps the occasional ASD13 Medium RBG. Some clear labelling will be required to distinguish the models that overlap.

Spanish 1588


All TD galleon models with the exception of the ship at the far back which is Figurehead FR5 Great Carrack (Knights of St John). I need to add a bunch of carracks to serve as hulks, but I'm thinking I may paint and flag those as French ships for the earlier period. Either that, or just speed paint a load of generic carracks without flags, so they can be used for any nation according to scenario.

Figurehead Price Increases

When I bought some of the Figurehead ships they were generally £3.75 a pack, which was expensive even then. Sometime recently the prices were hiked to a whopping £5.50. I understand the commercial need to raise prices from time to time to meet rising costs & inflation etc., but 47% feels a bit cheeky. To be fair, TD mostly charge £2.40 for a single ship, while some of the Figurehead packs contain 2 ships. Overall though, there's no doubt that while the Figurehead models are beautifully sculpted and detailed, TD's represent much better value for money. I'm glad I bought a decent selection of galleys before the price increase.

Another point in TD's favour is that the models are robust. Figurehead's are cast in a soft metal, great for fine detail, but it means the masts get bent out of shape with even gentle handling.

And Finally... Ye Olde Buildings

While I'm here - here are some work-in-progress shots of the Brigade Models buildings. Although meant to be about 1/1000 or so, they work fine with 1/2400, perhaps because we're not used to gauging the size of a galleon next to a building in real life. These still have to be based and need a few finishing touches.

Medieval village painted in Tudor style, with a church and a small farm.
Farms.


Thursday, 25 October 2018

Egypt Strikes Back


So yeah, I said I was taking a break from Missile Threat for a while, but I just wanted to follow up the recon idea from the last post. Just one more wafer thin AAR, Mr Creosote. Actually, this one might be a bit long winded, so feel free to ignore my ramblings and scroll through all the pretty pictures with gay abandon.

For this game, the Arab forces will be the attacker and it's an Israeli base being hit. Normally in Missile Threat one side in any particular theatre is permanently the 'attacker', and the other side is the 'defender'. There are some theatres designated as fluid, where both sides may be attackers or defenders, but these are the exception rather than the rule. In all the Arab-Israeli Wars scenarios, Israel are considered attackers, and only the Arabs have ground assets listed. A while back I mentioned to Tom on Discord that this was a little bit weird because:
  1. In most conflicts both sides conducted operational airstrikes even if one was clearly the defender, strategically speaking;
  2. This means the defenders' dedicated bombers are mostly useless;
  3. More specifically, the '73 Yom Kippur War began with a surprise attack by Egypt and Syria on Israel, so it doesn't make much sense to define the Israelis as purely 'attackers'.
Tom got back to me in less than 10 minutes with a revised pdf for the Israeli forces for Yom Kippur, including SAMs and AAA. Basically Hawk and Chaparral SAMs along with their associated radars and the usual AAA mix. This was easy to adapt to the '67 war - simply remove the Chaparral and make the Hawk unable to engage at low altitude.

This will be a 350 point game.

Recon

As mentioned in my last post, I've decided to have a separate recon mini-game. The Israelis make their list thus:

Recon Game:
1 x Super Mystere - average pilot, guns only.

Main Game:
3 x Mirage - 1 competent & 2 average pilots, 2 Shafrir I IR missiles
4 x Super Mystere - 1 competent & 3 average pilots, guns only
1 x EAW radar
2 x Hawk SAM
1 x PAR guidance radar for the Hawks
3 x Medium AAA
5 x Light AAA

The Egyptians choose a single unarmed Mig-21 PF for the recon game. Both sides make their flight plans (secretly), with both aircraft arriving on turn 1 at alt 6. Israel then deploys the Mission Target (the runway) and decides which ground assets to deploy. He chooses the EAW (in order to limit the Egyptian's deployment), and his AAA (in case the attacker is planning a low level recon). The SAMs and PAR are left un-deployed.

The target:

The runway is just a satellite image cropped and scaled to be about 8" by 3", then printed on card. One day I will make a proper one, but this will do for now. The scale is obviously completely borked, but hey, this is Missile Threat, whadya want?

I have some house rules regarding the bombing of runways:
  • The runway may only be bombed by moving over it during the Mandatory Move Phase.
  • The move must be within 20 degrees of the runway axis.
  • Strafing has no effect on a runway.
 Recon Game

Flight Plan Phase

The Super Mystere has a longer radar range than the Mig-21 PF, so the Mig deploys first outside the range of the Israeli EAW radar. The Super Mystere then deploys on an intercept course.



Mandatory Move Phase/Action Phase

The Israeli jet doesn't have a straight shot on the Egyptian recon plane, so will have to do a manouevre and attack...



...which he succeeds in. The Egyptian pilot doesn't see it coming and is shot down, failing to eject.

So the recon game seems to work ok-ish and was suitably short and sweet. The attacker will now have to draw up his list without full knowledge of the defender's ground assets, but he has some idea simply because the defender chose to reveal some. Both sides spent about the same points on it. Either could have decided to spend more or none.

Main Game

The Egyptian player (attacker) now makes his list with his remaining points:

3 x IL-28 - average pilots, 12 bombs each
2 x Mig-21 F-13 - 1 competent, 1 average, 2 K-13 IR missiles each
4 x Mig-17 - 1 competent, 3 average

The defender (Israel) then deploys his remaining ground assets - the SAMs and guidance radar.

Both players now write their flight plans.

Egypt (attackers):

Turn 1: the 4 Mig 17s will come in at alt 1 to suppress the air defences and draw off any Israeli fighters.
Turn 2: The 3 IL-28s and the 2 Mig-21 F-13s will arrive at alt 1 to hit the runway and bounce enemy fighters.

Israel (defenders):

Turn 1: 3 Mirage and 4 Super Mystere all arrive at alt 2, generally looking for trouble.

Turn 1

Flight Plan Phase

I deployed the Mig-17s first, because they have no radar, but now realise that the average planes should have deployed before the competent ones. Oh well.

The first pair approach from the south, with the leader lined up on the SAM radar:

And the other pair attack the northern end of the airfield from the west:

The IAF deploys the 3 Mirages and 4 Super Mysteres behind them on intercept courses:

Mandatory Move Phase

Not looking good for the Migs:

Action Phase

The Migs all fail miserably in their strafing attempts. The southern pair are quickly dispatched by the Mysteres:

One of the other Mig 17 pair is shot down, but his wingman manages to roll behind the lead Mirage. He fails to do any damage, but the Mirage has been forced to sacrifice his speed and is now low on energy. The Mig pilot is subsequently wounded by AAA fire in the Ground Asset Phase.

Turn 2

Flight Plan Phase

Arriving this turn are the three IL-28 bombers and two Mig-21s. The bombers come in low and fast at the northern end of the runway:

The Mig-21s fall in behind the Mirages:

 Positions after the Mandatory Move Phase:

Action Phase

The Egyptians win the initiative roll and so the Competent Mig-21 pilot goes first, shooting down the Mirage leader with cannons. The lead Super Mystere then turns onto the middle IL-28 and downs him.

 The Average Egyptian pilots go next. The Mig-21 fires two IR missiles at a Mirage, forcing him to burn energy and gain a Defensive II marker:

He's then finished off by the Mig-17's guns:

The two remaining bombers successfully drop their loads on the runway, and then turn gently away taking care to keep their speed up:

One of the Super Mysteres turns and lines up a Mig-21. The Mig passes his defensive roll, but because he's at alt 1 he has to make another pilot check to avoid splatting into the ground. He fails. Manoeuvre kill!

And the last plane to activate is the only remaining Mirage, who pulls a hard right turn and unleashes a Shafrir IR missile which, miraculously, launches successfully. Shooting a dumb fire-and-forget heat-seeking missile into a melee might seem reckless, but the Mirage pilot has read the manual and is convinced that the missile will track the IL-28's hotter signature, rather than the Super Mystere in between them. It doesn't reach its target in its initial move, but will impact in the next mandatory move phase.

Turn 3

Flight Plan Phase

There are now two Egyptian fighters and one bomber vs one Mirage and four Super Mysteres. All the Egyptian planes are marked to exit in the following FP phase (Turn 4).

Mandatory Move Phase

The Shafrir brings down the IL-28:

The position after all planes move:

Action Phase:

The competent Super Mystere turns and shoots down the last remaining bomber:

The Mig-21 shoots down the last Mirage with a K-13 missile:

The remaining Super Mysteres are unable to manoeuvre themselves into a firing position.

The last remaining plane to activate, the Mig-17 on the far right, could just do nothing here and run off home. He's wounded, he's severely outnumbered, and he has a bandit on his tail. Running away would be the sensible thing to do...

But no, he decides to attempt a barrel roll to position himself behind the bandit on his 6. Being wounded, he needs to roll a 7+ on 2D6...
He rolls a 3. Failing the roll means he loses one speed and one alt, and seeing as he's at alt 1 already... Epic Fail: