Well, it was inevitable after my trip to the Royal Australian Armoured Corps museum that I would write the rules for the Australians in Conflict '89.
The Australians adopted a pretty interesting formation in the modern period. Historically, the Australians (and New Zealanders) were regarded as some of the best light infantry in the world. Battles like Tobruk, El Alamein and the fighting in Papua New Guinea during the pacific campaign cemented that reputation.
But it was in those battles which the Australians realised the need for specific close supporting armoured formations- they were actually one of the first formations to be supported in big tank attacks in World War One. Through the later New Guinean campaign they were supported by Matilda tanks, using them as a jack of all trades style vehicle.
But on to the modern period. The Auzzies drove Centurions during the Vietnam War, by all counts they loved that tank, finding Splintex (flechette) rounds especially effective.
In the period of Conflict '89, the Australian armoured were equipped with Leopard 1AS4 tanks.
And here are my 10 Leopard 1AS4 Tanks, showing off the awesome colour scheme that is AUSCAM.
Supporting the Leopard tank formations is the Mechanised Infantry. Still equipped with the M113 of the Vietnam era (the AUSLAV is not available until the mid 90's), the Australians utilised multiple turret configurations, the most unique being the M113 MSV, which was an M113 equipped with the turret from a Scorpion light tank. This vehicle was tasked as an infantry support vehicle, based on their experience in Vietnam. Also in the formation is a mortar carrier also.
Again the M113s are showing off how cool AUSCAM is!
Of course, the M113s are transports, so need the infantry too
Infantry with 2 MILAN ATGMs and 2 Red Eye MANPAD
Also in support, there is a recon platoon of four M113, two equipped as MSV vehicles
I put them on bases with their dismounts, so I could tell which was which in relation to my formations.
Of course you also need someone to command it, this is the Battalion XO with his M577..
Another hallmark of modern warfare is using an unarmed helicopter as a forward observer for artillery batteries. The Australians use the Kiowa in this role.
So that is it, the whole lot!
What is next? Well.. These have been started..
But more on those soon.
CP
Showing posts with label Australians. Show all posts
Showing posts with label Australians. Show all posts
Thursday, 6 December 2012
Thursday, 25 October 2012
Conquest 2012: Recap
So, the weekend marked the 10th Conquest run by Comics Compulsion and the Christchurch Cavaliers.
As previously mentioned, it was a 1600 point Mid War competition, based around the anniversary of the battle of El Alamein.
I was running an Australian Rifle company, based around what I knew about the 9th Australian Division from a memoir of a digger that I had read recently. Basically it was a lot of infantry, with mortars, 25pdrs, 6pdrs, Carriers and a detachment from the Australian Divisional Cavalry in Stuart light tanks.
So with the mass of speed painting done on the nights prior to the tournament, it was time to get started! Like Craig, I have neglected to take photos- I forgot!
Game 1 was against Chris W, who was running Pioneers with Marders. Lots of Marders.
The mission was No Retreat, and it was a night attack. Representing the first rush to claim high ground at the start of Alamein, the Australians sought to attack the German positions under the cover of night.
Being pioneers meant that there was a whole lot of Barbed wire on the table. A whole lot!
So with the left flank totally locked down by three lengths of barbed wire, I was forced to attack wholly up the right flank. Turn one, I advanced as silently as I could, not firing to keep my positions hidden.
The Germans however had no such compulsion, opening up with all of their firepower. A platoon of Carri appeared out of the darkness on the top of the nearby high point, opening up with their multiple machineguns. The pioneer infantry added to the fusillade, obliterating the First Platoon, causing the survivors to rout (fearless, yay)
With no other tactical choices, the australian advance continued, pushing towards the high ground on the hill. The enemy Italians were seen off by a combination of 6pdr Portee and 25pdr fire.
But it was the infantry who would have to win the day, they continued to push forward. But the Germans once again opened up with all of their machineguns, crippling 2nd platoon and it took the urgings of the Company Commander to get them to remain in position on the battlefield.
It was now the turn of the Germans to continue firing, the arrival of the Marders heralded a further annihilation of the next platoon of infantry as they advanced forward. The 6pdr portees were quickly annihilated, being eradicated by the 76.2mm cannon from the Marders.
The Australians continued to push forward, but with no anti-tank assets left, all that remained was to attempt to destroy the marders with 25pdrs indirect fire. One Marder was even destroyed by a 3" Mortar!
But that was all that the Australians could claim, the infantry were slowly wasted away, as were the support assets such as the Stuarts and Carriers. All in all, a very tough game. Chris decided to hit, with everything in Turn One and Two- I lost two full platoons of infantry when they should have had concealment from night. Coming back from that would simply be impossible.
A 5-2 Loss.
Game Two was against Jim, who was running a super cool Panzergrenadier company with Dianas!
Jim had to attack me in a Cauldron, so I deployed two platoons of auzzies, 25pdrs and the Portees in ambush. My plan? Use the Portees to harass any armour and hope that the Auzzies could hold on!
Jim foiled my plan of using Portees to kill tanks by not deploying any. So, simply I zipped my Portees out to begin machinegunning his mortars! But, with the new Mortar rules, the Germans were able to quickly eliminate no less than 3 of the Portees in short order, ruining their fun entirely. The remaining 6pdr deployed itself in a wadi and sat threatening any tanks which might come its way.
Jim pushed a big infantry attack through some rocky ground, under the covering fire of some infantry guns and mortars. The Auzzies held firm, using their 2pdr bombardments to destroy first the enemy AT guns, then proceeding to rain shells down onto the infantry.
But this was changed when the Australian reinforcements arrived, the Stuarts moved on and immediatly assaulted Jim's infantry reserve. With no AT guns to protect them, they were quickly forced down to half strength and forced out of their positions. The Stuarts continued to harass the infantry and support weapons, eventually able to destroy the mortars and infantry.
Jims infantry assault had stalled by bren gun fire, and once the enemy was pinned and under pressure, it was time for the Australians to counter charge with cold steel.
Jim threw a last attack to gain a point with an attack of 2 heavy armoured cars, but both were destroyed with Sticky Bombs.
A 6-1 Win to the Auzzies
Game Three was against Rob Shirley, in a Dust Up.
Rob was running his traditional German Grey panzers, with captured 25pdrs, Panzer IV longs, Panzer II's and all led by that chap Rettermeier.
The plan was simple attack hard and fast with 2 platoons of Australian Infantry, hope the 25pdrs could kill a couple of Panzers with indirect fire and hope that the 6pdr portees could kill the tanks to allow the infantry assault to continue.
How did it go?
Well. Very well. The infantry raced into the buildings, opening fire onto the enemy positions. But it was the 6pdr portees who placed themselves in such a way to have their shots onto the enemy tanks. Quickly the Panzers started to burn. But it was when the Infantry started to reach the tanks that the Panzers started being in trouble. All it took was a couple of sticky bombs to destroy Rettermeier, to destroy the Panzer IV platoon and once a couple of Panzer IIs had been knocked out by 25pdrs, it was a large infantry assault that destroyed the enemy panzers.
A flank attack by two Enemy panzers was quickly seen off by direct fire from 25pdrs, whereas the Auzzie flank attack cost the Germans dearly, destroying 25pdrs and preparing them for a last ditch infantry assault by the Australians. Another infantry assault went in on the 3 SP AA guns of the Germans, one having been killed by MG fire.
Once they were seen off, the Australians have total control over the battlefield. In fact, the Australians had both objectives, as well as Rob only having a single Observer stand left on the battlefield.
A 6-1 Win to the Australians.
So, day One had gone alright, two good wins, but one loss. The Allies had gained the momentum, and were pushing hard at the Germans ready for Day Two.
Game Four was against Dave D, in a Pincer.
With the initiative with the British, it was time for another attack. The mission was Pincer, with the Australians attacking at night.
This game was silly.
It started at night, with the Australians advancing under the cover of night with three platoons of infantry massed in the centre to attack the forward objective. Here was when the game could have been over quickly, Dave had 6 shots to hold back my infantry assaults, and had succeeded in not one, but 3 pins!
So with the infantry stalled, the Germans were able to smash the infantry with artillery, MG and tank fire. Here was Dave's first chance to win the game, two platoons of Australian infantry simply dissolved in the ensuing firefight and assault. But, Dave's infantry disappeared too. Which left the job of capturing the forward objectives to his Panzers.
While the infantry assault went on, the 6pdr portees positioned themselves to destroy the 2iC tank, while the Stuarts put a 37mm shot straight through the centre of Rettermeier's turret, destroying it.
The Universal Carrier platoon positioned themselves to assault the enemy 25pdrs, losing one of their number to defensive fire, but managing to destroy the two guns! They then moved to assault the staff team, killing it and breaking the platoon.
But the German reserves had arrived, the Panzers began to swarm over the Stuarts and Universal Carriers, destroying the Stuarts and leaving one carrier hiding from the combined firepower. A platoon of tanks attempting to push the Aussie infantry off the objective was seen off by 6pdr portees, 25pdrs and sticky bomb equipped infantry.
The game ended when Dave's last attack, a flanking mission by 3 Armoured Cars was seen off by defensive fire by Rifles, with their loss, his company broke.
A 4-3 win, which could have so easily been a 6-1 either way earlier on.
Onto Game Five, and there was only one person who I could be playing. Craig C, and it was the Australians attacking the Germans at night, in a Fighting Withdrawl.
My plan was to advance as fast as possible, closing the gap to Craig's position with as much haste as possible, to assault and destroy the enemy position before he could react.
It was a nice plan, but it didn't quite go to plan!
I managed to push forward with all haste, one platoon even riding carriers! But once they reached the German front line, Craig's ambush appeared, to defend his guns. Night held, which kept my infantry from being totally obliterated.
The 25pdrs began to find their range, pouring down punishing fire onto the head of the German position, destroying guns and infantry alike with their shells. With the enemy positions thinned out, it time for another infantry assault, which pushed the Germans off the objective and put it in the fragile Australian hands.
On the other flank, the Australian 6pdrs were under fire from Marders. But, with no loss to themselves they were able to hit and destroy 2 Marder, and bail another. The platoon then failed it's morale.
The German defense now hinged upon the Italian Assault Guns, who put themselves into the wadi to protect the objective. But once the 25pdrs found their range, the 6pdrs began their fire also, and finally an infantry assault by the 2 remaining Australian infantry teams was able to destroy the Italians utterly, leaving the Australians on the objective, and in charge of the game!
A 4-3 win, well fought and hard earned!
So, 5 games played, 4 wins, one loss. So after a bad start, the Australians were able to pull it back and even when attacking tanks, they were able to come out on top!
My points were enough for 3rd place, just the one point behind Craig!
Another enjoyable weekend gaming, it was fun to run Australians. Now I need to paint some 2 pdrs for them, so I can take them to Valleycon next year!
CP
As previously mentioned, it was a 1600 point Mid War competition, based around the anniversary of the battle of El Alamein.
I was running an Australian Rifle company, based around what I knew about the 9th Australian Division from a memoir of a digger that I had read recently. Basically it was a lot of infantry, with mortars, 25pdrs, 6pdrs, Carriers and a detachment from the Australian Divisional Cavalry in Stuart light tanks.
So with the mass of speed painting done on the nights prior to the tournament, it was time to get started! Like Craig, I have neglected to take photos- I forgot!
Game 1 was against Chris W, who was running Pioneers with Marders. Lots of Marders.
The mission was No Retreat, and it was a night attack. Representing the first rush to claim high ground at the start of Alamein, the Australians sought to attack the German positions under the cover of night.
Being pioneers meant that there was a whole lot of Barbed wire on the table. A whole lot!
So with the left flank totally locked down by three lengths of barbed wire, I was forced to attack wholly up the right flank. Turn one, I advanced as silently as I could, not firing to keep my positions hidden.
The Germans however had no such compulsion, opening up with all of their firepower. A platoon of Carri appeared out of the darkness on the top of the nearby high point, opening up with their multiple machineguns. The pioneer infantry added to the fusillade, obliterating the First Platoon, causing the survivors to rout (fearless, yay)
With no other tactical choices, the australian advance continued, pushing towards the high ground on the hill. The enemy Italians were seen off by a combination of 6pdr Portee and 25pdr fire.
But it was the infantry who would have to win the day, they continued to push forward. But the Germans once again opened up with all of their machineguns, crippling 2nd platoon and it took the urgings of the Company Commander to get them to remain in position on the battlefield.
It was now the turn of the Germans to continue firing, the arrival of the Marders heralded a further annihilation of the next platoon of infantry as they advanced forward. The 6pdr portees were quickly annihilated, being eradicated by the 76.2mm cannon from the Marders.
The Australians continued to push forward, but with no anti-tank assets left, all that remained was to attempt to destroy the marders with 25pdrs indirect fire. One Marder was even destroyed by a 3" Mortar!
But that was all that the Australians could claim, the infantry were slowly wasted away, as were the support assets such as the Stuarts and Carriers. All in all, a very tough game. Chris decided to hit, with everything in Turn One and Two- I lost two full platoons of infantry when they should have had concealment from night. Coming back from that would simply be impossible.
A 5-2 Loss.
Game Two was against Jim, who was running a super cool Panzergrenadier company with Dianas!
Jim had to attack me in a Cauldron, so I deployed two platoons of auzzies, 25pdrs and the Portees in ambush. My plan? Use the Portees to harass any armour and hope that the Auzzies could hold on!
Jim foiled my plan of using Portees to kill tanks by not deploying any. So, simply I zipped my Portees out to begin machinegunning his mortars! But, with the new Mortar rules, the Germans were able to quickly eliminate no less than 3 of the Portees in short order, ruining their fun entirely. The remaining 6pdr deployed itself in a wadi and sat threatening any tanks which might come its way.
Jim pushed a big infantry attack through some rocky ground, under the covering fire of some infantry guns and mortars. The Auzzies held firm, using their 2pdr bombardments to destroy first the enemy AT guns, then proceeding to rain shells down onto the infantry.
But this was changed when the Australian reinforcements arrived, the Stuarts moved on and immediatly assaulted Jim's infantry reserve. With no AT guns to protect them, they were quickly forced down to half strength and forced out of their positions. The Stuarts continued to harass the infantry and support weapons, eventually able to destroy the mortars and infantry.
Jims infantry assault had stalled by bren gun fire, and once the enemy was pinned and under pressure, it was time for the Australians to counter charge with cold steel.
Jim threw a last attack to gain a point with an attack of 2 heavy armoured cars, but both were destroyed with Sticky Bombs.
A 6-1 Win to the Auzzies
Game Three was against Rob Shirley, in a Dust Up.
Rob was running his traditional German Grey panzers, with captured 25pdrs, Panzer IV longs, Panzer II's and all led by that chap Rettermeier.
The plan was simple attack hard and fast with 2 platoons of Australian Infantry, hope the 25pdrs could kill a couple of Panzers with indirect fire and hope that the 6pdr portees could kill the tanks to allow the infantry assault to continue.
How did it go?
Well. Very well. The infantry raced into the buildings, opening fire onto the enemy positions. But it was the 6pdr portees who placed themselves in such a way to have their shots onto the enemy tanks. Quickly the Panzers started to burn. But it was when the Infantry started to reach the tanks that the Panzers started being in trouble. All it took was a couple of sticky bombs to destroy Rettermeier, to destroy the Panzer IV platoon and once a couple of Panzer IIs had been knocked out by 25pdrs, it was a large infantry assault that destroyed the enemy panzers.
A flank attack by two Enemy panzers was quickly seen off by direct fire from 25pdrs, whereas the Auzzie flank attack cost the Germans dearly, destroying 25pdrs and preparing them for a last ditch infantry assault by the Australians. Another infantry assault went in on the 3 SP AA guns of the Germans, one having been killed by MG fire.
Once they were seen off, the Australians have total control over the battlefield. In fact, the Australians had both objectives, as well as Rob only having a single Observer stand left on the battlefield.
A 6-1 Win to the Australians.
So, day One had gone alright, two good wins, but one loss. The Allies had gained the momentum, and were pushing hard at the Germans ready for Day Two.
Game Four was against Dave D, in a Pincer.
With the initiative with the British, it was time for another attack. The mission was Pincer, with the Australians attacking at night.
This game was silly.
It started at night, with the Australians advancing under the cover of night with three platoons of infantry massed in the centre to attack the forward objective. Here was when the game could have been over quickly, Dave had 6 shots to hold back my infantry assaults, and had succeeded in not one, but 3 pins!
So with the infantry stalled, the Germans were able to smash the infantry with artillery, MG and tank fire. Here was Dave's first chance to win the game, two platoons of Australian infantry simply dissolved in the ensuing firefight and assault. But, Dave's infantry disappeared too. Which left the job of capturing the forward objectives to his Panzers.
While the infantry assault went on, the 6pdr portees positioned themselves to destroy the 2iC tank, while the Stuarts put a 37mm shot straight through the centre of Rettermeier's turret, destroying it.
The Universal Carrier platoon positioned themselves to assault the enemy 25pdrs, losing one of their number to defensive fire, but managing to destroy the two guns! They then moved to assault the staff team, killing it and breaking the platoon.
But the German reserves had arrived, the Panzers began to swarm over the Stuarts and Universal Carriers, destroying the Stuarts and leaving one carrier hiding from the combined firepower. A platoon of tanks attempting to push the Aussie infantry off the objective was seen off by 6pdr portees, 25pdrs and sticky bomb equipped infantry.
The game ended when Dave's last attack, a flanking mission by 3 Armoured Cars was seen off by defensive fire by Rifles, with their loss, his company broke.
A 4-3 win, which could have so easily been a 6-1 either way earlier on.
Onto Game Five, and there was only one person who I could be playing. Craig C, and it was the Australians attacking the Germans at night, in a Fighting Withdrawl.
My plan was to advance as fast as possible, closing the gap to Craig's position with as much haste as possible, to assault and destroy the enemy position before he could react.
It was a nice plan, but it didn't quite go to plan!
I managed to push forward with all haste, one platoon even riding carriers! But once they reached the German front line, Craig's ambush appeared, to defend his guns. Night held, which kept my infantry from being totally obliterated.
The 25pdrs began to find their range, pouring down punishing fire onto the head of the German position, destroying guns and infantry alike with their shells. With the enemy positions thinned out, it time for another infantry assault, which pushed the Germans off the objective and put it in the fragile Australian hands.
On the other flank, the Australian 6pdrs were under fire from Marders. But, with no loss to themselves they were able to hit and destroy 2 Marder, and bail another. The platoon then failed it's morale.
The German defense now hinged upon the Italian Assault Guns, who put themselves into the wadi to protect the objective. But once the 25pdrs found their range, the 6pdrs began their fire also, and finally an infantry assault by the 2 remaining Australian infantry teams was able to destroy the Italians utterly, leaving the Australians on the objective, and in charge of the game!
A 4-3 win, well fought and hard earned!
So, 5 games played, 4 wins, one loss. So after a bad start, the Australians were able to pull it back and even when attacking tanks, they were able to come out on top!
My points were enough for 3rd place, just the one point behind Craig!
Another enjoyable weekend gaming, it was fun to run Australians. Now I need to paint some 2 pdrs for them, so I can take them to Valleycon next year!
CP
Thursday, 8 March 2012
Force on Force- Australians!
So, my painting progress has slowed a fair bit, but what I am working on right now is a Dark Ages SAGA army (because SAGA is cool!) and also as a wee group we are painting up some 28mm Pacific War WW2 guys, to play a modified version of Force on Force, which we think will be a heap of fun!
More on the rules part in the coming weeks, primarily because we haven't got them all nutted out just yet!
So I have opted to take charge of the Australians, basing them around the 6th Australian Division, who were part of the gruelling campaign for the Kokoda track (or trail, depending on etymology. I have done a quickie link to wikipedia for this, as honestly I don't actually know that much about the campaign. The Pacific War is a bit of an unknown for me, I have read some wonderful books about the USMC in the war, Robert Leckie and Eugene Sledge's were brilliant, but in terms of my actual knowledge, I know very little.
So what I started with was google. I looked at images, at descriptions and at reports and certianly the Australians stood out to me. The Kokoda campaign was quite simply, brutal. A fight against the elements, disease, malnutrition and against a ruthless enemy, the Australians fought with courage and dignity. The overall scheme of the campaign was one of next to no logistical support, of small unit actions all because the track is simply too small to bring up large equipment, if you wanted something, you were going to have to carry it on foot! But carry it they did, both the Japanese and Australians were able to bring artillery pieces to bear on the enemy, lugging them up the track by hand.
A 25pdr being manhandled up the track. Photo courtesy of the Australian War Memorial.
So, after that brief history, I think it is time to show off some painted diggers...
Here is my first half squad. Complete with an NCO with a Thompson SMG and a Bren gunner, these guys come from Artizan designs and are not too bad a models. I am not sure why, but Artizan don't really do great faces in my opinion, they are a little too... chiselled jawed american GI JOE styled for my tastes.
Next up is my AT Team. We have a man with the whopping .55 caliber Boys AT Rifle, with his A gunner. The Boys gunner is from Warlord Games, the assistant gunner is from Artizan.
Here we have the last of my Artizan diggers, one will be the spotter for my Sniper team, the other is a spare NCO with a Thompson. The spotter is one of my favourites from the Artizan set.
Last but assuredly not least, we have an objective marker for one of our games. It seems that some nasty Zero has shot down this chaps Hurricane! He is a downed pilot from the Warlord Games range, and is looking suitably out of place next to the hardened diggers! There will be a "save the pilot" scenario, and this guy will serve the part nicely!
So, that's all I have done now. I got all these chaps from the wonderful people at War and Peace Games seems only fitting to buy auzzies from an auzzie company!
The next lot will be on the painting block over this coming week, but there are definitely more diggers on the way....
Lastly, this happened recently in Libya. All I can say is, those who fell serving their country both here and abroad, deserve peace. In wargaming, I do not seek to glorify war. Only a sociopath could. Instead, it is to remember the history, to remember those who fought, those who fell and those who remain.
Put, as only the Bard himself could,
From this day to the ending of the world,
But we in it shall be remember’d;
We few, we happy few, we band of brothers...
For he to-day that sheds his blood with me shall be my brother.
On that note, take a minute to remember those who are still overseas.
CP
More on the rules part in the coming weeks, primarily because we haven't got them all nutted out just yet!
So I have opted to take charge of the Australians, basing them around the 6th Australian Division, who were part of the gruelling campaign for the Kokoda track (or trail, depending on etymology. I have done a quickie link to wikipedia for this, as honestly I don't actually know that much about the campaign. The Pacific War is a bit of an unknown for me, I have read some wonderful books about the USMC in the war, Robert Leckie and Eugene Sledge's were brilliant, but in terms of my actual knowledge, I know very little.
So what I started with was google. I looked at images, at descriptions and at reports and certianly the Australians stood out to me. The Kokoda campaign was quite simply, brutal. A fight against the elements, disease, malnutrition and against a ruthless enemy, the Australians fought with courage and dignity. The overall scheme of the campaign was one of next to no logistical support, of small unit actions all because the track is simply too small to bring up large equipment, if you wanted something, you were going to have to carry it on foot! But carry it they did, both the Japanese and Australians were able to bring artillery pieces to bear on the enemy, lugging them up the track by hand.
A 25pdr being manhandled up the track. Photo courtesy of the Australian War Memorial.
So, after that brief history, I think it is time to show off some painted diggers...
Here is my first half squad. Complete with an NCO with a Thompson SMG and a Bren gunner, these guys come from Artizan designs and are not too bad a models. I am not sure why, but Artizan don't really do great faces in my opinion, they are a little too... chiselled jawed american GI JOE styled for my tastes.
Next up is my AT Team. We have a man with the whopping .55 caliber Boys AT Rifle, with his A gunner. The Boys gunner is from Warlord Games, the assistant gunner is from Artizan.
Here we have the last of my Artizan diggers, one will be the spotter for my Sniper team, the other is a spare NCO with a Thompson. The spotter is one of my favourites from the Artizan set.
Last but assuredly not least, we have an objective marker for one of our games. It seems that some nasty Zero has shot down this chaps Hurricane! He is a downed pilot from the Warlord Games range, and is looking suitably out of place next to the hardened diggers! There will be a "save the pilot" scenario, and this guy will serve the part nicely!
So, that's all I have done now. I got all these chaps from the wonderful people at War and Peace Games seems only fitting to buy auzzies from an auzzie company!
The next lot will be on the painting block over this coming week, but there are definitely more diggers on the way....
Lastly, this happened recently in Libya. All I can say is, those who fell serving their country both here and abroad, deserve peace. In wargaming, I do not seek to glorify war. Only a sociopath could. Instead, it is to remember the history, to remember those who fought, those who fell and those who remain.
Put, as only the Bard himself could,
From this day to the ending of the world,
But we in it shall be remember’d;
We few, we happy few, we band of brothers...
For he to-day that sheds his blood with me shall be my brother.
On that note, take a minute to remember those who are still overseas.
CP
Monday, 20 February 2012
So, what next?
As of this morning, I finished the last of the Myrmidons. Now sadly, because the Analogue challenge is still on, you are just going to have to wait until tomorrow to see the whole lot up on here!
But along with my Hoplites, I managed to get a bit of painting done on some additihons to my Dystopian Wars Brittanian Fleet.
So, with the addition of those, again I have painted everything I want (so far) for my Dystopian Wars fleet! I just need to get them out sailing in our campaign, before that runs out of steam!
So, with my Greeks for SAGA finished, I have reached a bit of an impass. There is exactly one month remaining in the Analogue Hobbies painting competition, and I would like to get a bit more painting done before then! I think I will aim for an honourable 2nd place behind the painting cyborg (Kent).
So, with that in mind, I need some help to give me an idea of what to paint next...
Options are...
-More Greeks to make an army for Impetvs
-Thirty Years War Spanish- Because Tercios are awesome!
- 15mm Vietnam era Americans- for Force on Force
- More Flames of War- If I tried, in a month I could probably paint a fair bit- adding stuff to all of my armies, certainly to my Boat Company, and Early War Germans
-Some other historical 28mm army for Impetvs?
-SAGA Saxons?
Thats where I am at right now, in addition to one of those (or maybe more than one if it is in 15mm!) there will also be super secret project number #1 getting finished!
But more on that later, and come back tomorrow for my entire Myrmidon army on display!
CP
But along with my Hoplites, I managed to get a bit of painting done on some additihons to my Dystopian Wars Brittanian Fleet.
![]() |
| Red Squadron of Corvettes. Light, fast and sneaky! |
![]() |
| Blue Squadron of Corvettes. Also, light, fast and sneaky! |
![]() |
| A squadron of 3 Agincourt Gunships. Not so light, not so sneaky, not so fast. Big guns and torpedoes however! |
So, with my Greeks for SAGA finished, I have reached a bit of an impass. There is exactly one month remaining in the Analogue Hobbies painting competition, and I would like to get a bit more painting done before then! I think I will aim for an honourable 2nd place behind the painting cyborg (Kent).
So, with that in mind, I need some help to give me an idea of what to paint next...
Options are...
-More Greeks to make an army for Impetvs
-Thirty Years War Spanish- Because Tercios are awesome!
- 15mm Vietnam era Americans- for Force on Force
- More Flames of War- If I tried, in a month I could probably paint a fair bit- adding stuff to all of my armies, certainly to my Boat Company, and Early War Germans
-Some other historical 28mm army for Impetvs?
-SAGA Saxons?
Thats where I am at right now, in addition to one of those (or maybe more than one if it is in 15mm!) there will also be super secret project number #1 getting finished!
![]() |
| What do you mean "worst kept secret since Roswell?" |
CP
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