Sunday, April 21, 2013

Sedition Wars: Battle Report - Tabletop Style


"Data extraction complete command, now get us the hell out of here”
“Understood Ramirez, extraction coordinates have been linked to Hurley.  Extraction team inbound, ETA 6 minutes, ground time of 2 minutes, lift-off with or without you after that.  Get that data to the bird, we need it!” 
“On our way captain, send heavy support as well, we are being swamped with these things, and Hurley’s gun is offline!” 
“There is no support F@&#ing available! Suffering heavy losses here too, now move!”
The game is Sedition Wars, a game I picked up last year through a hugely successful Kickstarter campaign. Unlike many Kickstarters that you are forced to buy into with little pre-existing physical product to base you opinion on, this one had a lot already in place and was the main reason I bought into it.

The game is based on a set of figures that have already been done in resin versions of the past number of years.  The box contains plastic versions instead of resin, which means less detail and some changes to accommodate the moulding process, but considering the creator I was willing to give it a shot.  The creator(s) are none other than Mike and Ali McVey, well known and respected personalities in our hobby. 

Given the fact that I had always liked the resin versions, and knowing that Mike would not put crap out and ruin his long-standing good reputation in the industry, I bought in just for the figures.  I honestly could have cared less about the rules and expected to just chuck them as I don’t need another sci-fi rule set. 

However, after getting them and playing through them several times, I was immensely impressed. Sure, there are issues with the rules (they are a version 1.0 and from the look of it didn’t undergo external beta-testing), they have several really poorly worded sections, are laid out poorly, have some contradictions, have a few clunky parts, and are not balance correctly. 

However, as an overall system and when played for fun with some common sense applied, they are very fun and extremely effective in capturing the feel of dread and foreboding that you should get from what is essentially a zombie / Resident Evil / Aliens / Space Hulk style game.  With the massive FAQ applied, some in house minor tweaks, and a play for fun attitude though it is my hands down current favourite small skirmish game. 

Even better news is that Studio McVey is in the process of fixing all the issues and will be releasing a new version 1.5 rule book sometime soon.

The Mission:

I think you will agree this looks better
than playing on a flat board.

OK, enough background, onto the game itself.  While the game is shipped as a Space Hulk style board game and played on space station tiles, tiles are not fun, terrain is.  Therefore, I took one of the missions from the supplied campaign book and changed it up to fit some Infinity terrain I have been working on, including some printed street images from Toposolitario, which I cut and mounted on foam core wrapped with back duct tape so that there were curbs.  I also changed some of the rules and distances slightly to fit better on a table top instead of on a grid based board (more on that later). 

The mission in the book was to fight through a train station and escape on the inbound train.  On the tabletop the scenario became a mad dash though the streets of a city that has been infected with a nano-virus.  The Vanguard force had been sent to a military hospital that had been overrun to collect the secured data files in a hope of finding a way to stop the outbreak.  The data has been downloaded to the mobile support vehicle “Hurley” and the Vanguard must now make their way to the helicopter that will land at a nearby helipad in 6 turns and will leave 2 turns later, unless delayed by spending tactics.

The Vanguard would start with two fire teams, each made up of two standard Samaritan Lancers and a special weapon elite trooper.  The special weapons were a fusion lance and a reaver support gun (think Aliens smart gun and you won’t be far off, hence us nicknaming the trooper Ramirez).  Also included on the team was Hurley, a heavy support mobile CIC AI unit. However, for this game he essentially servers as a “potato”, having a set path to get to the helipad, and counted as having no weapon, a defensive drone built in, and only generating 1 tactic per turn instead of 2.

David and Kevin commanded the Vanguard.
The Strain started with 7 phase 1 necroforms, and 2 of each phase 2 exo-forms. The necroforms are essentially reanimated corpses, while the exo-forms are living bodies that have been infected with and taken over by the nano-virus.  There were 4 containers on the battlefield that would be strain strategic points.  These would allow the strain to generate additional models.  In addition d6 corpse counters would be placed on the table to infect.  However, the strain rolled a single corpse to be placed on the board, severely limiting their reinforcements.


Frederick and Byron controlled the Strain.

The Game:

NOTE: I took far too few pictures, so the game play is from memory, and therefore while the gist of things is probably pretty close, the exact details may be messed up as to which turn some of the action took place on.
Games setup was done with the Vanguard heading up the central road guiding Hurley towards the helipad.  The Strain started on either side of the main road hidden amongst the shipping containers.

Our deployment map, and the path that Hurley would take to the Helipad.

Turn 1 – 


The Strain won the roll for first turn and counted themselves lucky, and moved in.  However in doing so the Vanguard were able to react with “reflex fire” and dropped 2 necroforms before they any got to range.  However, enough moved and were shot to make it safe for the Strain heavy hitting Quasimodo’s to move into gun range and fire without fear of being shot (much to our mistake, as realized later). One missed horribly and the other was out of range, things were looking bad for the recently re-animated.
Looking down the street, again better than
just using boards, isn't it?
Reflex actions are essentially overwatch reactions.  Each model has a different reflex that they can do during the enemies turn based on certain conditions, however they are only once per enemy turn.
The Vanguard then got their first turn and rolled a 6 for tactical points and were off to a smashing start.  This gave Dave and Kevin enough tactical points to ensure everyone was able to have at least 1 to use for special abilities.
Tactical points are used to power special abilities that the Vanguard have or to place target priority markings on any enemy they can see.  They start with a random number of them and generate additional points each turn based on the skill of their highest surviving trooper.  The points represent the tactical network and command and control operators that are helping the Vanguard troopers.  The system works very well and helps make them feel like an advanced fighting force as they utilize these abilities.
As they started moving, they learned that they were not the only ones with reflex firepower and the Quasimodos unleashed shots on them as they advanced, missing the mark yet again though.


The Vanguard were able to get beads on several Strain though and dropped 1 necroform, wounded another, and wounded one of the Quasimodos. The wounded necroform however got to move forward up to 4” as his reflex action, bringing him into base contact for next turn!

Turn 2 - 


The strain had several nano-clouds on the table as a result of the necroforms that were killed last turn. 
Nano-Clouds are used by the Strain to re-animate dead corpses, morph strain models to bigger more powerful versions, infect the Vanguard, and several other nasty tricks.
One nano-cloud was used to re-animate a corpse and bring a new necroform into play, the other 2 both moved towards Strain strategy points for re-animation next turn. The medical container that house 3 Strain strategic points was also set into motion this turn.  The 3 different effects there allowed the Strain to mulch a necroform for 2 nano-clouds, create a necroform from a nano-cloud, and evolve a phase 2 exo-form for 3 nano-clouds instead of 6.

The wounded necroform in contact activated first and hit the Vanguard on the second attempt doing minor damage but inflicting a bleed.  Next up the Quasimodo that had been out of range re-positioned and was set to fire when Kevin activated his reaver support weapons reflex fire.  He would get not 1 but d6 shots at any target in a 3” area, things looked grim for the Quasimodo. 

Luckily for the Strain, Kevin rolled a 1, and then failed to even hit.  The Quasimodo launched a shot in and struck an unlucky Samaritan, damaging her and leaving acid melting through her armour.  Several other Strain moved up, however they were all gunned down with only a single one making contact, but without any activations left to attack.

The Vanguard then activated and one became infected (rule change discussed below).  The Vanguard were able to gun down both Quasimodo’s and a Stalker (the phase 2 hand to hand beast) that had been trying to position for the attack at the right moment.  The Vanguard had been wise to it and set themselves up so that when 1 fired at it, the reflex ability to jump out of the way up to 4 inches before the shot was resolved, would not allow him to get out of line of sight.  It took a few shots at him but he was shredded were he stood.  At the end of the phase the vanguard affected by the acid melted away and died, leaving a corpse token behind.

Turn 3 – 


The Strain were able to spawn two new quasimodos from strategic points at each side of the board, and to spawn new necro-form right in the middle of the Vanguard formation. The rest of the nano-clouds were moved to spawn more Strain next turn.

Several attacks were made, however everything was gunned down on the way in or missed! The only thing that went according to plan was the newly spawned necroform was able to infect a Vanguard, and not just any Vanguard, the reaver support gunner that we had nickname Ramirez. Despite that, things definitely looked rough for the Strain.  There were only about 6 strain left by the end of the turn.  Five were setup in ambush mode for the next turn, and one lone stalker was in the open making a run for the medical module to be evolved next turn.


The Vanguard activated and continued the advance.  They managed to kill the necroform amongst them, as well as the stalker in the open thanks to Ramirez rolling a 6 for the number of shots from his reaver weapon.  The bleeding vanguard was finally able to stem the flow of blood, and Ramirez didn’t become any more infected.

Turn 4 – 


Not much left of the Strain.  The nano-cloud floating around created another Quasimodo that started moving towards the medical container, making sure to stay behind cover.  At the medical container the mulch and recycle continued, maybe not so coincidentally near a Soylent green container…  remember the green ones taste better.

All that really happened was everything being gunned down by reflex fire other than a single necroform making it in and killing the vanguard that had been down to one health, thereby leaving a corpse marker.

The Vanguard had 2 models become infected during the start of the turn, including Ramirez becoming more infected, now at stage 2 infection. They then cleared up all of the remaining Strain other than 1 near the landing pad, the one in the medical container, and the Quasimodo moving towards it.

Turn 5 – 


The Strain were able to create 2 new necro-forms (from the corpse and from the medical container) and the continue the mulch again.  The three necroforms moved in trying to stall the Vanguard just one more turn so that they could get the Quasimodo upgraded.  No luck though as every one of them was gunned down.  The only upside was that the Quasimodo was still too far from the Vanguard to be shot and there was a nano-cloud marker near the Vanguard.

The Vanguard setting up a perimeter around the helipad.
The Vanguard turn started out in an interesting way.  The nano-cloud was closest to Ramirez and therefore put a 3rd infection counter on him.  That meant that best case would be if he passed his infection test at the end of the turn the strain could convert him to a necroform or 2 nano-clouds next turn, and worst case if he failed the Strain could convert him to phase 2 model right it the middle of the Vanguard! The remaining Vanguard decided that as much as they appreciated Ramirez and his gunnery skill, they couldn’t take the risk and gunned him down on the spot. 

The 3 remaining Vanguard then moved up getting ready for the helicopter to arrive on the next turn and created a defensive perimeter around the landing pad.  They did however make sure that they positioned themselves to be able to shoot at the Quasimodo as it neared the medical container on turn 6.  

All hope died for the Strain when the Quasimodo was gunned
down trying to get to the medical container to evolve.

Turn 6 –


The strain had enough nano-clouds by the medical container to spawn another necroform and sent both of them into harms way to block the shots that were going to be heading at the Quasimodo. 

The Vanguard however had enough tactical points left to use “Frosty” and fire and kill both necroforms and the Quasimodo as they moved.  It came down to the last shot and the last point of damage, and rolling just enough to hit, but the Vanguard did it, all with reflex actions before they even got their turn 6!

On their turn 6 the Vanguard moved Hurly to the newly arrived helicopter and uploaded the data. 

Even though there were 2 turns before the helicopter would take back off, with only a few nano-clouds left floating around the table and a single necro-form the strain admitted defeat and the game ended.

The Vanguard escape with the data.
Can they find a way to stop the Strain infection?
  

Post Game Comments:


Frederick and I realized late in the game, that we would have been much better off to start funnelling our phase 2 Strain, the Quasimodos and Stalkers that we started off with, towards the medical container and waited to upgrade them.  We would have had access to phase 3 models by turn 3 or 4 due to the strategic points there and then able to make a late game heavy assault.  Oh well, re-animate and learn.
I am sure it would have made a difference, how much, I don’t know.

I know both sides made errors at times, and that we modified and butchered several rules at times, the result was great!
Would things have gone differently for the Strain
 with either of these phase 3 eco-forms in play?

I thought the game played very smoothly, and felt very cinematic (at least to me).  Even though it may sound like the Vanguard ended up clearing the table essentially by the bottom of turn 4, up until that point both David and Kevin were extremely worried.  After all they only started with 6 fighting models and were down to 4, kept seeing us getting re-enforcements, and had a few infected models.

Even going into turn 6, if Frederick and I had managed to get the Quasimodo 1 more inch and into the medical container, we would have had a huge nasty phase 3 beast on the table to smash the Vanguard with.  It would have been too little to late as we could probably only have dropped 1 each of the next 2 turns before the helicopter took off, meaning that 1 would have still escaped, but it would have been hugely cinematic and fun!

Hope everyone had fun with the game, as I said when I sent out the invite it’s a great little system that provides a great feel.  It has some issues, but they are easily glossed over as long as you play in the right spirit of thing.  That spirit to me is, play it like a zombie / resident evil movie and play for fun.  Played that way, I love the system it has a huge potential.

Anyway, sorry to ramble on, hope you made it this far, and hope to do another game like this soon.

Footnote - Rule changes:


As mentioned at the start, the core rules need some work for clarifications and balance.  They needed even more to make them work in an outdoor environment. 

Just a few of the things that were modified were ranges, and sequencing of effects.

Ranges were lengthened out to 6 / 12 /18 inches from 4 / 8 / 12 inches. However, after playing this way, those should get stretched out even further.  This however means that the necroforms also need to get substantially cheaper (probably down to 1.5 points instead of 3) so that you have enough of them to deal with the heavier closing gunfire. 

Sequencing of effects was also changed to check the effect and applying additional damage after activating a model instead of before.  This was done to provide a more heroic feel, as a model could then do something beneficial just before they died from bleeding out or melting from acid.

Part of the sequence change as well was that Vanguard would become infected if they started their turn within 2” of a nano-cloud.  The normal ending on the same square simply doesn’t work in an open environment.  Honestly, it hardly ever works even when played on a board, and even when it does, infection takes too long to do anything and is almost always a non-issue.



Thursday, April 18, 2013

28mm Austrian Reinforcements


28mm Austrian figures from Wargames Foundry
Hello again folks - my apologies for the slow posting activity recently.  I wish I could say it was because of nice weather, but winter continues to cling to the prairies like the clenched fist of an ancient swamp hag.  I'm pretty much at the point where I think we need to build a ziggurat and sacrifice a local weather forecaster in an attempt to appease the gods - after all, I hear the Aztecs enjoyed some good weather in their time.

Early stages of the painting process

Finished and waiting for basing
In fact I have been diverted because of a fun reason - the bonkers NHL half-season has given the Winnipeg Jets (our local NHL ice-hockey team) a truckload of home games recently, so I've been at the rink cheering night after night.  It's been lots of fun, particularly as the Jets have scraped together a nice little winning streak and still cling to a remote possibility of making the playoffs. 

The bases are 30mm wide and 50mm deep (I think - I might need to double check that)
But I've still been painting a bit in between games, working on my 6mm War of Spanish Succession project.  I've also added a few more 28mm Napoleonic Austrians. Curt and I play "grand manner" style 28mm Napoleonics with larger units.  In the case of the Austrians, noted for their very large battalions in the field, that means really, really big units - 40 infantry castings for a large foot battalion. 

I like the look of a "firing" unit - good break from all of the marching ones

"March attack" poses make up the second rank
Back in Curt's 2011/2012 Painting Challenge I had finished off a 32-casting Austrian battalion in firing poses - smaller than usual.  There is nothing wrong with this (and in fact I doubt that every Austrian battalion in the field was as large as gamers tend to think) but seeing this one unit on the shelf 8-figures short from the others kind of annoyed me (yes - I'm nuts). When I found a few more of the Foundry figures in a firing pose I decided to round off the unit.

Here the new recruits have joined their parent formation
Ready for a battlefield stroll with the Hapsburgs
I had hoped to paint a number of 28mm Austrians as part of Curt's most recent painting challenge, but in the end I mostly concentrated on figures for the Sudan.  The upshot is that I have a bunch of other 28mm Austrian castings ready to go for painting, so I hope I can add a couple more units over the summer.  If summer every actually shows up...

Wednesday, April 3, 2013

War of Spanish Succession - 6mm


British infantry for the WSS period from Baccus, 6mm
Curt's painting challenge is over but I'm still focused on historical figures these days.  For something new I dug up something old - a purchase from a couple of years ago from Baccus, makers of a very diverse line of 6mm figures - a War of Spanish Succession starter kit.  The kit comes with everything you need to try their "Polemos" rules system - two starter armies (French and British) complete with bases, painting guides and even flags, a rule book, errata and play sheet for said rulebook, and even a few buildings to give you a bit of terrain to get going in 6mm.

An excellent read, got me interested in this period
I purchased this after reading "Blenheim - Battle For Europe" by Charles Spencer (itself an impulse buy made one day at Chapters).  I really enjoyed the book and I recommend it highly.  It is well-written, very engaging, transporting you to a fascinating time in Europe's history when the succession of the Spanish throne to King Louis IV's relative set the table for French hegemony in Europe and a war lasting over 10 years, covering many parts of the continent, to prevent it.

The main elements of my WSS French "starter army" from Baccus out on parade on the table
This was of course the time of that great Captain from British history, the Duke of Marlborough, and his Imperial ally Eugene of Savoy.  Drama, muskets, tricornes, cannons, cavalry, fancy uniforms, great characters, Dutch squishiness, Gallic egos, British treachery, flip-flopping electors, the Holy Roman Empire, confusing little patchworks of German states that somehow have armies, political infighting - the War of Spanish Succession really has it all!

Field artillery

The guns and crew are on a 30mm square MDF base
One of the things I like about 6mm is that is an easy way to try out new periods.  The uniforms in this era are quite dramatic - tricornes, lace, belt loops, etc.  Some French regiments seemed to use pocket styles as a way to stand out!  But 6mm lets you dodge out little details like that and focus on the main parts.  That's one of the reasons this product appealed to me - 6mm seemed like a safe way to "dabble". 

French C-in-C stand - again on 30mm square MDF base
I had painted a few of the French infantry back when I originally received the package, but the project got shelved when I moved two years ago, and did not re-emerge until I was rummaging around and lining up stuff to paint for Curt's painting challenge.  Over the past couple of weeks I have re-based the previously finished figures and moved ahead with finishing the rest.

French cavalry wing - three regiments of horse in the fist line, a lonely regiment of dragoons in the second line
So far I have finished most of the French starter army, and one solitary base of British troops.  Each army comprises eight units of infantry, six units of horse, four units of dragoons, four artillery pieces and a group of officers.  You also get figures to represent your dragoons in a dismounted deployment.

French horse on the left of the picture, a dragoon regiment in the centre; French dragoons of this era had funky, "toque" style head gear
Polemos puts each unit on one base - 60mm x 30mm rectangles for infantry and cavalry units, and 30mm squares for artillery and officers etc.  You base the infantry in slightly different styles to represent their style of musket fire - either the a prest "school" or Dutch "school" of musket drill.  The French infantry ("a prest" school") are in three ranks of eight figures, while the British infantry ("Dutch" school) are in two ranks of 12 figures stretching right across the base.

French infantry regiments

More French infantry - the fellows in the back at left (in red) are Irish troops fighting for Louis!
I give Baccus a lot of credit for a neat gaming product here.  I like gaming products that give a player "everything they need" to get started, so-to-speak.  Battlefront (whatever I think of their rules) is a good example of this, and Games Workshop will do that the odd time.  Warlord is starting to do that a little more too.  With Baccus, between the website and the rulebook that came with the starter package, there were a number of easy to access resources in terms of getting started with the painting while doing some more in depth research.

The Baccus castings are also nice.  I still rate Adler as top of the class for 6mm, but these are not bad at all.  Lots of character in the little figures, and fun to paint.

Senior generals lead the infantry in the centre
As compared to, say, the Napoleonic period, the military thinking in the War of Spanish Succession was much more rigid.  There was a "campaign season". Your army rarely fought pitched battles.  Steady sieges of Vauban fortifications were more likely campaign features.  If you met your enemy in pitched battle, you had your infantry in the centre, and cavalry in the wings.  And you had A LOT of cavalry, who's job was to stop the other guy's cavalry.  Your infantry had two formations, line, or line. :)

Another view of French cavalry - the unit at the back are Dragoons, with bright yellow uniforms

The building (and base) also came from Baccus with the starter pack; there are two more buildings and they are quite nice
Still, with all of that rigidity, a lot of interesting and very large battles - like Blenheim - took place as Europe struggled to contain Louis and his ambitions.  But I'm a looooong way from Blenheim or anything like that - these starter armies would represent a small section of the front line in that battle.  My hope is to get these done and try a much smaller engagement - whether using the Polemos rules or (more likely), Black Powder.

The British "starter army" waits their turn for priming and painting
The French are getting there, and then I will get cracking on the British.  I hope it will all be ready for a game at Dallas' new place sometime this summer!

Thursday, March 28, 2013

Conscript HQ is on the Move


First off, my apologies for the paucity of blog posts from me lately. Fortunately Greg and the rest of the lads (especially Greg) have been picking up my slack in admirable fashion. Thanks guys!

Anyway, the reason for my lack of blog activity is that we're moving houses. The great news is that we'll now have a dedicated gaming space (most of the ~400 sq ft finished area of the basement); the not-so-great news is that with getting the new house ready, and packing up our stuff, I haven't picked up a paint brush (except for 1:1 scale house painting) for maybe two months!

We've already started transporting gaming stuff and terrain etc. to the new place, for storage in the partly-finished utility room. I've laid out the plan for the basement on graph paper and furious schemes are in the works regarding mass purchase of "storage and display solutions" from our "co-workers" at IKEA... oh yes, and a 50" plasma TV has to fit in there somewhere...

The move date is 11 April... wish us luck...

Wednesday, March 27, 2013

Seven Years War 28mm Austrians from Front Rank

For Maria Theresa!
So this is kind of a "WTF?" project - 28mm Austrians from the Seven Years War.  The Seven Years War? Yes - the Seven Years War. Why the Seven Years War? Why not? Is that an answer? No. But that's really all I have for an explanation.

Austrian SYW battalion in 28mm
My main horse & musket gaming interest is the Napoleonic period.  I have a collection of Napoleonics in 15mm and another group in 28mm.  I love the period, I love the various rules and I love the games.  Rolling out for the 28mm games in particular is a lot of fun. That huge battle in Regina is probably one of the coolest games I have ever been part of.

The frontage for each figure is 15mm

But the Seven Years War is really neat.  Linear fighting (none of those savage, peasant fuelled revolutionary columns), elite officers, polluted and incompetent officers, tricorne hats, crazy gloves, pimped up cuffs and collars, neck scarves, fancy hair, halberds...and poltroons.  Poltroons! And the Hungarians - bonkers! And lots of grenadiers with mitres. Mitres!  The period has a lot to offer. The Space Marine-like shooting abilities most rule sets attribute to the Prussians are pretty annoying but the whole spectacle looks amazing on the table.  Conscript Brian H. has a 15mm scale collection of Seven Years War figures that are, quite simply, jaw dropping to see, and when he brings them out for a game its an event for sure.  Although the damn Prussians will win...

BEFORE - painted originally as an 18-casting unit, just one flag

I cannot match Brian's skill with the brush, but I have dabbled with the Seven Years War before. Back in 2009 I painted up a few 6mm Adler castings.  For Christmas that year I received a pack of Front Rank Austrians from this period.  At the time I was reading up the "Might & Reason" rules by Sam Mustafa, so I started to paint them up for fun  in line with the basing for that game.

Another BEFORE photo - note the fade on the flag
But I didn't like how it looked.  "Might & Reason" calls for very small units in 28mm scale, about 12 castings per unit.  I didn't care for the look, and I didn't like the way the units were split into two halves - was hard to figure out where the standard bearers should be. A little thing, but it is the kind of thing that really irritates me.  "Might & Reason" is not rigid on its basing, however.  You can use any basing you like as long as it is consistent, so I painted these up originally as an 18-man unit, based on three six-casting bases with a 15mm-per-figure frontage.  This little orphan project sat on the shelf after that, and there are a couple of pictures in this post that show how it looked.  The flag was from GMB, and it was very fiddly - it reacted poorly to the glue and then faded under the dullcote varnish.

AFTER - increased to 22 castings, with a second standard bearer and mounted officer
Fast forward to 2011, and Curt gets me going on these bonkers grand-manner-style Napoleonic units with 40 castings.  As I finished more and more large Austrian units, I would look at my lone SYW unit from time to time, and it looked pretty small.  Fast forward again to Curt's Analogue Hobbies Painting challenge which started last December.  I dug out a lot of old stuff to paint - mostly Sudan, some WW2, but I also came across some extra musketeers that came with the 2009 gift.  I thought I would paint up the balance of the musketeers, the mounted officer, and re-base them using the system Curt had developed for the Napoleonics - still 15mm frontage per casting, but a deeper base to protect the figures.  It seemed like a nice way to get some extra points! I didn't get to them in time for the challenge, but I still got to them over the weekend...

Poltroon - awesome! Keep that line straight!
I did not wish to make this into a massive 40-casting unit, but I hiked it up to 22 castings with a mounted officer. I added a second standard bearer, and replaced the flags.  The unit was re-based. All in all it came together pretty well.

Mounted officer dressed to the nines.
Front Rank castings are certainly "well fed", but have lots of nice detail
The Front Rank castings are interesting.  They are beefy, beefy lads, hulking 28mm figures, and they barely fit into the 15mm frontage on the bases.  It's not that they are taller, they are thicker. They have nice detail, but some of the poses, particularly for the officers, are a little awkward. The fellow with the halberd on the command base is a good example - a neat pose, but he looks very awkward...the turn of his back just isn't quite right.  On the other hand I've seen a lot worse.  The Front Rank range is very, very comprehensive and there is a lot of lovely detail on the figures.  If 28mm SYW is your thing, I suggest Front Rank for sure.

A solitary unit...for now...
Overall I was happy with this little project and how it turned out. So will this herald a new "New Insane Project?"  You never know, but it is pretty unlikely.  Why? Well, for fun I took a "Might & Reason" scenario that Brian H. designed, the Battle of Lobositz.  Doing the Austrian infantry component alone would require another seven of these units...and then there is the cavalry, the guns...and then the Prussians!  All in it was something like 350 castings between both sides. Front Rank doesn't hose you, but it isn't cheap either - and there is other stuff I want to paint.  Even if I lowered my sights - say to just try a Black Powder game - it would still be a pile of lead, and time that I should probably invest in other projects (Napoleonic Austrians, or Sudan, or who know what else) instead.

So these lads will sit on the shelf and look nice for now.  We'll see if/when I come back to the Seven Years War, and in what scale...

28mm Madhist Cavalry and Infantry Command


Madhists ready to fight the crusaders!
Some more castings from the Perry Twins.  They were oh-so close to being done in time for the Analogue Hobbies Painting Challenge, but you what they say about where "close" counts :)  I must still be jacked up from the Challenge, however, because I keep saying to myself "hey, this would have been another 60 points!".

Madhist leader

Flags from TVAG
These are Madhist command figures - one set of cavalry leaders and two sets of infantry command.  Each set contains one leader, one musician and one standard bearer.


Beja warriors bearing inspiring messages of the prophet - or not, I can't read the script, so who knows what it says?

The flags are from The Virtual Armchair General.  Learning from previous experience I dispensed with the pewter staffs for the flags and went with steel rods instead.  These flags are not going to bend.

Large flag for the leaders of the Baggara horsemen

Baggara Emir will lead the Madhist cavalry
These guys will contribute to further Madhist mayhem on the table in games of either Black Powder or LOTR-type skirmish gaming.