About Me

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My name is Gavin McClements. I am a wargamer and family man, living in Los Gatos, which is a suburb of San Jose, CA. Building terrain is one of my favorite aspects of the wargaming hobby - in fact, lately I've become more interested in making my battlefields "pop" than in actually playing.

Monday, March 5, 2012

Another 6mm building by JR Miniatures

This is JRM's #13802, Destroyed Red October Factory. I painted it to match a burnt down brick factory, and think I succeeded really well.

The ink here is GW's Devlan Mud. I hadnt thought to use the Badab Black here, but I think it still turned out nicely.














You may notice a slight sheen to the building, which is a little bothersome, but it has been coated with Krylon Matte Varnish that I got at the local Ace Hardware. I am testing out Tester's Dullcoat on my other JRM piece I just finished, in the hopes that I can compare the two...but Dullcoat is expensive and hard to find here in San Jose, CA, at least as far as I can tell.

Making these pieces helps me feel like I have unique terrain, even if they are just store-bought, and spending so much time on them makes it that much more rewarding. Hope you like it.

Im not alone when it comes to not wanting to paint rank after rank...

Ive been surfing over at Tabletop Gaming News today as I often do, and came across this article reviewing Warpath, the to-be-40k-competitor by the guys over at Mantic Games. You can read it here:

http://thefrontlinegamer.blogspot.com/2012/03/games-that-currently-intrigue-me.html

But what caught my eye was the comment at the end:

"The reality is that I'm not quite as enamoured with the idea of mass battle games like I once was. It no longer fits with how, or indeed where I want my hobby to go. I've done that for roughly the past 15 years or so and in the end I didn't find it a very enjoyable all round hobby experience. I guess it's because deep down I love painting and being forced to have to paint row after row of identikit miniatures fills me with dread now, no matter how I approach it. Painting them to as high a standard as I can achieve, which is what I'd normally choose to do, scares the hell out of me. Especially when I think of the time commitment I'd have to make to such a joyless task. Yet speed painting them, and just doing the basics isn't what I like doing either and I find it a bit soul destroying. Big games take a big commitment and I guess my life isn't quite in that same 'hobby zone' right now that it used to be."
You've just nailed my attitude exactly. I can't tell you whether it's a general trend or just a few of us, but I'm over the whole fill-the-table-with-28mm models thing. It's an excess I can no longer afford either time-wise or cash-wise.

I love painting, which might be evident in the terrain I have done lately, but I think this is because the pieces themselves are so individualistic that it is almost like a skirmish game with terrain :)

I have a new JR Miniatures building to show, maybe tonight, but I wanted to get this out there. It echoes how I feel a lot too...and is one of the reasons that 6mm is such a joy to me right now.

Thursday, March 1, 2012

JR Miniatures 6mm ruins

I love painting, but I dont tend to find it therapeutic as many do simply because I often cannot sit for long periods without feeling some pretty major discomfort in my back and neck as I work away, all hunched over and whatnot (I know, I know, posture is everything...).

But I still really enjoy. I love making the terrain and I love making it look nice. Sometimes, however, a ready-made piece just looks so good that you cannot help but love it. I feel this way about JR Miniature's stuff.

Here is the JRM #1351 City Block Ruin #2:


















Im pretty happy with how the weathering turned out. I observed how the game developers of Call of Duty: Modern Warfare 3 textured their buildings on Dome, and I wanted to replicate the building from Call of Duty 4: Modern Warfare's "Vacant", which had a seafoam green-ish color that I loved.

I used GW's Badab Black wash first, then went back over it with Devlan Mud. I kept my strokes vertical and think it really did the job.

I'll put more up as I finish them.

More discussion at: http://www.tacticalwargames.net/taccmd/viewtopic.php?f=28&t=22691

Monday, February 20, 2012

6mm Terrain makes a comeback

Ive been searching for the "next" game for some time now, and every time I do, I end up back where I started...


So, in preparation for a game this week, I decided to finish some pieces of terrain that I had started a while back but hadnt completed (in other words, status quo).  I am a good painter but I take a miserably long time because I am foolishly fixated on detail. Oh well. I like the results.

First up, a village:

I try to have things look as good as I can get them without sacrificing playability. That is a HARD combination to juggle...but I achieve it mainly by putting my trees on washers and placing small round magnetic sheet-cut circles where they are to go. The trees are then removable and can look good and be moved at the same time.



I like color on my battlefields as well. Too many games have unfinished models and terrain (my own included!) or cityscapes painted in blacks and greys, so I try to splash in what I can. In reality, I mix fall and summer colors, but hey, maybe on some alien world thats what it really looks like! I have Woodland Scenics flowers sprinkled about, and the trees are using WS turf. The trees' color is bigger and grainier, but I realized as I was adding it that the flower mixture would be perfect! Mixing the colors with some green flock would be awesome for 6mm ground cover. I love discovering.


Its my wife's favorite color of the houses, and Im super proud of the fence, so hey, a close up is in order.

Notice also that the yards have a greener color than the roundabout. I tried to replicate the color of lawn, so I got the "Green Grass" flocking from WS....twice. Yea...I forgot that I had thought about this before, so Friday when I ran down to get some, I opened the new jar ($10 USD) before checking my flocking selection. Oh well. I have grass for days now :)

The Church is designed to go near the village, maybe on some soon-to-be-built (LOL who am I kidding...) road system.



Its a little hard to tell from these angles, but the church is slightly elevated, and the path winds up to it from the front. The gravemarkers were obnoxious to do, and superglue isnt the best method of gluing things to MDF board.  Its ok...the glue from the sand and flocking should keep them in.


The Devlan Mud wash on all the buildings turned out great, but I am especially pleased with the church.

So thats it for now. One of these days I'll start assembling my Death Korp of Krieg list that I mostly own, and maybe work more on my city scape (combinations of 4"x4" 2mm squares of plasticard to make a city grid).  I have also to play Strike Legion, but for now, its on to Epic Armageddon!

NOTE: I had a request for the manufacturer of the buildings. I dont know...but they might be  Hovels and Principles (I have no link but got a lead a few years ago, unconfirmed).

As for scale:


Rhino and a stand of Exodus Wars infantry and autocannon:

Whirlwind and a stand of Sisters of Battle Seraphim proxies I got from a blue werewolf's brother...

And NO, the bases on the vehicles arent done, so no comments mentioning them :P

Saturday, February 4, 2012

STORAGE rage!

For the love of pete!

I've got about a dozen buildings from JRM Miniatures made from some type of fragile clay-like substance, and Im at a loss on how to store these beauties!

See how those offending bastards are taking up my table space?  So selfish, so thoughtless...them and the other fifty projects I have started and not finished :)

I have SOME ideas on storage. I did THIS (well, "started", not finished, as you can see) to my 6mm buildings:

It actually works fairly well, but damn, its a lot of work, and the box from JoAnn Fabric cost $10...

Im not sure I want to have to do all that for my 15mm buildings, and the small, flat ones deserve more of a smaller tray.

Anyway, Im just throwing a minor temper tantrum on this Saturday, because crafting storage is one of the last things I want to be doing...

How do you store your buildings, at any scale?

Tuesday, January 31, 2012

Gruntz in 15mm gets its first trial run

Tonight, Aron and I put aside Tomorrow's War after two play tests of the rules and gave Gruntz a shot. As I reviewed for the game, I felt much more at ease with the mechanics of the game, although the writing and organization of the rules left a little to be desired. Still, I know Robin of Gruntz is working his tail off on a revision, so I had no qualms with putting together what I knew of the rules and giving it a shot.

Gruntz is a Company-sized game, and focuses on Build-your-Own units with a mechanic very similar to Warmachine or Hordes: each squad that activates gets two actions (unless buffed by the Commander of your forces, or penalized by being Suppressed by enemy fire, ie taking casualties), which are used to move and fire, more or less, in different combinations.

I had already drawn up what I wanted my forces to look like when I bought the game months ago, but instead of using my own creations, I borrowed from Comstar on the Gruntz forums and used his FSE and NSL forces from GZG.

I ended up taking the NSL and had 5 8-man squads (each with 2 Squad Attachments) and 1 "Halftrack" and a Commander. My opponent fielded 2 APCs, 2 squads of 6 troopers, and a 6-man team of Powered Armor, plus his Commander. Our points came out to 150 per side, and we played a Meet-and-Greet on a 3'x3' board.  It should be noted that we played with Alternating Activations, not the Rules-as-Written IGOUGO format.

I set up my forces after winning Initiative, keeping 2 squads in my APC and the rest in a long line.

Instead of taking copious notes, I decided to journal the event through pictures at the end of each turn, and make comments and whatnot at the end.

In Turn 1 we discovered the true nature of Gruntz: Range Matters. With most of our squad weapons statted out for 8" range, with 16" being Long Range (and a -4 to hit), almost nothing was done the opening turn. His vehicles were sporting Mortars, and his Powered Armor troops had moved to a position where they could see one of my units. The scatter roll deviated the shots onto a nearby unit, and 2 of my boyz fell. His Commander then ordered his PA units back into cover. My own APC raced forward and delivered its passengers into a nearby ruined farmhouse.

Turn 2 was a little more bloody, as guns started to find their range. My APC, cargo delivered, came around from cover, its plasma cannon firing wildly, killing a FSE trooper and suppressing its unit, but return fire was vicious and the APC was completely eliminated. More shots were traded between the Power Armor unit and my Gruntz on my right, with soldiers in both units falling. My team in the farm yard advanced into firing positions from the house, and their supporting teams dashed ahead, threatening the enemy APC on our left.





Turn 3 would be the final round, as the contestants were growing weary from long work days, but it turns out that the game was naturally headed that way on its own.

His Commander, piloting one of the FSE APCs, had the gumption to charge my Commander (who, while doling out Command points to remove Suppression from his own troopers, hadnt had the movement to QUITE reach cover). My Fearless Leader dove out of the way quite easily (he needed a 5+ on 2d6) much to the chagrin of Aron. We figured this should have been some sort of opposed roll...

My most advance unit on my left swung around the house they had taken refuge behind and popped the backline APC with a few well-placed shots from the Plasma SAW and LAW rocket. Combined fire from my two teams on my right finished off the Power Armor, and one of his central Gruntz units was in Condition Brown and backing away from a nasty round of fire from the farm yard-entrenched NSL soldiers.
 



We decided that his units would have fled in as orderly a fashion as was reasonable, and called it a night.

Tomorrow's War had some really great things going for it, once we figured it out, but I must admit, I was really enjoying Gruntz. It felt semi-40k-ish to me, in 15mm. Range was likely too big of a factor (-4 on 2d6 is a gigantic modifier), and we never really just picked up gobs of d6's and rolled them (I had successfully located 8 pairs of matched 12mm d6's), but for me, this wasnt a problem.

Aron wasnt so happy with the "Firing is compared to Defense, but nearly every soldier in the unit had a different modifier because of weapon or range, and then weapon damage is compared to armor", but it didnt really bother me much at all. I knew it was similar to Warmachine, but it just worked for me.

It definitely was a swing away from the TW "brain fry" crunch, and a refreshing change at that, and I am really looking forward to drawing my own units up and seeing how Aron runs his. I will play this again in a heartbeat, and will likely start dabbling with more options in-game, and actually run a published scenario or two. A larger 4'x4' board might have been better, but with our time crunch (and the fact that my craft room is so full of junk that its a miracle the 3'x3' board was accessible!) it worked out well.

Other rule sets in the queue? Alien Squad Leader, Stargrunt II, maybe OP4S in 15mm...and I just bought the whole kit and kaboodle of Strike Legion for 6mm off Wargame Vault (www.wargamevault.com) so that will have to come out soon too.  Man, wish I wasnt moving in a few months. My gaming stuff is so hard to reach! :)

Wednesday, January 25, 2012

Tomorrow's War scenario - Foot Patrol Ambush and thoughts

As promised, I put together a scenario this week and gave Tomorrow's War a second shot last night. I was inspired by the fact that another blog found life in their second game, and with what I hoped was a firmer understanding of the rules, I hoped for a similar experience.

The scenario is called Foot Patrol Ambush, and can be found HERE. It basically entails a raiding group coming back from another successful sabotage when they are pounced upon by a waiting group of ambushers. Their sole desire is to flee and exit the board safely, but beset by attackers, there is plenty of mayhem to go around.

The Ambushers, called Blue Force, set up 3 fireteams of 5 soldiers in various hiding spots, and also received a Medium Machine Gun team and a Sniper team. The beleagured team, Red Force, is heading north along a trail that they must stick to until the ambush is revealed.

The setup:

I played the Red Force (after all, I dreamed this craziness up, so it was only right that I took the boot to the teeth on its first playtest!) and we set up as written in a 6" x 6" box along the path. An alternate deployment scheme was to keep 2 of the 3 Squads back in reserves, but I wanted to test out the crowded method :)



My Medic can be seen in the back left, with the 3 black bars on his base. The Platoon Leader is to his right, cockeyed on the road, with 4 stripes.

No ambush can be complete without a cast of villains, and the Blue Force showed up in spades. Their Company Command loaned the reinforced Squad their best sniper, seen here lurking directly to the right of the emerging Red Force, where he lays hidden on a hill:

To the Northwest, up ahead and to the left of the advancing Red Force, Blue team #2 can be seen in the trees, with the MMG team up on the hill above them:


Across the board from these guys lurk Blue #3 in the Northeast:

Oh, the pain isnt over. Hidden to our heroes' left is Blue #1, bold and brash in their concealed location just outside of detection range:


The basic rules are this: The Red Force is going to advance down the center along the path. Blue wants to avoid firing until Turn 3, if they can, to get the Reds into their Kill Zone, and as such must pass Troop Quality tests any time they could conceivably react to a Red action. To complicate things, darkness falls at the beginning of Turn 4.

Designers Note: The scenario was written such that Blue #'s 1 and 3 were out of LOS of the deployed Red Team (those trees block LOS 3" into them, and all LOS through them). Once the models were placed, however, the Blue player decided he was comfortable with their location, and so we moved forward as it was.

Turn 1:
Red Force has Init on Turn 1 per scenario rules. One of my fireteams take a Tactical (6") move forward along the edge of the trail, and Aron holds his breath as all 4 of his teams take a TQ test to hold their fire (the sniper doesnt need to test, as his resolve is made of iron). All four pass, and the rest of my fireteams advance unaware.

We decided that since "Spot Hidden Unit" was an actual action, that my units wouldnt be able to passively search, so even though they closed within Optimal Range of the Blue #1 here, no alarm was sounded.

Turn 2:
Initiative is rolled and Blue Force wins it. All 5 units go on Overwatch and dig in their heels as their prey draws closer.

My rightmost fireteam advances...


...and those same four Blue teams take their TQ test. Teams #1 (on my left) and #3 (back right) fail and open fire, using their Overwatch to fire first in the Rounds of Fire.  Blue #3 tossed 7d vs 6d and scored 7 hits against my 2 saves, so all 4 of the team members drop:


Without all the grizzly details, my teams scattered, and began dashing for cover now that the ambush had been revealed. We had one rules question come up: In the photo below, one of my teams is moving along the length of the tape, and the clear d6 is the intended point that the Overwatching teams are firing at them. Once that fire is resolved, the Round of Fire gives me the chance to return fire...which I do from that clear die? Then, once that is complete, my team advances the rest of the way along their intended route until they reach their destination. At THAT point, the other teams that failed their Reaction tests get to fire...right?


Deciding they have cover, my leftmost team has had enough and declares Fire on Blue #1 in the woods closest to them. The Medium Machine Gun team on the hill breaks their ambush and pours fire into my team but I saved his 4 hits. My return fire was ineffective. Then #1, using Overwatch, fires for their third time this turn but I saved, and my return fire was again ineffective. Then my team gets to perform their actual action, and I shoot up the trees pretty good...and Blue #1's return fire dropped one of my men (his 4d vs my 7d and I cant save!  Meep!)

I end up sprinting a few teams to the right, and end up dropping the Machine Gunner's assistant with some return fire (while they have excellent Firepower, small weapon teams dont seem to have much survivability!). A few of my units are halted in their progress by failing key Morale Checks due to casualties (Intimidating weapons didnt scare my boys, which was nice, even though I was rolling d8's for Morale until most of the way through the game when I bothered to check my own notes!).

Another round of fire eventually drops the Machine Gunner himself, and Turn 2 ends:


Turn 3:
2d8 vs 3d6 gives the Initiative back to Team Blue. The Red Force calls its medic over to one of the wiped out teams, and First Aid rolls are pretty gentle to me, with no KIA this turn:



Blue #1 and #2 go on Overwatch. The sniper contines to survey the field from his hilltop, and Blue #2 adjusts their location inside their woods. I argued with myself for a minute or two, but finally decided NOT to react to this movement at all, figuring I would get to fire from any Rounds that came my way, and wanted to move on my own at the end of the turn. He decides to fire at my Platoon Leader's fireteam on my right. Question: My fireteam hadnt moved yet this turn. Does it get the In Cover defense die when it is fired upon? We decided NO, because it was hoping/planning/going to move later that turn, but predicating rules on assumed future actions is iffy, I think...anyway, fire on both sides was ineffective.

Finally the sniper slips the safety off, sights on the backs of some sprinting Red Force soldiers, holds his breath, and unleashes hell. One of my units had broken the halfway point in its mad dash for cover on my right, but the sniper blows his Overwatch roll and a storm begins to blow in, reducing Optimum Range to 6" for everyone (not that it mattered, really). Unit #1 also fails their Overwatch test, but Blue #2 doesnt. At the point of impact, my team is Exposed and moving Rapidly, but for all that (his 8d vs my 5d) I only take 1 hit and scamper into the safety of the trees. With LOS now blocked, the sniper eases off the trigger and sighs, as do Blue #1 (well, "sighing" for the grunts was more likely "cursed uncontrollably").

More running, another Red fireteam is wiped out, and I generally get closer to safety...or so I hope. Darkness decends and Turn 3 is done.

Turn 4:
Again with the 2d8 vs 3d6 and Blue wins Initiative. I end up suffering one KIA in the woods to the right, and then Blue comes in with the plan to break the rush once and for all.

Blue #1 uses Suppression Fire on my Platoon Leader's fireteam. I pass the MC for Suppression, but take a casualty, and that MC results in the team being pinned. Mrrr! I had hoped to get my leader off the board this turn, and now he was stuck in cover and wouldnt risk his neck leaving it. Blue had hoped to keep their heads down for another reason however:

Blue #3 declares a Close Assault at my second unit in their woods. My Defensive fire drops one of the charging maniacs, and the Morale Check is a Pinned...until we realize he threw one too few dice. The extra die is a success, and Hand to Hand is joined. After two rounds of it, my men were dead or captured. The remaining fireteams on my side made moves as best they could, and we called it.

The night was drawing late (in real life, not just in the scenario!), and the scenario had quite some moves to be made before it could rightfully be resolved. We did some quick math, made some educated guesses, and declared it "too close to call", giving an exceptionally Marginal Victory to the Red Force for surviving so long.

Brutal.

I have to say, the game was really enjoyable. The balance for the scenario felt JUST about right, and both of us had much better knowledge of the game than the first time. In fact, if I hadnt been taking copious notes and taking pictures, we likely would have finished the entire game, but then you wouldnt have known how it turned out, would you?  You should be grateful! :)

Actually, all kidding aside, the game really was fun. We were calculating and throwing dice fairly quickly. We had a few complications (like Overwatch, which added a layer of crunchiness to the order of things) that we spent time looking up, but it really did flow much better this time around. That being said, the game is CRUNCHY. I look at games on two extremes: Beer & Pretzels, and "Let's drink our beer AFTER the game so we can come down off the brain fry". Tomorrow's War was certainly the second for us; maybe a splash too crunchy for a relaxing evening of gaming. I am not planning on shelving it out of disgust or for any other silly reason, but may not be breaking it out until I try a few of the other 15mm options out there for comparrison. I will, however, give it more props than I did originally: it worked for me this time around (see my previous blog: I read Force on Force to get some needed clarification...)

Oh yea: I updated my Quick Reference Sheet HERE. It worked really well this time.

Thanks for reading.