And DBM. And DBMM.
Seriously, what edition are we on now and what version of the rules do most people currently play? It's been a long time since I played any iteration of the above rules other than Hordes of the Things. It's probably time I got back into my quick and easy 15mm historical gaming.
Can anyone offer any advice on which editions are current and what supplements are out there? I've been reading through some of the information on various websites for a while now and I'm throughly confused.
Monday, 27 February 2012
Thursday, 23 February 2012
13th Colonial Police Alpha Shift
It's been a busy week for me so far, but I did manage to squeeze in some personal time to paint some mini's of my own (you know, as opposed to someone else's). So here I present to you Alpha Shift of the 13th Colonial Police Division, Terminus Omega Police Station. You've probably noticed notice all the guys in the war-time get-up I've painted so far are white while some of the street cops have Pakistani/Indian/Bangladeshi flesh tones. Basically it's because I haven't got around to painting any of the Khurasan miniatures in darker skin tones yet. The final mix will have about 75% of the miniatures painted as traditionally pasty-fleshed, haven't-seen-the-sun-since-last-June-and-it's-now-May Scots. The remaining 25% will be painted as Scots with Mediterranean, Indian, Oriental, African and Arabic skin-tones.
| 13th CP Constables in Peace-Time "Patrol-Dress". I'd call them street clothes, if only 2300AD Bad Landing had actual streets.... |
| Alpha Shift in War-Time "Battle Dress" Order. |
| Aplha shift sergeant and his support-weapon armed constables. |
| The shift's ordinary, assault-rifle armed constables. |
Monday, 20 February 2012
13th Colonial Police test miniatures
I didn't paint a great deal (or do much in the way of anything hobby related) yesterday, but I at least managed to finish some test figures for the 13th (Bad Landing) Colonial Police.
I'm quite happy with the colour scheme. It's a little dark given the Luna terrain they'll be used on, but the white helps to off-set the dark blue. The Infantryman (who will be the Inspector for this force) is a Khurasan Neo-Sov. The vehicle is a converted Matchbox Coyote 500. I was originally going to use this as the "Q" car, but I like it so much that I'm going to up-gun all the normal Panda patrol cars and use this as a typical Panda, albeit one with a little "unauthorised" field modification.
And finally, just to prove I'm as good as my word, the second of my nightly 28mm terrain pieces. Or as I like think of it, "why it's not a good idea to cut foam card without a steel rule when you're just about to go the bed." It's a bit squint. I'll just blame it on subsidence. Or maybe I'll just trim a little of the top when the glue's had a chance to set for a few days. Must remember to take pictures of the AFTER I've stuck in the bullet holes with a sharp pencil.
I'm quite happy with the colour scheme. It's a little dark given the Luna terrain they'll be used on, but the white helps to off-set the dark blue. The Infantryman (who will be the Inspector for this force) is a Khurasan Neo-Sov. The vehicle is a converted Matchbox Coyote 500. I was originally going to use this as the "Q" car, but I like it so much that I'm going to up-gun all the normal Panda patrol cars and use this as a typical Panda, albeit one with a little "unauthorised" field modification.
And finally, just to prove I'm as good as my word, the second of my nightly 28mm terrain pieces. Or as I like think of it, "why it's not a good idea to cut foam card without a steel rule when you're just about to go the bed." It's a bit squint. I'll just blame it on subsidence. Or maybe I'll just trim a little of the top when the glue's had a chance to set for a few days. Must remember to take pictures of the AFTER I've stuck in the bullet holes with a sharp pencil.
Sunday, 19 February 2012
The Hanger Bay & Wasteland Scenery
My good friend Mecha-Ace has just started a fine new wargaming blog, The Hanger Bay. Only one article so far as he's only just started blogging today. But if I know Mecha, and I do, it will be a great gaming blog.
Secondly, last night I spent a fifteen minutes or so putting together a section of ruined modular 28mm building for Aftermath and other Post Apocalyptic wargaming. The plan is to do one of these a night until I use up an A3 sheet of foamcard or run out of CD's. After that I'll base, texture and paint them altogether. I'll probably do a batch of 15mm buildings in a similar fashion while I'm at it. Though I intend to make the 15mm buildings intact structures for Bad Landing scenarios.
Secondly, last night I spent a fifteen minutes or so putting together a section of ruined modular 28mm building for Aftermath and other Post Apocalyptic wargaming. The plan is to do one of these a night until I use up an A3 sheet of foamcard or run out of CD's. After that I'll base, texture and paint them altogether. I'll probably do a batch of 15mm buildings in a similar fashion while I'm at it. Though I intend to make the 15mm buildings intact structures for Bad Landing scenarios.
Saturday, 18 February 2012
13th (Bad Landing) Colonial Police Division, TOA
Just the germ of an idea I'm toying around with with regards to creating my "army" for games of Tomorrow's War and Laserburn. Nothing in the TOA is set in Stone yet, but I'm working on it.
Following the act of Euro-Succession (2287AD), the newly Euro-independent small nation of Scotland successfully sought -and obtained- legal possession of 15 formerly European colonies on a total of six worlds (including three moons). Each of the colonies in question possessed overwhelmingly Scottish populations. However, in order to ease (seemingly groundless) European concerns regarding unrest and social disorder in other Euro colonies with large Scottish populations -disorder that was sure to result in Scottish military intervention- the treaty enforced strict restrictions on Scotland's extra-territorial (meaning extra-solar) military capabilities.
In short, Scotland was barred from stationing permanent military forces off-world, while being permitted to station small numbers of armed "law-enforcement" personell on her colonies to maintain order. While the specific wording of the treaty precluded these law-enforcement personnel from carrying arms except for "police purposes" some creative interpretation of these laws allowed Scotland to field what essentially mounts to a para-military police force in defence of it's colonies.
In accordance with the treaty, Colonial Police personnel do not wear military uniform (interpreted by Scotland to mean "camouflage"), nor do they use military ranks or a military organisational structure.
However, arguing that law-enforcement personnel on distant colonies must be able to respond to almost any imaginable situation, Colonial Police (or CP) constables can and do wear body armour and make use of both armoured vehicles and hi-tech weaponry (Main Battle tanks, however, were specifically excluded under the terms of the treaty).
The Colonial Police Force, headed by it's own Chief Constable and answerable directly to the Queen and First Minister, is comprised of 15 divisions, one for each colony. Each Division is commanded by an Assistant Chief Constable. Though not Divisions in the military sense, each CP Division is a self-sufficient unit capable of conducting a spirited, mobile defence of their colony while awaiting the arrival of reinforcements from Sol. Although the strength of each Division varies greatly, each is comprised of a number of Sub-Divisions commanded by a Chief Superintendent and his second in command, a Superintendent. Each Sub-Division is further divided into a number of Stations, each led by a Chief Inspector assisted by an Inspector. Almost without exception, this "Inspector" is a fully trained military officer on "extended leave" from the Scottish Defence Force. Technically responsible for "Personnel" and "Training"; the Inspector is actually the officer who takes de facto command of the Station in the event of a military incident.
While the number of Stations in each Sub-Division varies considerably -as does the number of Sub-Divisions within a Division- each Station has an identical table of organisation and equipment roughly analogous to a reinforced mechanised infantry platoon. It is this structure which is outlined below.
1 x "Inspector"
1 x Driver/Bodyguard
1x Police Casualty Surgeon.
Community Policing Teams:
Most CP costables assigned to the station belong in this role. A typical shift consists of 1 Sargent assisted by two "old-in-service" constables with considerable experience. The balance of the shift consists of constables described as "young-in-service" -having between two and ten years service- and probationers with less than two years service. In peace-time the on-duty shift typically patrol in pairs, armed only with hand-guns and concealable armour vests and crewing one of the station's six Pandas. However, every Constable keeps his Personal Weapon and body-armour in his Panda's Storage Bay. When an arrest is made, the Constables call for the Support Unit to attend with the Cell Van (or "Boogy-Bus") to collect the apprehended persons.
2x Constables with SAW
2x Constables with LAW
6x Constables with Personal Weapon
Note: The Sgt normally forms a support fire team by selecting either the SAW or LAW gunners to accompany him. Two senior constables then form 2 four-man fire teams from the remaining eight constables.
Support unit personnel are normally older constables with between ten and twenty years service. During peace-time operations they act as a reserve shift for the purposes of responding to major incidents such as bar-fights, drug-busts or searching for missing persons. Two Support Unit personnel man the "Q" or "Quick Response" car to assist any Community Policing car that requires back-up or to take the lead in any difficult incidents that require the attendance of more experienced constables.
Motor Pool:
During peace-time, all vehicle crews are drawn from the Community Policing and Support Unit shifts on duty. In war-time, part-time volunteer Constables known as Special Constables (or "Specials") crew the motor-pools vehicles. Many of these Specials are themselves retired military or colonial police personnel.
Following the act of Euro-Succession (2287AD), the newly Euro-independent small nation of Scotland successfully sought -and obtained- legal possession of 15 formerly European colonies on a total of six worlds (including three moons). Each of the colonies in question possessed overwhelmingly Scottish populations. However, in order to ease (seemingly groundless) European concerns regarding unrest and social disorder in other Euro colonies with large Scottish populations -disorder that was sure to result in Scottish military intervention- the treaty enforced strict restrictions on Scotland's extra-territorial (meaning extra-solar) military capabilities.
In short, Scotland was barred from stationing permanent military forces off-world, while being permitted to station small numbers of armed "law-enforcement" personell on her colonies to maintain order. While the specific wording of the treaty precluded these law-enforcement personnel from carrying arms except for "police purposes" some creative interpretation of these laws allowed Scotland to field what essentially mounts to a para-military police force in defence of it's colonies.
In accordance with the treaty, Colonial Police personnel do not wear military uniform (interpreted by Scotland to mean "camouflage"), nor do they use military ranks or a military organisational structure.
However, arguing that law-enforcement personnel on distant colonies must be able to respond to almost any imaginable situation, Colonial Police (or CP) constables can and do wear body armour and make use of both armoured vehicles and hi-tech weaponry (Main Battle tanks, however, were specifically excluded under the terms of the treaty).
The Colonial Police Force, headed by it's own Chief Constable and answerable directly to the Queen and First Minister, is comprised of 15 divisions, one for each colony. Each Division is commanded by an Assistant Chief Constable. Though not Divisions in the military sense, each CP Division is a self-sufficient unit capable of conducting a spirited, mobile defence of their colony while awaiting the arrival of reinforcements from Sol. Although the strength of each Division varies greatly, each is comprised of a number of Sub-Divisions commanded by a Chief Superintendent and his second in command, a Superintendent. Each Sub-Division is further divided into a number of Stations, each led by a Chief Inspector assisted by an Inspector. Almost without exception, this "Inspector" is a fully trained military officer on "extended leave" from the Scottish Defence Force. Technically responsible for "Personnel" and "Training"; the Inspector is actually the officer who takes de facto command of the Station in the event of a military incident.
While the number of Stations in each Sub-Division varies considerably -as does the number of Sub-Divisions within a Division- each Station has an identical table of organisation and equipment roughly analogous to a reinforced mechanised infantry platoon. It is this structure which is outlined below.
Terminus Omega Spaceport Station, Alpha Sub-Division:
HQ:
1 x Chief Inspector.1 x "Inspector"
1 x Driver/Bodyguard
1x Police Casualty Surgeon.
Community Policing Teams:
Most CP costables assigned to the station belong in this role. A typical shift consists of 1 Sargent assisted by two "old-in-service" constables with considerable experience. The balance of the shift consists of constables described as "young-in-service" -having between two and ten years service- and probationers with less than two years service. In peace-time the on-duty shift typically patrol in pairs, armed only with hand-guns and concealable armour vests and crewing one of the station's six Pandas. However, every Constable keeps his Personal Weapon and body-armour in his Panda's Storage Bay. When an arrest is made, the Constables call for the Support Unit to attend with the Cell Van (or "Boogy-Bus") to collect the apprehended persons.
- Alpha Shift:
2x Constables with SAW
2x Constables with LAW
6x Constables with Personal Weapon
Note: The Sgt normally forms a support fire team by selecting either the SAW or LAW gunners to accompany him. Two senior constables then form 2 four-man fire teams from the remaining eight constables.
- Bravo Shift:
- Charlie Shift:
- Delta Shift:
Support Unit:
Support unit personnel are normally older constables with between ten and twenty years service. During peace-time operations they act as a reserve shift for the purposes of responding to major incidents such as bar-fights, drug-busts or searching for missing persons. Two Support Unit personnel man the "Q" or "Quick Response" car to assist any Community Policing car that requires back-up or to take the lead in any difficult incidents that require the attendance of more experienced constables.
- Echo Shift: 4x 2-man Mortar Teams + 1 Sgt
- Fox Shift: 4x 2 man HMG Teams +1 Sgt
- Golf Shift: 4x 2 man Anti-Tank Teams + 1 Sgt
- Zulu Shift: 4x Snipers.
Motor Pool:
During peace-time, all vehicle crews are drawn from the Community Policing and Support Unit shifts on duty. In war-time, part-time volunteer Constables known as Special Constables (or "Specials") crew the motor-pools vehicles. Many of these Specials are themselves retired military or colonial police personnel.
- 1x Armoured/Unarmed Cell Van ("Boogy Bus"): 1x Crew. Carries up to 14 constables. Unarmed
- 1x Unarmed.Hovercraft: 2 Crew. Carries up to 4 constables.
- 1x Command APC: 2x Crew . Up to 11 Constables.
- 6x APC's: 2x Crew. Carries up to 12 Constables.
- 6 x Unarmoured/Unarmed Patrol Cars ("Pandas"). Carry two Constables drawn from CP or Support shifts.
- 1x Q-Car (Rapid Response/Scout Car) 2x senior ("old-in-service") Constables usually drawn from the Support Unit.
15mm Colonists/Vault Dwellers
I just realised two things: first, for a 15mm blog there's been quite a lot of 28mm posts lately. Secondly, I've got some more 15mm pictures I haven't put up. So here's some recently completed 15mm miniatures. Those of you who follow my Lead Legion Painting Service blog will have seen these before.
| Re-painted 15mm-ish Die Casts |
| 15mm GZG Colonist and Armed Colonists |
| 15mm GZG Colonist and Colonist Kids |
Friday, 17 February 2012
Great Ebay Find: But How to Paint It?
This lovely gem just arrived in the post a few days ago. I won it on Ebay for practically nothing. It's going to be used as a Transport type vehicle in play-test games of Aftermath, the new PA Skirmish rules that I'm working on. Thing is... now I sort of have a dillemma.
This is a lovely diecast toy, and while it needs to have at least some paintwork done to it, where do I stop? How much would be too much? Do I keep the original paint and just give it a wash of Devlan mud or badab black or do I apply a completely new basecoat over the existing paintwork and repaint the whole thing from scratch? Do I leave the windows transparent or do I paint them like I do with my 15mm mini's?
My original plan had been to paint this mini in the same dark blue as my Vaulter-Dwellers wear on their overalls and paint a big Vault 13 sign on the side. Now my conscious is pulling at me? Thoughts? Painting Suggestions? Ideas? All are welcome.
This is a lovely diecast toy, and while it needs to have at least some paintwork done to it, where do I stop? How much would be too much? Do I keep the original paint and just give it a wash of Devlan mud or badab black or do I apply a completely new basecoat over the existing paintwork and repaint the whole thing from scratch? Do I leave the windows transparent or do I paint them like I do with my 15mm mini's?
My original plan had been to paint this mini in the same dark blue as my Vaulter-Dwellers wear on their overalls and paint a big Vault 13 sign on the side. Now my conscious is pulling at me? Thoughts? Painting Suggestions? Ideas? All are welcome.
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