Thursday, 28 September 2023

OMWB: Frustrating Big Buster Rebuild

This is what I've been working on for the last month, with additional delays due to new glasses and general life events getting in the way. I wanted to improve the fit of the torso by seating the magnets better.

However, the first delay was waiting for more magnets to arrive.

This model is one of a pair I originally built as reference for the artist I commissioned for the cover art for my novels. So this build served a dual purpose.

 
I also wanted to take the opportunity to refit and upgrade an earlier conversion with ball joints. Adding ball joints appeals to my inner nerd
 
Shock horror, it did not go well. There was much buggeration with the old two steps forward, one step back. But, challenging setbacks are an opportunity to improve.

The other part of the rebuild was changing the backpack and pop up missile pack using parts from a RAFM Kodiak I'd acquired.

 And here it is. Looking totally bad ass even if I say so myself.

But, another mishap occurred when drilling the attachment points for the ammo chute (not seen because, duh!), when the drill bit broke. So, still a work in progress.

It is what it is.

Saturday, 19 August 2023

The Big Scopedog: Blogoversary too!

I've got my new glasses and can see to start work again, but everything on the table is still very much a work in progress, where progress can be defined as close to zero as to make no difference.

Sucks to be me.

Still, I got my big 1/12th scale Takara Scopedog down off the shelf to dust it off, and reassemble the cockpit that had come astray when showing the mech off to friends.

Now dusted, and photographic proof to boot.

NB: Added as I just realised this is the same date as my first blog post that was 14 years ago. Doesn't time fly?

Tuesday, 25 July 2023

OMWB: CASE-2X Version 3

Above is my third CASE-2X Mod 1 variant standing pose mostly completed. I say mostly because I need to restore detail lost from the conversion. Delayed by illness impacting my ability to work due to the pain in my wrists.

It's a bitch.

Again, the model is poseable. So the torso twists, the arms and head can move using magnetized ball joints. 

Though I've yet to assemble the missile pack the model is largely complete.

Friday, 14 July 2023

OMWB: CASE-2X Kneeling

Still feeling a bit rough from Covid, so this is just a compilation of pictures taken so far with this project, which by comparison, made the conversion I did for the Hunter running pose seem like a piece of cake.

There was just so much fettling to make the pose work.

When one cuts a casting apart to rebuild it, what one finds is how much is wonky with the sculpt. Nothing is truly square or symmetrical, and well this just makes everything more difficult.

Nowadays, with digital sculpting this would not be a problem

However, digital sculpts can end up looking lifeless, which takes a really good artist to add life back into the finished product.

Also, for this conversion I wanted to mount a gauss rifle, as described in Bad Dog.

So, I assembled some parts to make a nice chunky, but not too oversized model. I used a Rapid Fire Bazooka from the Dream Pod 9 1/144th range as the base on which to mount  a combination of original RAFM weapon parts.

As before, there's still some detailing work to finish this conversion, which is delayed by my ongoing infection leaving me a bit ragged around the edges.

Still, I'm pretty pleased with the repose.

Monday, 10 July 2023

OMWB: CAS-3-Mod 1 Kneeling

After gathering a bunch of a parts I eventually got around to assembling my kneeling CAS-3-Mod 1 Ape. I changed out the yellow part in the picture above for another for this conversion.

After drilling to magnetize the torso, I found that the body couldn't turn because it interfered with the raised plates on legs. Hence the photo on the right showing how I rebuilt the parts so that the torso would clear the plates, which I really shouldn't have had to do because this was sculpted as a kneeling Gear.

So, I bit the bullet and re-sculpted the lower torso top, and corrected the mismolded lower torso.

Finally, with that corrected, I could finish the conversion. As you can see I've added some stowage.

I have some old RAFM weapons, quite a few in fact, but some of the weapons are ridiculously large. Hence the substitution of the new Heavy Grenade Launcher from the current Dream Pod 9 1/144th range.


I decided to make the torso on this version a recon specialist variant inspired by the Ape suits that in my novel Strike Dog.I used a part from the current Kodiak from Dream Pod 9.

My plan is to make six mechs given that each half of the detachment was a mirror of the other. So, this model represents either Sergeant Mary Lewis, communications, or Sergeant Miguel Sanchez, communications from my novel Strike Dog.

Combat Armor Suit Detachment Alpha 5136

    Captain Anthony Downey, detachment commander
    Master Sergeant Campbell, operations and team sergeant
    Staff Sergeant Morales, combat engineer
    Sergeant Mary Lewis, communications
    Sergeant Schmidt, medical
    Sergeant First Class Frank Radoslovich, weapons

    Chief WO1 Andrew McAdams, assistant detachment commander
    Sergeant First Class Thomas Nguyen, assistant operations and intelligence
    Staff Sergeant Julia King, combat engineer
    Sergeant Miguel Sanchez, communications
    Sergeant Daniel Robinson, medical
    Staff Sergeant Juan Espera, weapons

And yes, this means I working on three more CAS-3 Ape conversions.

Still some final detailing to finish, which is going be delayed because after three and a half years of avoiding catching COVID19 I've tested positive. To say I feel ill only scratches the surface, and I can't remember being this ill in over forty years.

Guess it sucks to be me.

Wednesday, 5 July 2023

Girls und Panzer

We've seen some of these Girls und Panzer episodes and they're all a hoot to watch.

For those who like to play wargames then TooFatLardies What a Tanker would be perfect for recreating a Girls und Panzer campaign.

Saturday, 17 June 2023

KINO NO ANIME: Memories of Britain's Anime Boom | Documentary

It has been a honour to share a love of anime and mecha with Carlo.

Saturday, 10 June 2023

WIP: Still Rebuilding and Magnetizing

Back here I started work on magnetizing models with ball joints. The extra flexibility for poses and alternative weapon loadouts from magnetizing is very alluring for someone like me. 

It allows me to have lots variations with only a handful of models.

Useful when one is converting long out of production miniatures, like the old Heavy Gear models from RAFM. But, it can be quite time consuming too. As is the case when the rotation magnets for the ball joints on my large Buster conversion turned out too wimpy to hold the arms firmly enough.

So, I ended up ordering some medium sized X-Wing rotation magnets from Green Stuff World. Hence the lack of progress while waiting for the items to arrive.

Then when they arrive one has to remove the old small magnets, and then re-drill larger holes for the new magnets etc., etc. It's a thing. A process that involved a lot of cursing.

Now moving forward. Catch you all on the bounce.

Thursday, 1 June 2023

Big Little Wars: Post 11 - First World Infantry Formations

Continuing on from my last post, let's look at First World Militaries; though as one of my readers said, should we be using first, second, and third world anymore? One alternative term in use is Global North versus the Global South to differentiate between.  

The answer is I don't know. Feel free to argue the case for retaining or changing the nomenclature.

Armored Exoskeleton Infantry

First World and upcoming nations have access to powered armor exoskeleton that enhances mobility for their infantry. This also enables them to carry a full load of ammunition, and grenades with ease.

Often considered to be another form of mechanized infantry.

They also have the advantage of not being so easily disabled or killed, but when they are, it affects the perception of the battle's success. The standard weapons include a grenade launcher, which are treated like regular infantry light specialist weapons.

Creating Armored Exoskeleton Forces

Teams are the building blocks for a squad. And those squads are the building blocks for a platoon.


When a players' force takes casualties, the results are assigned to the team that has been attacked, according to how it is organized.

Therefore, squads with two or more teams have the option to spread the results across them all. And then players add leaders as follows:

  

Armored exoskeleton infantry can be be upgraded with

RAV stands for Robotic Attack Vehicles; think Boston Dynamic BigDogs and their ilk. These will be covered next, as they require a separate post.

 

Armored Exoskeleton Infantry Options

1. Sniper. Attached to the  platoon as a specialist team of two (spotter and shooter) included in the base cost of 30. Veterans can upgrade a team for 10 points, limited to one per squad.

2. ATGM. Embedded with the squad with one team member carrying the weapon, with reloads spread amongst the rest of the team. A team with an ATGM can choose to as normal or fire the ATGM.

3. Heavy machine guns are tripod mounted weapons with two crew. Can be attached to the squad or a platoon and deployed on a RAV. The crew allows the weapon to be dismounted, which then becomes emplaced. It can be left as a remote controlled sentry gun.

4. M252 81mm mortars are mounted on bipod with three crew and costs 30 points. Can be attached to the squad or a platoon and deployed on a RAV. The crew allows the weapon to be dismounted, which then becomes emplaced.

5. M121A: 120 mm mortars require a crew of five and costs 70 points. It's too large to be mounted on a RAV, but can be mounted on a vehicle. The mortar can be dismounted from the vehicle, but then becomes emplaced. Once emplaced cannot move and fire. Large 120 mm mortars are always attached to a platoon.

6. Robotic Attack Vehicles are assigned to teams and squads to allow them to carry extra ammo or supplies. Weapons and electronic counter measures can be fitted instead.

Let me know what you all think?

NB: Big Little Wars posts to date.

Wednesday, 24 May 2023

Big Little Wars: Post 10 - Third World Infantry Formations

One of the problems with writing a set of SF rules is how players create forces. One can create specific army formations, or have players choose from lists, or give them the tools to create any force they want.

The first option is too rigid for my tastes and leads to endless Codex's or whatever. The second I think is great for historical games, but fails for SF because, see option one. And, the third option, which is my favourite, requires more work so ,I've broken it down into chunks to run past you, my readers.

Third World Militaries field infantry with a wide range between the quality of troops and their weapons. They are broken down into two broad categories: 

Insurgent Forces

Insurgents are civilians taking up arms against their own governments or occupying forces. Insurgents fall broadly into three categories.

  1. Civilian irregulars are lightly armed troops with personal weapons. They can carry a grenade/improvised explosive device, or field expedient bomb. They can only create smoke by starting a fire with Molotov cocktails.

  2. Civilian fighters are well armed, and carry blast/fragmentation grenades as standard. They too can only create smoke using Molotov cocktails.

  3. Civilian militia are heavily armed infantry. Command level one militia carry blast/fragmentation grenades only. Command level two militia carry blast/fragmentation and smoke grenades as standard.

All civilian militia and army personnel have soft armor jackets, with plates.

Government Armies 

Regular government militaries are divided by training.

    1.    Conscript troops are civilians drafted willingly or unwillingly into the army.

    2.    Green troops are trained volunteers.

    3.    Veteran troops are trained competent soldiers.

Army units of varying degrees of competence and or military equipment. With access to resources that may not be available to civilian fighters or militia, depending on the scenario. These infantry are assumed to carry enough grenades on them for one battle.

Regardless of whether or not the force are insurgents or government forces, all infantry teams and squads of the same class have the same defense value. Attacks are made against this value. The defense value of a team or squad doesn't drop due to casualties inflicted. 


Creating Infantry Forces

Teams are the building blocks for a squad. And those squads are the building blocks for a platoon.

 

When a players' force takes casualties, the results are assigned to the team that has been attacked, according to how it is organized.


Therefore, squads with two or more teams have the option to spread the results across them all. And then players add leaders as follows:

And because none of the above has considered support weapons, the stats for the weapons are below, here are the options for them:

Light Specialist Weapon Team Options

1. Upgrade. One member of the team carries a light machine gun, RPG, or grenade launcher, which allows the team to attack at that weapon’s value. A team with a light machine gun, RPG, or grenade launcher, can choose to fire with that weapon or fire with their normal weapons. Base cost 5.

Medium Specialist Weapon Team Options

1. Upgrade. One member of the team carries the ATGM, and reloads are spread amongst the rest of the team. A team with an ATGM can choose to fire the ATGM and fire as normal at a target. Base cost 10.

2a. Medium machine guns are mounted on either a bipod or tripod, this makes the team burdened. Therefore they cannot move and fire in the same turn.

2b. Medium machine gun teams can be mounted on a vehicle at the base cost for the weapon and crew. But then the cost of the vehicle has to be added, and the team counts as a platoon support asset. Platoon assets can sometimes be limited by specific scenario missions.

3. Light 60 mm mortars, once emplaced cannot move and fire. Mortars require a crew of two and they become a separate team when assigned a junior leader. The mortar can be mounted in a vehicle at the additional cost of the vehicle, allowing the mortar team to fire and move, but it then becomes a platoon asset, which may be limited by specific scenario missions.

Heavy Specialist Weapon Team Options

1. Snipers are a platoon asset. They come in teams of two (spotter and shooter) included in the base cost. Platoon assets can sometimes be limited by specific scenario missions. Veteran forces can upgrade a team for 7 points, limited to one per squad.

2. Heavy machine guns are tripod mounted and require a gunner and loader. They are always considered platoon-level assets. A heavy machine gun once emplaced cannot move and fire when deployed as infantry. If mounted on a vehicle, at the cost of the crew and the vehicle, then it can move and fire. But this option may be limited by specific scenario missions.

3a. M252A 81 mm mortars, once emplaced cannot move and fire. Mortars require a crew of two and they become a separate team when assigned a junior leader. The mortar can be mounted in a vehicle at the addition cost of the vehicle, allowing the mortar team to fire and move, but it then becomes a platoon asset, which may be limited by specific scenario missions.

3b. M121A heavy 120 mm mortars require a crew of five (a team with a junior leader). Once emplaced, heavy mortars cannot move and fire. These heavy mortars are classified as a platoon asset, which may be limited by specific scenario missions. The mortar can be mounted in a vehicle at the additional cost of the vehicle, allowing the mortar team to fire and move, but is then classed as a vehicle.

4. Miniguns are always mounted on vehicles because they require a power source to fire. Therefore the cost here is for the weapon, the cost of the vehicle is extra. Miniguns are always attached to platoons, and are subject to specific scenario mission limitations.

Notes: Specialist Weapon Teams

 •    Specialist weapon crew do not carry grenades.

•    Medium and heavy specialist crew only carry additional ammunition and or the tripod for the weapon. They carry a personal pistol for self-defense.

•    If the crew of a specialist weapon team are killed, reducing them to less than the minimum number to move and fire. Then the surviving crew may:

⁃    Only fire the weapon if already placed on overwatch during the player’s turn sequence. But they cannot move during the player’s next turn sequence.

⁃    Or they can abandon the weapon, and move and fire their personal weapons as ordinary infantry.

•    If available, players can transfer figures from one squad to the team. To do this, requires the player to spend one command initiative point. But the specialist weapon team cannot move until the turn sequence after the replacement crew arrive.

•    If all the crew were killed, then the specialist weapon team cannot be moved or fired during the player's next turn sequence

Let me know what you all think? 

NB: Big Little Wars posts to date.