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Interview - Marcin from Assault Publishing - PMC 2640

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By Harold


Hi everyone, and welcome to another interview!  Today we talk to Marci from Assault Publishing about their new 15mm sci-fi game PMC 2640.  





Hi Marcin, and thanks for taking the time to talk about Assault Publishing and your new game PMC 2640!  First question, how long as Assault Publishing been around and who is Assault Publishing? 

I've established Assault Publishing in 2011, but of course the preparation to it and designing of the first wargame started many months before in 2010. It is typical after-hours company, like many companies in UK (but running it in Poland is probably more troublesome :P). I consider it as the method of gain finance for next crazy ideas. Starting printing rulebooks in age of 30 made me one of the youngest wargame publishers in the world ;)
But in fact Assault Publishing in fact it's 2 meters on my desk and something about 1,8 liters in my skull, supported by a group of really fine people and cellar acting as rulebook stockpile. :D







What previous game design experience do you have? 

My first serious publication was "Book of Nemesis" published in Fanatic Online.
Later I start to develop Sturmovik Commander, which was and is free. This game is about WW2 air combat and still is very important for me. Maybe next version will be semi-commercial. I'm not going to make the big money on it, but I wish to invest some money in better layout and illustrations, as SC deserves for it!
My first project published commercially is Hind Commander. The game about helicopter actions. A lot of research and hard work to make the game which is niche within a niche. Idea crazy enough to be successful. And it was. :)
Next crazy project was Arm Weapon and Climb Solo: Gulf War. AWACS: GW is experimental boxed game, designed from scratch as solitaire one! I wish to make the next parts in the future, but counting and packaging 12.000 5mm dices in six colors again terrify me a lot!


When did you start designing PMC 2640? 

 In September 2011, but in the early 2012 the concept was a little changed and I decide to start from scratch. The early version was fine, but for 3mm or 6mm scale. I still have "PMC2640 Battlezone" draft on my pen drive :)




What was the design thought behind PMC 2640?   

To make the "true company scale" game. Most of the so-called "company scale" games I met tend to be unplayable with more than two platoons on the table. In PMC2640 you may play with a few and a few dozen units on the table and the ruleset works fine and smooth in both cases. It links the classic, proved solutions (like alternate activation with little modifications) with fresh, modern point of view. It is not the revolution, but evolution. We have to remember that nowadays the wargames has very strong competition in form of computer games and we cannot design the ruleset as it was made in 80's.

 
Why did you decide as 15mm as the main scale?  

I looked at 15mm Sci-Fi minis from Oddział Ósmy and I felt in love in the scale! Also there is a huge selection of very cool models from many other companies. Minis are relatively inexpensive, look cool in bigger amounts on the table and have a big advantage: they can be easy and nice painted in short amount of time. Something very important in these crazy times, especially for older wargamers, who have little time for hobby.
 


What makes PMC 2640 different from other 15mm rulesets? 

PMC2640 rules are very sharp, focused on simplify and quick game (It's not uncommon to play the games with more than 20 turns within a 2 or 3 hours) without losing tactical deepness. I was surprised how fine it works and the battles are much "realistic" than in much more detailed systems.
It required the changing the point of view during the designing the ruleset. In PMC2640 there are units composed from models not models forming the units. The unit is more important and all parameters are given for unit itself not for individual soldiers. The number of models modify of some of them (Firepower, Assault and Morale to be precise). These allows the player to feel like a company commander, without looking for equipment and condition of individual soldiers (it's sergeants' task - they are well paid for kicking the butts, aren't they?).
Also one of the main differences is morale system, which is one of the main aspect of the game. The soldiers do not die like morons with battle song on their lips, but instead they get suppressed/forced to retreat under fire. Even loosing even the single man struck the unit morale and the hand-to-hand combat/assaults are very rare, risky and decisive. It makes the battles similar to the modern ones not mindless quasi-medieval slaughters. Quite often the battles are resolved with a few men down (which are not so easy like in other games) and the remaining ones forced to retreat. The key to victory are good maneuvers, troop’s cooperation and risk management instead of putting pile of combo-stuff on your hero.
By the way the game is very anti-heroic. There are no heroes both in the table and in the story. No place for individuals and the soldiers on the future, soulless battlefield are the gears in the war machine.
The game demands a lot of flexibility from the players. For example the terrain is randomly generated BEFORE the randomizing scenario but before the composing the armies and just minor modification are allowed just before the battle. There is no setting the army for certain situation. Also "hard" statistic based on single rolls requires always having the plan B.
The other very important differences are the campaign system and separate, full chapter describing solitaire/cooperative games (with dedicated units and scenarios). Although PMC2640 is a bit closer to the mainstream when my other games I still do not afraid to experiment and adding uncommon aspects to the game.



How many figures do I need to play?

Starting game size ("Priority level 1") is from 4 to 8 units, each unit has from 2 to 8 models (average is 6) or a single vehicle. A few blisters are enough for the beginning. This is, let's say, small "skirmish". The real battles start from Priority level 2, where all limits are doubled.


Do you have points systems? How do you balance play? 

Instead of points there is a Tier system. Every unit has its Unit Tier, ranging from I to V. Within one Tier where are completely different yet similarly useful units. There is also the Battle Tier, ranging also from I to V. It limits the sum of all Unit Tiers (in this aspect it acts a little like points) and the number of units on certain Unit Tiers. Also there are Priority levels, which describe how big the battle is. This allows the players to make battles more "green”, “elite" or "balanced". The Tier system is also important in campaign as the units are grouped into categories, which allows to promote them (e.g. Rifle infantry: on Tier II there is Rookie team, on Tier III Regular team, on IV Tier Veterans on Tier V there are Rangers).
There are some other secondary limitations (e.g. vehicle/aircraft limit and some units are limited per Priority level or army) but the Tier system is the most important.
At glance it looks a bit complicated, but everything is summarized in table. And in practice works fine.


Are there "official" 15mm figures for the game? 

PMC2640 was developed with loose cooperation with Oddział Army, but these models are not "official" in anyway, despite I have them in regular sale. Even I personally have a lot of stuff from GZG to complete my army. For me the rulebook is main product and the miniatures are complement. I can afford to do it, as I do not run AP for living.

 
Are there army lists?

One big, common Mercenary army list (about 70 entries) and two short army list for Bugs and Rebels for solitaire/cooperative mode. Description of unit is quite general, so the players are free to use the models. RCL (Recognizable, Cool-Looking) replace classical WYSIWYG. We do not care if  for example Rifle Team have classical rifles, laser rifles, neutron rifles or whatever which looks like a rifle and works like the rifle on the future battlefield. If you wish you may add sarge, medic, machine gunner, war correspondent, drone or whatever until there is no doubt that the unit as the whole represents. It has to look cool! :) From game point of view it's still rifle team - in such battle scale it is perfect solution. IHMO then the units are diversified by parameters and special rules only you feel the difference between them much stronger than in case of playing in resolving the single weapon fire.



How does the campaign system work?


Similar to skirmish system like Mordheim. You play the battles normally, but you develop your mercenary company in the meantime. You earn money (the victor takes more, of course!), purchase the new units, and existing ones may be promoted or get battle honor. What is interesting the unit may get also battle traumas, which reduce their performance (e.g. they may be alcoholics, have suicidal behavior, bad reputation etc.). You also promote the company to higher Company Tier, which allows playing higher-tier, better-paid battles and recruiting more powerful units. The players may join/left/re-join/pause the campaign any time, which makes the game perfect "club" system.




Do you have any expansions planned for the future? 

It would be great! I wish to exploit my 2640 universe. My dream is to make two other independent, but fully compatible with PMC 2640 games (like Warmachine and Hordes), adding new fractions, scenarios and of course expanding my vision of future. But it is the far, far future and it depended on success of PMC 2640.


Is there anything else you'd like to add? 


PMC does not mean Pre-Menstrual Crisis like one of German wargamer interpreted it in the joke. It is not the game about the apocalypse! :D



Thank you very much for taking the time to answer my questions, and I look
forward to playing PMC 2640!

My pleasure. I was honored. I hope to send the first copies to the customers in second part of May.













PMC 2640 - Rulebooks Printed and Assault Publishing Taking Pre-Orders

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By Harold


Hi everyone,

Assault Publishing has announced that the PMC 2640 rulebooks have been printed and they have begun to take pre-orders:

It is 96.00 PLN or about $29.73 in USD

http://assaultpublishing.com/

Here is their description of the rulebook:





I’m very happy to announce that PMC 2640 rulebooks have finally been printed and now we can start the pre-orders!



In the rulebook you will find:

A short introduction to the world of the 27th century. You can familiarise yourself with a brief history as well as with descriptions of space travel and future warfare.

A fast-playing ruleset with a focus on intuitive rules, simplicity and elimination of unnecessary details, all of which ensure that the game runs smoothly with a few as well as with a few dozen units on the table!

Six basic competitive scenarios coupled with terrain generators, which provide a variety of challenges and allow you to demonstrate your tactical flexibility.

A long list of different, yet equally useful units, allowing you to create an army which suits your playing style, whether it is based on long-range bombardment, stealth operations or brutal assaults on enemy positions.

The Recognizable, Cool-Looking rule, which replaces WYSIWYG and allows you to use any models you wish and to display your modelling skills. Although written for 15mm miniatures, the ruleset is suitable for all sci-fi scales, with figures either based on their own or on squad bases.
Advanced, playable and addictive campaign rules. Establish your own company, recruit your troops, promote and train them, lead them in epic battles and become the most famous and powerful mercenary commander in history! In the course of service, your troops might become not only valuable veterans but also traumatized wrecks – or even both!

Solitaire/cooperative game mode with additional rules, six new scenarios, and two unique army lists for rebelling colonists and Space Bugs.

There is only a limited number of rulebooks for pre-orders and it’s worth to do as the first 150 wargamers who order the rulebook from Assault Publishing store will get a very cool, free poster (40cm*29cm)! The pre-orders will last for one week and the books will be shipped next week, so with a little luck you may get them before the official premiere!

New 15mm Science Fiction From CP Models

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By Eli

Attention dropship passengers. New life detected...

CP Models has just announced a new cluster of 15mm science fiction miniatures. Not normally known for their 15mm scifi fair, it seems CP has been sitting on a nice little collections of assorted sculpts from the likes of Adam Gayford and now it looks like some from PF and a few others.


SF1510 Alien Scientists With Force Globes


SF1511 Alien Guards


SF1512 Medusharks


SF1513 Alien Mutant


SF1514 Dragon


SB1501 Assault Bots


SB1502 Alien Bot


SH1501 Guman Adventurers


SD1501 Space Dwarves


SD1502 Space Dwarves With Hammers

These miniatures join the already eclectic collection of science fiction offerings, joining the likes of Space Ogres, Aliens, and space beasties. Nice additions to those looking to populate their scifi universe with more aliens armed and otherwise. 

Check them out!

Thanks,
-Eli

Quadrant 13 - Company-sized 6-15mm sci-fi rules by Too Fat Lardies - Review

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By Trojan Points

Warnings
    1. This review is based on a couple of reading of the rulebook but I haven't had a chance to play the game yet...
    2. As with all my reviews, I do believe that objectivity is a fiction and that bias, conscious or unconscious, is inevitable. Bias, however, does not equal dishonesty, as long as you don't hide it under the pretence of objectivity. Long story short: this review is a mix of hard facts (book description, chapters organisation, page count, rule descriptions) and of personal feelings (things I like and others I don't based on my gaming experience and tastes).


      Introduction:
       
      Quadrant 13, "rules for company size actions in a science fiction universe", by Robert Avery, are Too Fat Lardies, a well known British historical rule editor, first incursion in sci-fi. Using mechanics proven in their WW2 "I Ain't Been Shot, Mum" and Vietnam "Charlie Don't Surf" rules, the company's motto "play the period, not the rules" was somewhat tested by the lack of any real life hard and documented period to simulate...


      Description:
       

      Too Fat Lardies sells a PDF edition, a tablet edition (which also seem to be a PDF) and a bundle of both. Not quite sure if this equates to"printer friendly" versus "full colour but functionally identical" or if the tablet edition has extra features like hyperlinking or something. I went with the PDF version.

      The file is 100 pages (cover, 97 actual pages and 2 unnumbered reference sheets) and laid out two columns per pages with a picture of painted 15mm minis taking about 20 to 40% of a page once every few page. The more ruly parts also have top down schematics for explanation/clarification/illustration purposes. The font is a serifless arialsih one that combined with the white background offers good readability (my eyes aren't particularly bad - no reading glasses - but I printed the rules B&W at 2 pages per sheet and didn't experience any undue discomfort nor fatigue from reading them, including while taking the train and other suboptimal conditions).

      Content:
      • Cover(1 page) - See picture here above.
      • Introduction(1 page) -  Includes some design notes by the author.
      • Index(4 pages) - Includes 1/2 page fairly exhaustive 15mm miniatures manufacturers listing.
      • Section 1: Concepts(5 pages) - Definitions and preliminary notes: while the game is designed for miniatures from 6mm to 15mm, the ground scale is fixed at 1/300, the activation of units is driven by a deck of cards (more on that later), and the game is generic (i.e. it's not designed for a specific setting, nor provided with one and matching armylists), turns are therefore of fluid length and minis can be based any consistent way. The basic building block of a force is the squad: each squad always fight as a whole, has a single stat line and individual minis are only used as "hit points" to be removed when the squad is "damaged".
      • Section 2: Your Troops(17 pages) - The biggest chapter of the book is basically a guide on how to stat your minis; choose tech level (from WW2, to Star Trek), role (infantry, assault, recon...), size (number of minis in the squad), organisation (squads, platoons, companies), weight (light i.e. no SAW or poor quality weapons to heavy i.e. multiple SAW or huge personnal weapons), expertise (rabble to elite), the number of big men (i.e. characters, heroes), and equipment (mostly armour but also Personal Movement Systems i.e. horses/bikes/jet-packs). Similar processes are provided for statting  specialists, vehicles... An example is provided for a Khurasan Garns and Felids forces, using the background blurbs on the seller's website and the very organisation of the ranges as a guide on how to organise that force.
      • Section 3: The Game Turn(5 pages) - The turn is driven by a deck of cards containing one card for each platoon (or equivalent unit), both sides of the table shuffled together. Each unit is activated when it's card comes up. Furthermore, a "commercial break" card trigger the end of turn sequence during which the deck is reshuffled for the next turn, leaving yet to activate units without a chance to do so in the turn. So statistically, each unit as a chance in two of doing something each turn. Except big men have their own cards too, and when activated can choose (among other things like calling fire support and stuff) to activate a unit "out of turn", basically taking close control of it to make sure it does it job instead of taking the risk of letting Clausewitz's friction taking is toll. Add some special actions and events cards to the mix and you're good.
      • Section 4: Command & Control(6 pages) - Each activated unit actually gets a number of actions function of it's expertise and number of remaining minis. Similarly, big men get a command initiative depending on their level. Possible actions varies but include movement (random distance), obstacle crossing, (dis)mounting vehicles, hunkering down, spotting, combat, issuing orders (big men), requesting fire support (big men and forward observers specialists)... Note that big men must respect the chain of command, e.g. 1st Platoon can only take orders from its platoon leader and from the company commander, but not from the leader of 2nd Platoon!
      • Section 5: Movement(9 pages) - Lots of specific cases in here (all the way up, I mean down to submarines), but basic infantry moves 1D6" per action spent on movement with terrain inflicting per die penalties (e.g. difficult terrain 1D6"-2"/action).
      • Section 6: Spotting(3 pages) - All units starts hidden under blinds (elliptical templates which can hide anything from nothing (i.e. a couple of scouts allowing the blind to spot but vanishing once spotted) up to a full strength platoon; just like genestealers did with "blips" in good old Space Hulk, only in Quadrant 13 both sides are blinded. Fog of war and thus spotting are critically important parts of the game. 
      • Section 7: Direct Fire at Foot(9 pages) - Infantry unit firing throw one die per action with some modifiers (weight of squad, big man directing fire, tech level...) and look up the total thrown in the fire table where together with the type of weapon, range (short, effective or long) and "quality of shot" (great, okay or poor, mostly depending of the target's cover) it gets a number of hit and a morale effect (e.g. 12P for 12 hits and "pinned").
      • Section 8: Indirect & Off-Table Fire at Foot(2 pages) - Big man and forward observers can use actions to request fire support, thereby placing a aim point marker on the table and adding the card of the requested asset to the deck during the next commercial breaks. When the asset's card come up, a marking round is fired (applying deviation to the aim point). The big man can use it's next activation to either order "fire for effect", or to apply correction to the aim point. The off table asset next activation will either be an actual attack or another ranging round. And so on. Once ordered to fire for effect, artillery will fire on the same position at each activation until told otherwise or until all its  fire missions are expended. Using off-table artillery is thus a fairly protracted process... And a fairly accurate simulation of the real life process (and yes, I've done it in real life; as firing unit)!
      • Section 9: Preliminary Bombardments(1 page) - Fire mission can be used for preliminary bombardment by designating a box for each (without knowing the other side's actual deployment, either firing blindly or based on intel provided in the scenario) and then rolling on table for damage for each unit caught in the box.
      • Section 10: Direct Fire at Ground Vehicles(3 pages) -What it says on the lid. An entirely different mechanism than firing at infantry though...
      • Section 11: Indirect Fire at Ground Vehicles(1 page) - Again.
      • Section 12: Infantry Squad Firing at Vehicles(1 page) - And again.
      • Section 13: Anti-Aircraft Fire & Air-to-Air Combat(2 pages) - And again.
      • Section 14: Shock & Awe(2 pages) - Battlestress is simulated by shock points which reduced units ability to move (malus to their movement rolls) and to fire (idem) until a point where the unit as more shock points that members and retreat or freeze. Big men can rally units, medic can heal them and high quality troops can rally themselves, in effect removing shock points.
      • Section 15: Specialists(3 pages) - Rules for drones and their operators, snipers, electronic warfare, forward observers and medics.
      • Section 16: Close Combat(4 pages) - Again a entirely different combat mechanism...
      • Section 17: Engineers & Battlefield Features (3 pages) - Rules for smoke, mines, demolition...
      • Section 18: Other Technology(4 pages) - Considerations on some non conventional tech (CBRN, chameleon gear, teleport, etc.) including rarely considered in wargames time travel (nothing continuum shattering, but points for exhaustivity).
      • Section 19: Mission Generator (11 pages) - 3 pages of terrain generator (table devided in 9 squares, one roll for each square in one of four tables - light, medium, heavy or urban) and definitions and 8 one-page generic mission including deployment, missions and forces composition (e.g. 1 infantry company less 1 platoon, 2 support squads and 2 off-table fire missions). 
      • Reference Sheets (2 pages) - Better printed one page per sheet... And is it just me or the all important fire table is missing?
      My opinion:
      • Fog of war and friction - Those, two major factors in any military operation, but two often forgotten in wargaming, are central to the game! That's definitely the kind of mechanism I'd like to see in every single game I play!
      • Scale and scope - It is subjective, and I do realize model scale and ground scale are two different things, but for me, two 15mm company sized forces fighting on a 6' by 4' table feels too cramped (it does look/feel great for 6mm, but I write this review from a 15mm player point of view, as befitting Dropship Horizon). I'd rather see platoon sized forces on that kind of surface.
      • Mission Generator - It might be the nature of the generic beast, but that part feels very light. The terrain tables have a very WW2 feel and although it's no big deal to replace the orchard you just rolled by a crystal field, I'd have appreciate to have tables with a bit more of "this is not kansas anymore" to them. More of problem are the forces to be used for the scenarios:  that "1 infantry company less 1 platoon, 2 support squads and 2 off-table fire missions" from the example above can look and perform quite differently depending on force multipliers like tech level and expertise... Not asking for a competitive point system here, but some guidelines on how to match dissimilar forces and still have at chance at a enjoyable game would be nice.
      • KISS - I'm not too found of having entirely different rules each type of combat... Again a subjective matter of compromise between simulation and playability but I'd prefer a more generic core rule to a range of accurate but specific rules.
      • Units and basing - Departing from the each mini has it's own stat line paradigm is a must at this scale. But the need to still base minis individually partially defeat the purpose: I'd prefer to see squad bases with damages applied as a (limited) number of statuses followed by the removal of the entire squad. Again personnal prefenrence.
      • Fog of war and friction - I know said it already, but if you not factoring those two, you're not wargaming but playing a very colourful game of chess!
      Bottom line:
      I just love the core ideas, and can cope with the mission generator and basing issues I outline, scaling it down shouldn't be much of a problem either, but I realy wich for a more streamlined and coherent combat system!  

      Sneak Peak - ClearHorizon Miniatures Helldivers

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      By Eli


      Hello all,

      As many of you may or may not know, Dropship Horizon's own H. Crossley has dipped his toe into the pond of miniatures production. Strictly on his own and without a Kickstarter or any other sort of fundraising, he's pushed forward with a dream and already has theb all rolling quite steadily toward releasing what he calls, Federal Special Forces HEL/DIV "Helldivers".

      The project starts simple enough but with a bit of a bang, in my opinion. A squad of six 15mm drop troopers and the drop pod to deploy them. With a 3D rendered and printed master model, the drop pod is a gritty mechanical bit that deploys the Helldivers fast and ready.


      The troops themselves will be posed to reflect a realistic set of military poses with weapons at the ready and moving in a tactical manner. I feel the design artwork places them in a nice twilight, thematically speaking, where they could work nicely for gritty, hard scifi settings or even in more adventurous settings farther flung into the future of the cosmos.


      These should be coming out in the next couple of months if all goes well and the resin model is already on its way to the caster. What's more, Harold, has more plans for the Helldivers, continuing to build them into a force that will not only make a nice commando ops team but also might very well take to the field as a force in its own right.

      There is one final note as well. Harold has worked out a tie-in with the wonderful Gruntz rules by Robin Fitton. While the miniatures will certainly be usable for any system out there, but this will allow them to be put to the table easily by having stat cards and possibly scenarios ready for the Gruntz rules. Personally, I feel that any stat card can help to solidify the concept of the figures and models and can be used to morph them to any rules set.

      Good to have you in the game Harold!

      -Eli

      USEFUL LINKS





      Army in a Day - GZG UNSC and Antenocitis Workshop Grav-Tank

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      By Harold

      Hi everyone, I've had these GZG UNSC-L and the AW light grav tank for a while now and I wanted to be able to field them on the table top.  I figured I'd see how many I could get done in one night.

      While not the highest quality, I'm really happy with how they turned out.

      I have painted:

      2x 8-man squads with 2 SAWs
      2x 2-man heavy sniper rifles
      1x Command squad (4)
      1x Light grav tank

      This would probably be between 100 and 150 points in gruntz, depending on how you costed them out.  It'd make a great recon or patrol platoon.

      Light grav tank and squad advance through the grasslands.
      To complete them I:



      1) Glue figures to bases. I use US pennies.

      2) Clean all flash and mould lines. I use a file and x-acto knife.

      3) Glue sand to bases. I like to use superglue because it's quick and I have a lot of control via the nozzle. I usually leave a small bit clear around the figures feet to avoid covering them.

      4) Prime.  I used a light grey color.

      5) Paint bases khaki color. I used graveyard earth. I then dry-brushed with bleached bone.

      6) Paint gun and visor black.

      7) Touch up any areas that got black on them by mistake with a color as close to the base color as possible.

      8) Wash. I used army painter strong tone and heavily covered the whole figure. This is similar to the "dip technique" but with more control.

      9)  When completely dry, matte varnish.  Normally I use paint on varnish, but because I had a whole group I sprayed them.

      10) Brush on gloss coat on the right shoulder pad and visor. I applied it to the shoulder pad so I could apply the decal and it would stay better.

      11) Apply decal to shoulder pad.  I use a brush and x-acto knife for this.

      12) Apply Micro-sol setting solution to decal.  This helps to adhere to the model and give it a more painted-on look.

      13) Apply matte varnish to the shoulder pad. I painted it on since it was such a small area and I didn't want to dull down the visor.

      14) For the first time I used the little tufts for the grass. I really like it. They have adhesive on them, but I put a dab of super glue where I wanted them to go, just in case.  I used the 6mm Army Painter wasteland tufts.



      Front of the grav tank.  Decals are from a model RR sheet.

      Back of the grav tank.  I completed this in almost the same way as the infantry.

      Command squad. 

      The two heavy sniper teams.  The guns had a bit of flash I had a hard time of removing under the barrel. Grass tufts to the rescue!

      Size comparison and a change to see what the bases look like.

      For a night of painting I'm very happy with these.  The decals really helped to break up what would be a pretty bland paint job.  I like the color it added to it.  The gloss on the visor also helps to break up the colors. I also quite like the little tufts, and I will definitely be using them again.

      Hope you've enjoyed this and please let me know if you have any questions!


      Tomorrow's War "By Dagger & Talon" Review

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      By Harold

      Available here: http://ambushalleygames.com/products/store/product/show/cid-101/name-by-dagger-or-talon-preorder-a-pdf/category_pathway-0  $30.00

      Ever since I've first heard of the supplement to Tomorrow's War by Ambush Alley Games called "By Dagger & Talon" I've been looking forward to it.   While the main Tomorrow's War rulebook did an excellent job in capturing the idea of what future sci-fi warfare would be, it didn't have the space to expound on some of my favorite sci-fi elements: aliens and special forces.

      The cover, the figures are available from GZG, and the buildings from GameCraft Miniatures

      "By Dagger & Talon" became available for pre-orders last week, and had a great deal that if you pre-order the print book, you get the PDF immediately and for free!

      Well, of course as soon as I saw that I had to pick it up.



      From the website:

      The book focuses on alien races and "Enhanced Special Operations Forces" (SpecOps units that make heavy use of everything from cybernetics to nanite enhancements), and contains detailed guidelines and specialized Attributes to assist you in developing your own alien and ESOF forces for Tomorrow's War.

      With a description like that, how could I not pick it up?  One of my favorite things about the Tomorrow's War rulebook is the history, artwork and pictures.  It's really easy just to sit down and flip through it for inspiration.

      "By Dagger & Talon" does not disappoint.

      Now, of course, I don't have the print book yet, so this review will focus solely on the PDF.  What I first noticed as I opened it is how clear and well laid-out it was.  Most pages have a picture on the bottom that fades up to white for most of the text.  It is very easy to read, something that the original rulebook (while fine most of the time) has problems with sometimes.   It also has easy to read tables and bullet points.

      A table showing some of the power armor available to Special Forces troops. 

      The book starts out with the "history" leading up to the scenarios in the back of the book.  The main players are the Marshborn (Crusties) that are aliens generally on friendly terms to Humans who are fleeing the Darghaur, the main threat to both humans and other sentient life.

      The stories are great, I really enjoyed reading the history.  There are some surprises and plenty of ideas for games.  The prose also does a really good job of setting up the identity of the two main aliens species, while leaving the ultimate motivations a secret.

      An example of some of the awesome photography in the book.
      After the history it goes into "Xenobiology", or how to put together your alien species.  It isn't so much of a list of species, but a write-up on what attributes to give to the aliens you already have in your collection.  It also has an in-universe explanation of the diversity of species, which is done really well. 

      I think it's an excellent way to go, since it really allows you to build the alien species you've always wanted to field, but still have the same justifications for their attributes that the "official" aliens have. 

      It also gives you a couple of examples of alien species for you to either use or reference.

      After the aliens it goes on to explain and introduce Enhanced Special Operations Forces.  My favorite section, it goes over all the exciting things that humans have been doing to themselves to make the perfect warriors.  There are rules for genetically enhanced, cybernetically enhanced, synthetics, nanite enhanced, power armored, natural super-soldiers and more.  Very comprehensive. 

      Each has it's pros and cons, and I feel like it's been done very well, and "realistically".  Of course, you can have a combination of the four as well.   It also lays out how each nation views the enhancements differently.

      There are then a list of attributes that can be both for ESOF and aliens.  Everything from "Old School" to "Teleportation (Tactical)" to "Psionic". They really run the whole gamut here, and really give the players a lot of options when designing their ESOF and Aliens. 

      You then have a collection of sample forces for the nations and forces of Tomorrow's War.  It covers all the major players and it well laid out.

      The only thing I wish they would've gone over is to include more "in-universe" descriptions of power armor systems.  While they include the rules, and reference them a bunch, I would've liked to be able to reference what model of power armor my troops were wearing, other than light/med/etc.   Of course, that's just me, and I am probably spoiled since they did include descriptions of a lot of the weaponry.



      After the forces, you have the scenarios.  I counted nine different scenarios. Each one represents a point in the initial war with the Darghaur, and they fit together nicely.  They are also very diversified and could easily be adapted to represent almost any type of conflict.   I would've liked to see a scenario set inside a spaceship,  especially since some of the "history" includes some really cool accounts of boarding actions, but otherwise these scenarios are well-written and I look forward to trying them out.

      I really enjoyed reading through my copy of  "By Dagger & Talon."  If you play Tomorrow's War you really should pick up this book.  Even if you don't I would recommend it for the pictures, history and scenarios that could be easily adapted to other systems.

      I give "By Dagger & Talon" two cybernetically-enhanced thumbs up!


      New Terrifying Aliens From Ravenstar Studios

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      Adding a new element to his Land Core line of 15mm miniatures, Chris over at Ravenstar has released a veritable swarm of new resin, creepy alien goodness and it's a big swarm. Including "vehicles" various troops types and even a giant biomech, this range hits the battlefield ready to fight. Check outthe pictures below from his sight to see what this host contains.

      Ravenstar Products can be ordered by email and images of other items in his line can be found at http://ravenstarstudios.blogspot.com/.




      I find these alien biofreaks to be a refreshing addition to the many aliens out there. They have a style and feel to them that is not another Giger-esque race or simply giant bugs. There is a diversity in the designs that promises to make them great fun to model, paint andp lay with, offering anyone building an army a great variety of possible troop types.

      -Eli

      New GZG - Troops Galore!

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      Jon at GZG has dropped a ton of stuff on us again and when it rains, it rains goodies. Even though July was a bit slim on releases, I think we can see why. More US troops in hardsuits, more FSE both in helmets and caps and even some new UNSC.

      ALL CODES BELOW ARE AVAILABLE NOW!


      TOMORROW'S WAR US infantry:


      TW15-US04         US army in hardsuits, Grenadiers with auto-GL and
      Marksmen with Gauss Sniper Rifles - 8 figures in 4 different poses (2 poses - advancing and kneeling - with each weapon type).
                      £3.60 inc VAT, £3.00 ex-VAT


      TW15-US05         US army in hardsuits, with SLAM (Shoulder-launched
      Light Assault Missile) "bazooka" - 4 teams (2 moving, 2 firing) each of gunner and loader with extra rounds, total of 8 figures in 4
      different poses.               £3.60 inc VAT, £3.00 ex-VAT


      TW15-US06         US army in hardsuits, Command and Comms pack, total
      of 8 figures in 4 different poses - officer standing, officer standing observing, kneeling observer and kneeling operator with
      datapad.               £3.60 inc VAT, £3.00 ex-VAT

      ........................

      SG15  Federal Stats Europa (FSE) Colonial Legion Troopers:


      SG15-F10                             FSE Colonial Legionnaires in Helmets, rifles
      pack A (8 figures, 4 different poses)                        £3.00 inc VAT, £2.50
      ex-VAT


      SG15-F11                             FSE Colonial Legionnaires in Helmets, rifles
      pack B (8 figures, 4 different poses)                        £3.00 inc VAT, £2.50
      ex-VAT


      SG15-F12                             FSE Colonial Legionnaires in Helmets, Gauss
      SAW gunners (8 figures, 4 different poses)                          £3.00 inc
      VAT, £2.50 ex-VAT


      SG15-F13                             FSE Colonial Legionnaires in Helmets, Snipers
      and Missile Launchers (8 figures, 4 different poses)         £3.00 inc
      VAT, £2.50 ex-VAT


      SG15-F20                             FSE Colonial Legionnaires in Kepis, rifles
      pack A (8 figures, 4 different poses)                        £3.00 inc VAT, £2.50
      ex-VAT


      SG15-F21                             FSE Colonial Legionnaires in Kepis, rifles
      pack B (8 figures, 4 different poses)                        £3.00 inc VAT, £2.50
      ex-VAT


      SG15-F22                             FSE Colonial Legionnaires in Kepis, Gauss SAW
      gunners (8 figures, 4 different poses)                     £3.00 inc VAT, £2.50
      ex-VAT


      SG15-F23                             FSE Colonial Legionnaires in Kepis, Snipers
      and Missile Launchers (8 figures, 4 different poses)                         £3.00
      inc VAT, £2.50 ex-VAT

      .........................


      V15-92B                               UNSC grav bikes with UNSC/H (Hardsuit) Marine riders
      - 2 bikes, riders and stands.  £4.50 inc VAT,

      .........................

      V15-98A                               Gladiator III ACV tank destroyer - ultra-low-profile
      hover vehicle with fixed mount main gun plus remote defensive sub-turret with rotary cannon and multi-role missile tubes; used by the Division Legere in the "Hammer's Slammers" rule system as the "Hades" tank destroyer. Kit includes long gun for "Hades" version, plus two other optional gun barrels - a medium cannon and a short
      laser barrel!                         £7.50 inc. VAT, £6.25 ex-VAT.



      ClearHorizon Miniatures Kicks Off With Drop Pods

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      Our very own Mr. Harold has kicked off sales of the first line of his new miniatures company. Named for his brilliant hobby blog, ClearHorizon Miniatures begins life with a range of drop troops and support equipment. 

      The first offering for this range is a drop pod. While designed with his Hel/Div Drop Troops in mind, it can easily be used with any 15mm miniatures out there. I want to grab a few to use as life pods as well as combat drop pods. 


      Shown with GZG UNSC Troopers for scale.


      These excellent, multi-part resin kits come with a construction guide sheet as well as a force card for use with the Gruntz miniatures system but they can, of course, be used with any system you choose. Available - 

      Single - $11:99
      3-Pack - $34.99
      5-Pack - $54.99

      So, check them out and get your forces on the ground the fastest way around!

      -Eli

      The Ion Age Has Arrived!

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      Huge news, everyone... a new age is upon us!


      The Ion Age, the signature space opera setting from Alternative Armies and 15mm.Co.Uk, has been spun off into its own creation. TheIonAge.Com is now live - including the webstore, some background information about the universe, and featuring some of the finest space opera artwork you'll ever see on a miniature gaming site. 

      The 15mm section has opened by stealing the existing Ion Age miniatures from 15mm.Co.Uk's HOF section, but Gavin Syme has loads of new products just around the corner. A quick look at the menu reveals that we will soon see new publications, new vehicles, and terrain. As a taste for what's to come, The Ion Age has released Balthazar and Jerome - character figures depicting a Prydian Retained Knight and his loyal varlet. 


      To keep us informed of The Ion Age's progress, Gavin Syme has launched The Ion Age Blog. Gavin is renowned for his support of the miniature gaming world, and I have no doubt that he will quickly build a thriving community around The Ion Age. And as a long-time enthusiast of space opera settings, I am very eager to be part of that community!

      Head on over to TheIonAge.Com to look around, and don't forget to follow The Ion Age Blog!

      Cheers,
      Chris

      New Shia Khan infantry and remastered Laserburn vehicles

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      The Shia Khan have returned to the Ion Age. The original packs available again (both the Nox power armored infantry and Malig goblin cannon-fodder), and they are joined by the all-new Legionary First Tesseran pack.


      This is an impressive new pack. All eight figures have unique poses. Seven Legionnaires are armed with the Juno rifle - a hefty, noisy-looking gun complete with bayonet; and the Centurion figure complete with pistol and cape. They have a rather sinister appearance... an ideal enemy for heroic Space Opera characters. If this picture is any indication, they definitely live up to the Sam Croes artwork found on the Ion Age website.

      Meanwhile, 15mm.Co.Uk is breathing new life into the Laserburn line. The aging pewter vehicles are gradually being remastered into resin castings - the Flit Car and Hover Van are available now.


      These are great civilian or rear-echelon support vehicles. There's just something sporty about the Flit Cars - some kind of far future hot rod or luxury cruiser.


      And the Hover Van is a very nice compact pick-up/ute-ish ride. Not a huge cargo hauler, but just the thing for small deliveries around spaceports and cities.


      Kudos to 15mm.Co.Uk for getting these back into the 15mm "motor pool." I look forward to seeing the rest!

      Cheers,
      Chris 

      SHM Alien Civilians, Kremlin Miniatures outage, RAFM Sale

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      15mm.Co.Uk has added four new alien civilians to the growing SHM Range

      Sculpted by Dropship Horizon's own Eli Arndt, these are perfect additions to any bustling spaceport. What I enjoy most about figures like this is their versatility - they can be great background pieces or objectives in larger force-against-force games, specialty characters in small skirmish games, or characters/NPCs in tabletop role playing games. 

      SHM Range - Starport Denizens III

      From left to right, we have a Varlish Envoy (a good diplomat/clerical figure), a Nimuan Orator (ideal for a public speaker, singer, or even an alien news correspondent), a second Burgansian (complete with float disc), and a Tandapash musician. These figures are available in the new 8-figure blister Starport Denizens III, and each can be purchased as a single casting on the SHM Science Fiction page.

      *     *     *     *     *

      It was brought to our attention that Kremlin Miniatures experienced a brief web outage this week, and we received some questions about whether they were still in business. Well, I have good, bad, and more good news about them. First bit of good news... They are still operating, so we are still able to get our hands on the figures in that great little range. 

      Cyberian Death Commandos

      The bad news? Their casting machine is temporarily out of commission, so it will be a few months before they are able to start casting and shipping again. The second bit of good news? Russ was able to get the store back online, so you can once again see all the packs the entire 15mm Power Spike line

      Rising Sun MANITOU

      So send them an email if you're interested in ordering sometime in the near future... a few advance orders might help Kremlin become fully operational. I can always use a few more Rising Sun MANITOU - still one of my favorite 15mm mini-mech/landmate suits. 

      *     *     *     *     *

      Quite a few 15mm Science Fiction wargamers were introduced to the scale through the original Traveller figures... and  many of us still use them as the basis of comparison for today's figures. It's no surprise - most of the old sculpts still hold up quite well today. RAFM did a great job arranging them into logical figure packs when they took over the range - very useful for grabbing tons of civilians, pirates, crewmen, etc. in a single purchase. 

      So for fans of that range (I still love the old "bucket head" marines) - or anyone who just wants to see what the fuss is all about - RAFM is holding a 35% off sale through 31 August.

      Space Vixens
      The sale doesn't just apply to the ex-Traveller figures. It covers the entire store - including original 15mm figures and vehicles like the alien Insolani, and the 28mm USX drones (which have no details betraying their scale).


      So head on over to RAFM's web store and enjoy the sale.

      New Shia Khan Monocycles from The Ion Age

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      by Chris

      The Ion Age continues to expand the Shia Khan forces. Supporting last week's Legionary First Tesseran figure pack, the Canthus Monocycle is now available.

      The IAF007 Canthus Monocycle Pack contains two Legionary Riders and two Cycles - one mounted, one dismounted. I like these quite a bit... not sure if they are faster than the average jetbike, but they look like they can take (and deliver) quite a bit of punishment. It's easy to picture these screaming across the deserts of a faraway moon in advance of the main Legionary assault. Or if you think of the Shia Khan Nox power armor as drop- or teleport-troops, these Monocycles would be great at slipping locator beacons behind enemy lines. 



      The combination allows you to field them in games where riders will fight on and off their mounts. Price is £5.00/pack, and there is always a 10% discount for three packs. If you only need the Monocycle with rider (or you want just the Monocycle to use with other rider figures), they are available as single castings.

      New Retained Knights from The Ion Age

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      by Chris

      The Ion Age returns to its roots this week - with an all-new pack of Retained Knights for the Prydian Army.


      Retained Post Charlie brings us the first new Retained Knight poses we've seen in...well... quite some time! The pack includes ten unique poses - one Knight Commander, five Knights with Moth and Angis rifles, two Knights with Anvil missile launchers, and two Knights with Tumbler SMGs. The pack is available for £5.00, or the figures are available as single castings.


      I've always been a fan of the Retained figures. The unadorned appearance of their armor makes it easy to imagine their character - they fight not for personal gain, but for what they believe to be a noble cause. Gavin Syme has an article on the Ion Age blog about their role in the official universe. It's a great read - very inspiring, even if you aren't going to set your own campaigns in the Ion Age.

      Rebel Transport and Steampunk Infantry, More Laserburn Vehicles, and Micropanzer Building Bits

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      by Chris

      Rebel Minis has unveiled a new conversion kit for the Earthforce Dropship.


      Sculpted by Chris at Ravenstar Studios (who also made the Warthog conversion for the Titan Dropship), this brilliant bit of work add a dorsal intake hood and an open passenger bay to the original JBR-designed dropship. The result is quite impressive - it has a place in everything from near-future to space opera settings. I expect Lightning Division players in Hammer's Slammers: The Crucible will get some mileage out of these!

      *     *     *     *     *

      On the other side of the sci-fi spectrum, Rebel has also released a pack of Steampunk British Infantry.


      These gasmasked soldiers are perfect for those late-19th century expeditions to Mars, Venus, or those undiscovered creature-infested islands. Rebel's own Chupacabras might be a good opponent for this infantry pack. 

      *     *     *     *     *

      15mm.Co.Uk has released two more vehicles in the remastered Laserburn range.


      The Support Wagon (pictured left) is a nice military-grade speeder. The sleek shape and open top imply speed and utility rather than a front-line combat role. That makes it ideal for occupation and police patrols (especially since there's a seated Law Officer figure available) or general counter-insurgent operations. Very useful in small skirmish games.

      The Partizan Scout Car (pictured right) is a fully-enclosed vehicle with lots of potential. The sculpted details give you lots of room for judgment - it could be a thin-skinned cargo van, a slab-sided armored courier car, or a small, fast military vehicle. The raised section on top offers conversion potential - it would be easy to add a small sensor, radar, communication array, or remote-operated weapon. I've always thought it was a nice looking vehicle, but the old pewter casting in my collection just isn't clean enough to use. It definitely looks like the new resin castings will bring the Laserburn range up to today's standards.

      *     *     *     *     *

      A couple weeks ago, Jason at Micropanzer Studios posted about a restock of his resin terrain items. But somehow I completely missed all the new bits he added to the range (sorry, Jason!)


      The range offers a ton of parts to convert your own buildings - Jason has been using them very successfully with plastic electrical boxes. It's a great mix of items - some are hand sculpted, and others are cleverly cast from obsolete toys and models. 

      What really caught my eye is bit #28. I've been looking for something to use as futuristic street lamps with my Mad Mecha Guy, Proxie Models, and GameCraft cityscapes. This part might just do the trick - effectively and inexpensively. And it's a great excuse to get some of his Crate Sets, and some of his Mass Extractors to pull fossil fuels from the depths of my snow-world table.

      ClearHorizon Miniatures - 15mm Infantry "The Hell Divers" Final Preview

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      by Harold


      Hi Everyone,


      First, a disclaimer.  Yes, this is an article about my own miniature line :) And yes, I'm too excited not to share it with all of you!


      Rodrick Campbell of Highlander Studios, Inc. has almost finished sculpting the initial release of ClearHorizon Miniatures' sci-fi SpecOps team, the Hell Divers.

      Rod has written a very cool "behind-the-scenes" article on his blog about the process of scultping the Hell Divers:

      http://highlanderstudios.blogspot.com/2013/09/one-down-five-hundred-thirty-projects.html
      Standing Riflement

      Kneeling Riflemen

      One of the command figures.

      Sniper Team

      SAW gunner with backpack.  The backpacks are separate and each squad comes with enough to outfit all the members with backpacks.

      Initial release will be 16 unique figures, including command, squad support weapons, AT weapons, a sniper team, and riflemen.

      Each squad will also come with a separate backpack, to give you the option to show them on a long deployment, or just a quick direct-action mission.

      These should be released soon, but in the meantime, here are some of the preview pictures of the finalized sculpts, ready to be turned into masters!

      Beyond this I have some pretty cool things on the horizon too! Including Power Armor, Rim Defectionists (Mercs/Space Pirates) and more!


      Review: Warmill Satlink MDF/Acrylic Terrain

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      By Harold

      Warmill MDF/Acrylic Terrain
      Satlink
      Avaliable from: http://www.warmill.co.uk
      Cost: £13.99

      Hi everyone,

      I'm not sure where I first saw it, but when I did I knew I had to have it. I think I saw a preview picture a couple of weeks before it was released and I kept bugging them until I could order it!

      When I saw the Satlink it instantly invoked invoked an image of a lone colony outpost, or military installation, that needed a high-powered communications array.  A great objective and terrain piece. 

      It also reminded me of bases that you fight over in the video game Planetside 2 (which, while i'm not very good at, is a lot of fun and a great online sci-fi military game).

      Image from the Warmill website
      I loved the color of the acrylic pieces too, especially with the pattern they have on them.

      The kit arrived promptly and in a small cardboard box with very nice picture of the item on the outside.  Inside, nicely packed, was a (very helpful) instruction sheet, two sheets of laser cut MDF sheets and a bag with the acrylic pieces in it.  It's a very professional packaging and presentation.

      What comes in the box

      The acrylic pieces. Don't forget to remove the paper backing!

      I was also impressed with all the pieces!  This kit was well designed, but it is still a challenging kit.  On a scale of 1 to 10, i'd probably put it around 8.  It's not terribly complicated, but there are a lot of opportunities to break fragile pieces and many of the steps require almost absolute precision on the previous steps to properly align.  

      Detail of the etching.
      The keyword for this kit is DRY FIT!  Seriously though, I'd dry fit everything two or three times to a) make sure it was the right piece b) make sure that everything fit together the right way or if I should be doing it in a different order c) to see if there was any cleaning I needed to do of the edges.

      Completed pieces before painting and attaching the acrylic.
      It's nice how the base is separate from the antenna.  It makes it easier to store, and if you wanted to mount the base to a larger MDF base you could without having to have the antenna always attached.

      The base
      While designed for 28mm, I think it works perfectly for 15mm:  (I think it actually scales better!)
         
      Scale with a GZG Spacesuit guy on a US Penny
      Scale with a GZG Spacesuit guy on a US Penny
      Scale with a GZG Spacesuit guy on a US Penny

      I plan on painting it tomorrow.  Something really easy, I will spray it a grey color, wash it with strong tone from Army Painter and drybrush.  I want it to have a "used" and "in-the-elements" look to it. 

      After I paint it I will glue on the acrylic panels. I'll probably use white glue since I don't want the super glue to fog it up.

      I hope you liked this review!   If you have the skill I would definitely recommend this kit for your 15mm battlefield!

      Review: Angel Barracks OKI corporation Walls and Wind Turbine

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      By Harold

      From: Angel Barracks http://angelbarracks.co.uk (listed in the scenery category)
      £8.50 for a wall set
      £3.00 for a wind turbine

      Hi everyone,

      The wall set with Angel Barracks 6mm troops
      When I saw Angel Barracks release this wall set I knew it would work great for 15mm.  While designed for 6mm it has some great details that don't give away the scale.  The wall set comes with three different pieces, a gate section, a wall section and the corner section.

      Each wall set comes with two gate sections, four corner sections and eight wall sections.  Very reasonably priced at £8.50 for a set, I got two of them.  

      Wind Turbine with 15mm and 6mm figure.
      I also got three of the wind turbines, since what colony couldn't use some unique looking wind turbines? They are a great design, both function and sci-fiy.  They come in four parts, the three "blades" and the central turbine part, all in pewter. 

      The wind turbines

      Close-up of the wind turbine
        When the pieces arrived I was very impressed with the quality of both the resin casting of the wall sets and the pewter casting of the wind turbines.  I had already ordered 6mm troops and buildings from Angel Barracks and I knew, based on the quality of those, that it would be well cast.

      Two wall sets.
      I really like how the walls are designed.  The come to just a bit higher than a 15mm figure and scale to probably about 8' or 9' tall in scale.  I love how the pieces are separate too and the places where they meet up are well thought out so that it doesn't look disjointed.

      GZG 15mm figure for scale with the wall.
      The walls with a 15mm figures
      He also sells a damaged wall piece that I wish I had ordered, I think it would be a great piece to replace a wall section that was damaged in game to aid in breaching the compound.  Along with that he sells "interior corner pieces" and corner towers. Both very useful in outfitting your walls.

      The damaged wall section,  £1.50
      interior wall section, a pair for £1.50

      Corner "tower" piece, with a spot for a figure to stand,  £1.50

      These are great pieces that paint up easy, come almost in totally clean condition (I just rinsed mine in warm water with some dish soap) and are very versatile.  A really great buy for 15mm and 6mm scale tables!

      6.6 thumbs up out of 2!





      Ion Age Desteria Demi Alpha - Released and Reviewed

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      by Chris

      Here's a look at The Ion Age's latest release - the Desteria Demi Alpha.


      The Desteria Knights are the heaviest power-armored troopers in the Prydian Army. The Demi Alpha pack includes five unique poses - armed with Impact Fists and a mix of double-bore shotguns, laser rifles, and plasma guns. They dwarf just about every infantry figure you might find on the 15mm battlefield... they are much larger than even the Retained Knight figures:



      Gavin was kind enough to send me some review samples from the new Ion Age packs. The Desteria figures were instantly my favorite in the mix, and I wanted to get a set painted right away. Here's the samples I received - some are from the Demi Alpha pack, others are sneak peaks from upcoming releases (spoilers!):



      Obviously my brushwork pales in comparison to Sam Croes' beautiful paint scheme, but they were still an absolute joy to paint. The castings were extremely crisp... preparation was limited to removing just a little bit of mold line to remove from the shoulder pads and helmets, filing down the bases, and hitting them with spray primer. I hit them with a wash right away to have a good look, and was amazed by the detail level. My only complaint is the stiff, wide-legged stance - not a big deal for figures that clearly represent larger-than-life characters, but a few "advancing" poses in a future pack would really add to the range. The helmet crests, Maltese crosses, and layers of heavy armor really add to the character of these figures. And their size is truly impressive. 

      Comparison: Ion Age Desteria Knights, Ion Age Retained Knight,
      Laserburn Dreadnought, and Kremlin MANITOU

      Ther are loads of potential uses for figures like this. For me, they'll have pretty much the same role as written in the Ion Age setting (see Gavin's excellent write-up on the Ion Age blog) - elite bodyguards for my Space Opera princess as she tries to reclaim her father's throne. It's also easy to imagine them as part of a crusading religious order... a stylized version of the Doctor Who clerics or Babylon 5 Rangers. 

      Comparison: Ion Age Desteria Knights, Brigade Models Power Armor,
      Khurasan Federal Special Assault Brigade, Critical Mass Arc Fleet Augment

      And, of course, they are the best candidates for 15mm Space Marine Terminators that anyone has ever produced. I'm extremely tempted to give my knight commander some kind of powered maul or force axe... it will be fun to play guncrawl scenarios pitting five of these figures against wave after wave of evil mooks or alien creatures. 

      If you're a fan of Space Opera or Sci Fantasy figures, I definitely recommend a picking up some Desteria Knights.
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