Saturday, September 28, 2013


Here is a selection of the latest minis I have painted. 
The first is a Reaper mini.
 Another Reaper mini. This one has undergone some conversion, a new sword and sword arm.
 A Reaper Cop
 This is a nice Reaper set - wonder what they have in that box
I can't recall the maker of this figure. It is a very nice mini. I will use her inside the Alamo or maybe a Boer Wagon Laager.

Tuesday, September 24, 2013


The Canberra Model Shipwrights Society had their annual exhibition last weekend. The display of model ships was terrific. Many of the models were scratch built and the degree of skill shown was truly amazing. Here are some photos from the exhibition.

  Mississippi river boats were popular

 A very nice British gun boat/launch - 1/48 scale
 A great Chinese War Junk

 Air craft carrier HMAS Melbourne in 1/72 scale

 Beautifully detailed work
 Amazing hand carved miniature ships figureheads

 The Santa Maria
 Very nice armed cutter

 1/35 scale Vietnam War Riverine craft
 The same in 1/72 scale
 There were quite a few very nice models of WW2 ships

 WW2 landing craft in 1/72 scale

 Some of the boys with their toys
 Nice Murray River paddle steamer

The level of skill on this model was truly astounding. All the decoration is hand carved from wood, incredibly detailed, a true masterpiece. The parquetry deck on the ship was also hand made - stunning!

Saturday, September 21, 2013

AWI Game Report - Fife & Drum rules

Below is a report of a fairly large AWI game that was played a couple of weeks ago. Most players were new to the rules and everyone caught on after a few turns. The rules are based heavily on morale but still lots of shooting and melee action. Movement is (thankfully) generous and initiative rolls are very important for momentum. A simple matrix style of layout and a lack of 'fluff' makes them truly fast play. A good, fun day.

Lots of pics!

Battle of Beerywine – AWI game report.

Basic table setup: a river with one bridge, a Hessian camp in the centre and a small settlement.
Other side of the table.

  Just a shepherd chilling out; hoping, for no reason, this doesn’t become the scene of a bloodbath…

Some dragoons and geese – just because…

…Alright because I’d just finished retouching them the day before. Yes the flags are completely wrong but couldn’t be bothered changing them.

Sneaky Americans move to their start positions. Note the riflemen in the foreground.

Another view that shows the pontoon bridge they put up. The rocks on the river below the pontoon are fordable. Hence the massed formation right behind it. Note the Hessians in the camp start positions.
Rebel guns line the river opposite the Hessian camp. Light dragoons all poised and dragoon-y.

 First turn and the Rebels are off and begin streaming across the river. A good start.

The Hessians start to react and throw out a hasty battle line.

The first round of firing and subsequent (crappy) morale tests. Note the absence of riflemen in the foreground. The jaegers that caused the damage were called very rude words from that point on.

The Hessians win a vital initiative roll and charge into some Continentals – swiftly sending them packing. More rebels take their place but are starved of room to move.
Another view of the American troops scrambling to get into position as the first of the British reinforcements arrive (top right).

 Hessians keep the pressure on while the Americans try to find suitable defensive positions to counter the waves of advancing British.

At the bridge, both sides are evenly matched and cause a lot of damage to each other. Both sides roll well with morale to keep it a tight contest.

 Some of the aforementioned waves of British.

Yes – more of ‘em.

A shot of the game situation about turn 4.

 Chris’ hand helpfully showing us the target that he insisted on missing with his guns.

Around turn 5 and the high-water mark for the Americans. They’ve taken a lot longer than wanted to clear a bit of room to move.

 Some Loyalists trying to move toward the action.

The American view of their “not quite ready” defensive positions to face the oncoming Brits.

Jaegers in the foreground that harangued and sniped at the American right flank.

 The Americans guns retired, while the British and Allies close on the lonely looking bridge defenders. An ominous looking situation.

The British take a few losses but close easily on the Continentals defending the settlement.

The Americans attempt to trade off space for time.

The final assault on the bridge (top left) as the shot up Hessians kindly provide cover for the fresh British brigade in the rear.

 The last fresh militia brigade are placed with the guns as cover for any involuntary withdrawals J

Redcoats have entered the settlement.

Pesky foot dragoons picking away at militia.

Some more militia to try to stem the flow. And, oh typical, an ex-slave lying down on the job.

Defending Continentals doing a good job but unable to hold against the weight of enemy numbers.

Bridge defenders have their last stand as the British bash their way through the bloodied sheep enclosure.
End of turn 7 when the Rebels (wisely) gave up the field to the enemy and the game was called (after several jokes about rounding up the civilians into locked buildings and burning them). The tents were all trampled to bits causing a Hessian general to have an aneurism.

The game was scheduled for 10 turns and the umpire determined that the British would have achieved their objectives by end of turn 9 giving them victory by 1 turn. The Americans were getting concerned about army morale and were 4 units away from breaking. One unlucky turn could have broken the army so they decided to keep the army intact as their consolation prize. The Americans did a good job and came surprisingly close despite the losses.

The British and Allies managed a clear victory, largely due to the Hessians that stymied any American progress across the bridge. Their solid morale throws and pressure made it difficult for the Americans from turn 2. Winning the initiative rolls for first few turns was also significant.
Seemed that the rules went down well and worked for the scenario. Somewhere around turn 4 the players were running independently with the rules so that was a good sign. Not having to look up multiple charts and using logic for anything tricky seemed to make the game flow well enough. I think all the players will be happy to give them another go for the next time.