Showing posts with label 15mm. Show all posts
Showing posts with label 15mm. Show all posts

Thursday, 30 July 2026

Painting Update - Misc + Team Yankee + Stargrave

Hello everyone,

I hope your July has been going well. Trying to capitalize on this months posting momentum, I thought I would post some painting progress. It’s a little bit across a few genres, but has been where my brain has been at over the past month or so. I definitely got some inspiration from getting some games in at Cangames, but also from where Duncan and Mike are focusing their painting at as well.

Trying something different, and because my painting was all over the place, I’ll drop some notes and commentary with the pics themselves this time.

Have a great rest of your month.

I honestly can’t remember when or where I got this pilot from…I want to say I got him as a freebie for a subscription or a miniatures order. I want to say it is either a limited Artizan or Pulp Figures model. It’s great WW1 or inter-wars period model. My main inspiration for this one came from some pics of WW1 and post-war Canadian Arctic pilots…I’m liking how the coat came out, different leather tone than what I normally do.

These Canadian Iltis jeeps were part of my buildup for Cangames as I needed a couple more TOW vehicles for the fun. Great vehicles that painted up really quickly. They’ll do well with any TeamYankee Canadian Airborne Regiment formation that I try running in the future.

Not that long ago, Duncan graciously gave me another 3 GAZ trucks that he had printed up to go along with the other 4 that he has given me. These remain a lot of fun to paint up, and google search gives you so many different options for paint schemes. These will do well in Cold War and Imagi-nations settings.

I broke out another pack of Northstar Figures Stargrave minis…this time it was the Marksmen pack with a humanoid and alien looking sniper dudes. I ended up going with the same scheme that Northstar used for the humanoid…but for the alien…I ended up changing my original colours and going with a light bright-ish green and tan brown complimentary tone. This was a real blast to work out and refine. I’m really happy with how it turned out. I ended up basing the figures like my last Stargrave figs…space station deck with trash and debris,

2026's Trek up Mt. Shame

Painted

15mm         59, +15 (Iltis and Gaz)
28mm+       22, +3 (pilot and marksmen)

Terrain      +38
  
Bought       103

Progress    +16    


Saturday, 20 June 2026

Cangames - Team Yankee Furball

Howdy folks,

Apologies, it has taken me a while to get this one out, and it may be a bit of a long one.

This year at Cangames I took the chance to run a Team Yankee game but with a bit of a twist. Instead of running a full-scale Team Yankee game with 100's of points on the table, I took a look through some of my gaming past and decided to go with TY Tank Aces as the framework for the game. Instead of 100's of points and dozens of vehicles, parking lot their way through the European countryside, I looked at the Tank Aces campaign set and went with much smaller force structure. 

The main objective: to get a game run at the con and to get models on the table that I had not had the chance to before - in fact, it had been a number of years since I had thought of gaming Team Yankee, and yet I have been plugging away through vehicles and grunts for the past couple of years. So, a few models were vying for their time on the table.

At the same time, I thought this would be a good chance to try out a few homebrew rules and with the smaller point count it would be easier to try out some new mechanics. Similar to Force on Force, I wanted to have the 'Overwatch' ability in place, along with a TY version of 'Across the Volga', and I did find some versions online for destroying buildings...but with a lack of actual infantry teams, no one ended up targeting any buildings (but there are some homebrew for that). I will do a separate post breaking down the homebrew, mechanics, and some add-ons.

Anyway, the setup was inspired by some Google Maps shots from what would have been the Canadian and American area of responsibility. Given some rough planning for how long it would take to play the game, I planned for roughly 3 distinct rounds or phases of battle, roughly focused on vehicle types that would be on the table; I had after all made the game open to beginners: 
  1. phase 1, clash of the recce vehicles (unarmoured vehicles with anti-tank capability) with distinct objectives for each team.
  2. phase 2, anti-tank and IFV's as reinforcements to achieve initial objectives for each team
  3. phase 3, main battle tanks with random AT/IFV platforms thrown in. This would be the main slug fest.
Other items for the setup included additional Tank Aces special objectives, called “tactical edges” in the campaign instructions. Any given Tank Aces game would normally have 6 of these beasts, given that I was looking at 4-6 players, I wanted a few more…so I settled on 10, and built a table of special objectives that players could take if they controlled the point at turns end. The objectives themselves were a mix of the normal tactical edges and some additional enhancers that I thought would be interesting…again, more on those in another post.

Enjoy the pics, I will drop some game relevant notes as we plod along…warning, there are some holes in the photo coverage. 

For Tank Aces, I wasn’t concerned with command distance or ‘lone survivor’, and to reflect that there were no overall force commanders. The idea being, take elements of Tank Aces but also simplify where possible. To track success, each vehicle had their own chip (red for Warsaw Pact, blue for NATO), when a player killed a vehicle they took the corresponding poker chip.

Warsaw Pact setup: looking towards the west and Little Geheim; farming community with fields, forested sections, and copse of trees surrounding the countryside. The initial Soviet force was 4 x BRDM2’s in 2 platoons of 2 vehicles and 1 platoon of 2 xBMP1’s and a lone BMP1. Soviet’s deploy behind the dirt road running north to south at the edge of the treeline.

NATO setup: Troops looking east towards Little Geheim and the frontier. roughly same point value as Warsaw Pact, 3 different platoons rocking TOW launchers…Humvee TOW’s, M901 ITV, and Canadian Iltis jeeps. In the real world the Iltis TOW’s would have been part of the Canadian Airborne Regiment TO&E and they would have been slated for defense of Norway ops…but the Iltis with a TOW looks really cool and needed to be apart of this.

Closer views of both sides…I’ve had the buildings for far too many years without hitting the gaming table…back when Battlefront was selling them through a subscription. The cityscape was vinyl matting for toolboxes with cabinet liners painted to resemble cobblestone and the roads were offcuts from the vinyl matts. 

Initial movement by NATO…their objective was to form a defensive line on the eastern end of the village,  and then make communications calls back to headquarters to relay their position. In this pic, you can see some green poker chips, these were some of the Tank Aces tactical edge special objectives and Iltis’s getting quickly to their defensive positions.

The Warsaw Pact moves up using a barn for cover.

Some close shots of smoking Hummers and BRDMs running amock in east Little Geheim.

The first phase actually took a few hours to get through…NATO was able to get their position reports in, the Warsaw PACT made a general retreat losing most of their vehicles. At this point, I gave the players a 10 minute break and setup the next phase…given the time, I went right to MBT and advance anti-tank time. For the Warsaw PACT this meant an understrength company of T72’s, a company of T64’s, and a platoon/understrength company of BMP2’s…I did not deploy or include any infantry teams.

NATO players get to ride up in M1’s, Leopard C1’s, and M150 TOW with a couple of ADATS buddies riding shotgun. The objective at this point is for NATO to stem the advance and the Warsaw PACT to destroy and get past the village.

At this point, I introduce the Overwatch rule that allows a vehicle to be designated as overwatch instead of shooting. The red tokens are indicating vehicles that are in overwatch. The Soviets look to capitalize on this early.

NATO puts a vehicle or two on overwatch as well…the main gist of the rule, take a competing skill test roll to see if the Overwatch player can shoot…competing roll to see who actually gets to move first…targeted player can continue with move or react to the shooting attempt (ala Force on Force). The firing lane is fairly narrow, it is not anything to the front, it is a measured lane to the front of the vehicle.

At this point in the game, one of the players uses his tactical edge special objective and places the game in NIGHTTIME…using the nighttime rules, the players now have to roll for visibility with weapon types having some additional capability or limitation. The blue tokens are used to signify who has fired in the round previous, making them clearly visible. In this shot, the Warsaw Pact are making good progress into the ville.

With NATO tanks trying to get some side shots…the game ended roughly around this point…the top dog was one of the NATO players with a large number of kills…the Soviets did well in terms of ground covered,  but most of the kills went to NATO.

Next post I’ll share some of the background mechanics and scenario items. Take care.

Wednesday, 20 May 2026

Cangames 2026 - Random Table Shots

Howdy folks,

As has been tradition for myself for sometime now, the past weekend was attendance at Cangames time! A great way to pass the long weekend, and this year was no exception, in fact I think the Con was even better this year. Not only did I build up the courage (and fight procrastination) to run a game, it was fully attended and then some...more on that in a later post.

This post is all about the 'random' table shots that I was able to grab...the games and tables that I was able to fit in between the schedule. It felt like there was an increase in games overall, and the miniature table top was no different in that respect. There were some classic, some that I wasn't familiar with, and some new favourites.

Hope you enjoy the pics.

Force on Force (FoF) has become somewhat of a classic staple at Cangames, and there ware folks who travel from abroad to make it just for the FoF. Chris ran another scenario this year, I wasn't able to get in on the game, but this one looks like a different setting compared to years past. Chris runs his FoF in 20mm scale and always has a very dynamic scenario for players.

Ed and Andrew came in from the Maritimes for the day and topped it off with running a 15mm Rapid Fire Ost Front scenario. I tried this one out last year, and really liked the ruleset. I think this scenario is a similar Soviet push against German defenses, but in this case was a little more dynamic with added defense in depth that challenged both players to maximize resources and priorities - do the Sov's get bogged down in mop up or push for the objective prioritizing the threat; do the Germans commit all at once or whittle the Sov's down.

Michael Ball and The Face of Battle was a staple in my 'early' years of attending Cangames, and while he had taken a break from the Con, last year he returned with version 2 of his ruleset. His table is always a treat to look at. I believe he runs his games at 20mm, and in this case we're looking at D-Day-esque adventures.

Last year, Duncan had run a Korean War scenario with B-29's getting bounced hard by North Korean Migs...it was an excellent scenario, and he brought it back this year. The table was pretty straight forward and lots of top gun excitement by everyone. This is the Mig Alley expansion to Blood Red Skies by Warlord Games. The models are great, and hey...who doesn't love a good air combat game?

Chris also ran a couple of serials of The Walking Dead in 28mm. Again, a very popular setting and a lot of fun was had by folks.

Brian always runs a game or two at the Con. This year he had a Pirates inspired game, not sure the ruleset, but the minis looked excellent.


Wednesday, 13 May 2026

Painting Update - Soviet Tanks and (more…) Cangames Prep

Howdy everyone,

I hope all is well on your side of the internets. We are slowly getting our way into Spring, although we’ve had a few frost warnings, so those always seem to get folks horrified and whatnot. So Cangames is a few days away, and admittedly the last few weeks have been rather busy, I haven’t had much chance to get to game planning until the last day or so…

The general idea of my game is to take the Tank Aces campaign from Flames of War and adapt it to the Team Yankee mid80’s timeframe. I have plenty of NATO and Warsaw PACT forces, and my recent bout of painting has helped that out. To fill out the ranks a little, I did manage to finish some Soviet or Czech T64’s…depending on your flavour. 

I wanted to try something a little more unique with these tanks and did a bit of a deep dive google search for painting schemes for Soviet tanks. I then focused on T64 tanks and I found a bunch of colour plates with a variety of green schemes. However, I struck paydirt when I saw reference to the Soviet version of US MERDC. The colour plates looked pretty cool, and I found a few other reference pics…so, I was sold…I ended up going that way for my T64’s. I ended up going with Vallejo Reflective Green for the base, and then Saddle Brown along with Tan Earth for the other colours. I hit them with Army Painter StrongTone, and then again with a wet layer of the 3 colours which let me get some hard-edge camo effects the scheme.

All in all, I am pretty happy with the results. Enjoy the pics.


2026's Trek up Mt. Shame

Painted

15mm         44, +8 (tanks + crew)
28mm+       16

Terrain      +38
  
Bought        0

Progress   +98