Showing posts with label Artizan. Show all posts
Showing posts with label Artizan. 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    


Thursday, 30 October 2025

Painting Update - more 02 Hundred

Howdy folks,

I hope all is well on your respective fronts. I will admit the past month or so has been very busy and hasn't given me the chance to post as much as I had initially planned to, hopefully next month will be kinder with that.

Anywho, as the title says, this is a quick update on my painting progress with my 02 Hundred Hours purchases that I made at this years CanGames. I have already finished all of the SAS figures from the starter box, here, and I thought I would keep up with the other Allied troops that I bought. For this post, I present for you, a blister pack that looks to be an assortment from Artizan Miniatures range of WW2 British and Commonwealth.

These have been packaged up for Grey for Now, but looking at Artizan's website, the blister I bought is sourced from SWW115 and SWW118. These are meant for the North Africa expansion and are SAS reinforcements and when I saw them, I figured what the hell...I'll get them, try out the game, and probably pull the trigger on expansions later.

While the starter box and Wargames Atlantic contributions are plastic, these SAS reinforcement figures are metal...so the detail is there, but not as crisp as the plastic sculpts, but they do have some good weightiness to them.

Anyhow, inspired by some Osprey pics and Rogue Heroes stills, I painted them up in what I guess is somewhat classic look...I did not flock the bases as I had originally intended. After I had painted up the bases and added some wash, I thought they were strong enough on their own.

I hope you enjoy the pics.







 
Running up that Lead/Plastic Hill...

Painted

1/200             4 
15mm          53    
28mm+        36, +4

Terrain           1

Fabricated
     
Bought      +36 

Progress   +58

Sunday, 2 June 2024

Cangames - Battle Report - Danger Close Scenario

Howdy folks,

I hope the start of summer is treating you well. I am finally getting around to posting on my Danger Close game from Cangames a few weeks back. Given the weather and some of the Cangames standards, it ended up being a tough sell…lots of folks game by and took pics of the table, but not a lot of takers on the Danger Close ruleset. Regardless, Duncan and I pressed on and I really like how the rules played out…this also gave us a chance to really run all of the game elements and effects, in particular the morale mechanics.

The Setup: Local confidential informations (CI’s) have been all abuzz, seems like the infamous Little Tony Michigan and his Vanilla Cartel group have been working out of a camp in the middle of the Arkansas woods. DEA have responded and are getting ready to hit the camp and prosecute a high-risk arrest to take in Little Tony.

The Players: the scenario can accommodate up to 4 players, with 2 teams of law enforcement and 2 teams of Cartel/Mob. The DEA had a team of 4 x field agents and a Special Response Team of 4 x agents who are extra trained in breaching ops and carrying out high risk arrests. The Cartel had Little Tony with 4 x thugs and there was a Russian Mob team that was 5 x thugs. Each team has a special skill and rule that is relevant to them only. It either let them re-roll a failed test/shot, shrug off morale/stress, or share action points with their team. Each team also had their own objectives so that this wasn’t just a kill game.

The DEA field agents…they can take a free move into cover or re-roll failed to hit. The field agents had to collect evidence along the way to get a solid case on Tony (for this, I used Fallout search tokens).

The DEA SRT team, they are breachers and can re-roll melee dice. The SRT had to ensure that the field agents were not in harms way and provide overwatch protection.

Little Tony (apologies for the messed up photo)…he can share action points with his guys if they are in LOS, his Lt. can extend the range of LOS, and the boys can make a free move if they are carrying any boxes of product.

Another wonky photo…sorry. The Russian mob, they were partnered with the Vanilla Cartel, but they had the task of finding the Accountant before the DEA did. Their special skills were shrugging off melee hits and re-rolling melee attacks.

The Game:

Little Tony’s camp is setup at a scrap yard, plenty of beat up vehicles, random corrugated walls, and trash to block LOS and provide cover. The tokens that look like binoculars are search tokens (from Fallout Wasteland Warfare) and key holes are locked doors (from Fallout as well). There are several wooden boxes scattered around the table, the yellow and light brown are full of product. If the camp is going down, Little Tony wants to get some of the goods out to ensure the financial survival of the Cartel…not to mention, keep those Colombians suppliers happy.

The overall table layout…top pic is from Cartel/Mob view, bottom pic from Law Enforcement perspective. You can see the various search and locked tokens…and plenty of scatter terrain with a few pieces of terrain that can be interacted with, i.e. house, shed, garage, and sea cans.

Initial moves: you can see Cartel and Mobsters getting into position behind cover. Jersey Lee and Greyman get in behind a sea container…you can see the DEA have moved up as well behind the barricades.

Little Tony gets in behind some oil drums, Moo Moo Mike is to his right on overwatch, with another thug in a prepared position up ahead of Tony’s location.

The DEA had the option of walking in or driving in…Duncan elected to roll in hot with the wheels. On entry into the camp, he had to roll to see if the vehicles hit some hidden tire popppers or not. The initial move by the SRT armoured van made it through and headed over for the shed. The field agents were not as lucky and tripped the poppers. Their car came to a halt at the entrance…they scrambled out, using their actions to move and their special ability to get a free move into cover.

The SRT disembarks and stacks up at the shed entrance. They successfully breach the door and find it occupied by the wild eyed accountant who is armed with a 44 magnum. This triggers an initiative roll…which the SRT agents win and they are able to get inside before the accountant squeezes off a shot. Duncan was able to get to base contact and rolls for melee/arrest and brings down the accountant.
 

They successfully roll for the breech and charge into contact. They then roll a successful evidence search.

The DEA field agents toss a smoke grenade (green paper…I had forgotten my smoke clouds). You can see, the SRT is in the shed, the field agents are slowly making their way to centre field, Little Tony’s guys are making their way to vantage points as well as recovering boxes of product.

The accountant is hauled into the back of the armoured van for safe keeping - this will put pressure on the Russian Mob team and force them to close in with the SRT and ‘rescue’ the accountant.

A small firefight erupts by the 10 foot blue sea container with a DEA agent getting wounded. The DEA were restricted by their Rules of Engagement so they could not fire unless fired upon.

The green smoke sticks around for a while providing some good cover for the field agent stuck behind the blue truck in the centre of the table. You can see that the agent is spotted by multiple thugs (green token) and is piling up the stress (red tokens). The second pic gives a great view of the agent with Little Tony taking a few shots at him.

At this point of the game, we triggered a couple of game events, the first one was inspired by the song Copperhead Road by Steve Earl, “DEA’s got a chopper in the air”…so Duncans agents did not have to spend any actions for spotting, they had visibility on all figures on the table. The second was inspired by the movie Den of Thieves, “we aren’t the arresting type”…for that turn, the DEA were in a permissive ROE environment so they could shoot to kill without having to take fire first.

This did make things a little more challenging for my Russian crew who were trying to circle around the camp to get to the Accountant, and Little Tony’s guys were about to start feeling the heat. The BlueJean dude jumped on top of the garage to try to get a shot off at the field agents, he is subsequently hit and killed. Jersey Lee is heading for boxes of product and moving them back to the truck near Tony. 

The Russian’s are in a firefight with the SRT, brown jacket Igor goes down hard, and if I remember correctly Boxershort Gregor puts a shotgun blast into one of the SRT agents for the kill. The green chips denote being in the prone position.

The gunfight keeps going…folks are going prone to try to get some advantage, or they have tripped morale/stress conditions. You can see that Boxershort Gregor has taken 3 stress and 1 injury token (3 injuries and you’re out…light, seriously, and dead). Greysuit Yuri is trying to get cover behind the green car, having failed his stress roll, he is in cover, no actions, and in prone position.

You can see everyone is making their way forward, grabbing cover where they can. Tommy Gunn is hunkered down behind the DHL van, agents are in the centre of the scrap yard using old fridges and vehicles for cover.

The following turn, a lot of action has happened. The field agents and Tony’s boys are heavily engaged on the right side…in a big upset, the Greyman took a few injuries and was subsequently knocked down in melee and arrested. Duncan secured Grey and moved him behind the barricades. As well, Tommy Gunn was taken down hard and killed by a SRT agent. Little Tony is starting to feel the stress of it all as well, he has 2 stress tokens. Sensing some desperation, one of Tony’s guys finishes loading the truck and starts to drive out of camp…only one way out unfortunately, so he has to thread the needle between the barricades. 

Moomoo Mike, who had been trying to hold the right side of the yard goes down in a hail of bullets.

Followed-up by the thug in the truck getting taken out by a headshot. The second pic, you can see Jersey Lee falling to the brutality of the DEA.

The SRT is rolling up the Russians…the field agents are doing a great job of holding on, Duncan is making his normal amazing die rolls. And in a blaze of glory…Little Tony Michigan, falls to a hail of dirty law enforcement bullets. 

Overall, it was a really enjoyable game…there are a lot more mechanics involved in the game, but it is really easy to dial it up or down should you choose. Glad to have the chance to run a game, certainly the larger tabletop was a lot of fun. Thanks to Duncan for taking up the challenge of playing DEA for the afternoon.

Monday, 17 February 2020

SAGA - Battle Report

Hello folks,

A couple of weeks back I had the chance to get a game of Saga in with Duncan and Mike...it had been some time since I had put a warband on the table so I was pretty pumped to get my Crusaders into the field.  Similar to last time, my force looked great, but hit the field rather horseless...that's okay, I haven't had a serious go at trying to paint horses yet and given where my painting is at these days I am pretty happy with my current warband.

Anyhow, the game went pretty smooth, luckily for me the guys have a great grip on the ruleset and battleboard which let me focus on trying to relearn as much as possible and get engaged.  If I remember correctly, the scenario was the multi-player scenario from the book (I think there may only be one) and it came down to collecting as many points as possible...the warlord collected points by making charges (a little tough for grunts, pretty cool for horse soldiers), survivability, kill numbers, and killing the other warlord.

At the end, Duncan came in first, I was second, and Mike took final slot...to be fair, Mike did an excellent job of placing his troops in very accessible positions.  So yeah, he generously set up his force equitably...and Duncan and I may have made some liberties with that.

I'll do my best to write some narrative as the pics go by...but please enjoy them nonetheless.  Cheers.

Initial setup...ish.  This is near the beginning of our first turn.  Duncan has deployed to the left, Mike is at top of the field with some of his force, the remainder is in mid-field mixing it up with my Foot Soldiers.  They took an initial charge from Mike's cavalry and some hits between his archers and my crossbowman. 

bit of a close-up...lost a couple of men, took an archer or two with them...

The battle board...some very awesome abilities there...the board feels very crusadery...very apropos...

The Soldiers take another round of hits...Mike moves his troops forward, Duncan harasses his lines with charges and special moves 

Mike's archers finally fall to my crossbowman...his cavalry take a beating from Duncan...and I slowly move my grunts forward with my Warlord prodding them along.

My lone Soldier squares of against the galloping horde...dies a true crusader death...

My warriors move forward and have varied success mixing it up...

The rest of the force make their way to supporting my crossbowman...

 the crossbowman join their crusading brothers in the light...between the pics, Mike's troops are taken apart piecemeal by both Duncan and I, his Warlord goes out swinging, and Duncan and I start getting some close range contact.  AND then we run out of time.  All in all, an other excellent game.