Showing posts with label terrain. Show all posts
Showing posts with label terrain. Show all posts

Tuesday, 28 April 2026

Homemade Terrain - Seeing the Forest and the Trees

Howdy folks,

Picking up from my last post. I have since been able to finish all of the scratch-built trees and terrain. All in all, there are 16 x 4 inch tree stands, 16 x individual trees, and 6 x treeline segments approximately 6 inches in length. Within all of this, there are over 105 trees, 16 coaster, 6 strips of MDF, and a large number of wooden tokens. Not to mention the homemade basing compound, the overlay using AK diorama mud compound, and half a can of dullcote.

The process was somewhat involved. The trees that I got from Temu did not come with bases...very annoying, but I did get about 70+ trees for about $40...I took some wooden tokens or chips that I got from the DollarStore and drilled into the middle so that I could use these as individual bases for the trees and also on the strips and stands. The 4 inch coasters were a bit of a gamble, in that I wasn't sure how durable they would be, but I needed a quick low cost solution. As I was putting the compound on them, which had a fair amount of water in it, I figured that given they were coasters that they should be able to handle any moisture without warping. 

Happy to report that they did not in fact warp.

Anyhow, after I put the base compound and AK diorama mix on, I then used a layer of Cinnamon Brown crafters paint. I then did a drybrush layer of Territorial Beige...which turned out okay, but wasn't overly pumped by it. I took a semi wet/dry brush layer to the overly beiged up parts using Vallejo Beige Brown. Surprisingly, this did not take a large amount of paint to rectify. I then took some Vallejo Stonewall Grey (I think) and painted up some rocky elements to give the eyes something else to look at. I followed this up with some Army Painter Soft Tone to accentuate the rocky features and give some light variation in some of the recesses of the basework and then hit everything with a very dry brush of Vallejo Tan Earth.

Very satisfied with the result, I then took everything outside to the sunny 18 degree day we were having and zapped it all with a matte overcoat. This was to give some protection to the base, but also some stability to some of the trees. Surprisingly, the Michaels trees were somewhat 'foamy' and some pieces were coming off, so I was hoping the dullcote would seal the materials in.

Here are the pics...next stop, the gaming table.







2026's Trek up Mt. Shame

Painted

15mm         36    
28mm+       16

Terrain      +38, 38 pieces of terrain 
  
Bought        0

Progress   +90


Tuesday, 21 April 2026

CanGames Prep - Scatter Terrain and a Buttload of Trees

Howdy folks,

We are sitting at just under a month until this years CanGames (https://cangames.ca/) in Ottawa. I decided to throw my hat in the ring for running a table this year and while I took some time to settle on a ruleset and setting, I realized afterwards that I would have to get moving on prepping things up. I hadn't played Team Yankee in some time, and I had a few models kicking around that I could paint up (cough cough, horde!), so I thought I could give a shot at TY. At the same time, I didn't want to settle on a traditional TY or Flames of War fight and instead dove into the Tank Aces Campaign and rules from a bunch of years ago for a solution.

I liked the idea of running a standard table with a reduced number of forces, and I also like the Force on Force (FoF) ruleset, but at the same time I didn't want to get too bogged down in rules and minutia. I really just wanted to focus on having models on the table. So, Tank Aces will give me the chance to whittle the force structure down to more of a FoF friendly size, and using Tank Aces, I will be able to have folks move around as independent teams and all that comes with that nuance. Anywho, maybe more on that later or in another post.

So, I had the setting - Cold War (which was where my original FoF thoughts were going) - I did a deep dive google search into table layouts (found some eye-candy and great looking tables at Sparkers Wargaming page), and took them as inspiration. That meant that I had to finally beef-up and invest in some scatter terrain that I could be proud of.

Again, going to google, I tried looking for something similar to what Battlefront offers, but the price point was a little much for me at the moment...and, the biggest consideration, every site I looked at had the Pine Woods or similar tree terrain sold out. Well that kinda solved the concerns about the cost...

So, DIY/Scratchbuild time! I ended up buying an assortment of trees from Temu and Michaels…over 100 of them. I picked up some coasters to base the trees from Michaels along with some regular felt pieces (12x9 inch and 12x18 inch) and some textured felt, which would be great for some farmers fields.

I made up a mixture of sand, pva glue, drywall compound, hearty craft paint, and some water. It made a pretty solid mortar for the bases and it didn’t take much to tidy up the bases with a second application. 
Next step is the painting and dry brushing. Cheers.





Sunday, 31 August 2025

Painting Update - the Mad Titan

Hey everyone,

I hope the long weekend finds you all well. It has been a summer…certainly not as planned, but things could always be worse. I haven’t had any chances to get any gaming in, and anything I had planned  unfortunately had to be pushed to the side. Regardless, I look forward to the next game and am hoping to try 0200 soon.

Anywho, as the title says, this post is all about that maddest of the Mad Titans…Thanos!

For help on this, I took a look at Sorastro’s YouTube channel and watched his Thanos video a few times to help with the process and some of the colour choices. 


The video was super helpful…as always…and the figure was a lot of fun to paint up, although not without its frustrations, lol. I chose to use two bases, one with and the other without Thanos…this gave me something to put in the slot of the Throne terrain piece whenever I did not have Thanos on that piece. It did take me a couple of iterations to get the gold armour just right…and the throne effects themselves took a few tries to get the way that I wanted. 

I did get pretty frustrated at the mid point…and by the time I got to 95% completion, I pushed harder to get the last 5% done. Full disclosure, lol, it took me almost a month off and on to get the piece completed.

With that preamble, hope you enjoy the pics…and for some additional ambiance, I used my Space scene Cigar Box Battle Matt.




Running up that Lead/Plastic Hill...

Painted

1/200             4 
15mm          53    
28mm+        30, +2 (Thanos and second base)

Terrain           1, +1 (Thanos’s Throne)

Fabricated
     
Bought      +36 

Progress   +52

Saturday, 18 May 2024

Cangames Prep - Odds and Bits of Terrain

Hey everyone,

Hope all is well on your respective fronts. Given that I have been a little pre-occupied for the last few weeks, this is just a quick post to plant the May-post flag onto the blog. The good news to this tragic tale, lol...is that I have been prepping figs, painting up terrain pieces, and scratch building some terrain for a game that I'm putting on for CanGames this upcoming weekend!

The game will be using the Danger Close rules, adapting them for the con and my memory...right now planning for 4 players who will have between 3-5 figures each. I have gone back and forth on what the setting is, I did have plans to have completed a few more buildings so that this was like an isolated farmstead or basecamp. As it turns out, my time was getting taken from me, so I painted up a bunch of 'contingency' terrain pieces so that I could have something if my fabrication was delayed…which wasn’t a bad idea given the past week or so.

So anywho…I ended up fabricating 2 terrain pieces…a shack/cabin in the woods/fallout looking piece, and a larger set-piece that looks more like a garage type structure. They both have removable roofs so the interior can be used and offer some flavour to the table…I’m pretty happy with how they turned out, and I really stepped up the weathering on them.

As well, I did some quick work on some dollar store 1 inch wooden cubes, 3 x sea containers by Reaper, and handful of terrain from Mantic’s Walking Dead terrain box. All in all, really happy with the output.















Journey up Lead/Plastic Mountain

Painted

15mm         27 
28mm+       26, +19

Fabricated

Terrain          2, +2 (28mm terrain pieces)

Bought          8

Progress   +47

Wednesday, 24 January 2024

Battle Report & First Thoughts - Danger Close

Howdy folks,

I hope everyone is doing well. As the title says, this is a 'quick' (albeit a long one) battle report on the Danger Close ruleset from Empress Miniatures as well as some initial thoughts on how they work and impressions. I played the game a few days ago and have had a chance to also collect a few other thoughts on the whole thing...so here goes:

First, the ruleset comes in super light at only 4 pages...and if you're not using any vehicles or large assets it is literally 2 pages. The made thumbing of pages trying to look things up is not really a factor in this game; at the same time, there are a few small gaps in concepts or defined terms - personally I was really good with that, it gave me a chance to be creative or go with what jumped to mind. 

Second, the game is a straight up d-20 affair, and relies heavily on calculated dice mod's +/- to applicable rolls. 

Third, in terms of who's who, the game breaks that down to a quick stat line per figure - with the most important stat being what is the Skills & Drills for that individual figure. YUP, these are for individual figures or characters if you want to do a narrative campaign thing. This made it pretty easy as S&D's drive everything in the game (number of actions you can take, modifiers, and who goes first), but also keeps the figure count relatively low...lots of metal/resin/plastic to control, so the suggestion from Empress is 20 figs or less.

Fourth, it does help to have some knowledge of military/combatant organization or load-out; but conversely, don't let that stop you. Have some belligerents in mind and kit them out accordingly - so you could have some creative license.

Bottom Line: I liked it...it was a lot of figs to manage for a first go, I made some mistakes, had to ad-lib a little, but really liked the flow and how it went. I hadn't looked at the ruleset in sometime, dove right in and had a 17 figure game in about 2.5 hours.

The Setup:

I didn't think far enough ahead to have any set objective...so that kinda developed as I rolled along. The terrain was extremely rudimentary as I also wanted to see how forms scaled with the figures and overall look and mechanics. So this was also a terrain build planning exercise.

Basic objective: Regular force (tier1/2 operators) converge on insurgent/militant/criminal safehouse. In this instance it was a sweep and clear operation or similar.

Good guys: Operators, broken into 2 loose teams; Team #1 was 3 pers, with silenced weapons; Team #2 ended up having the SOF Commander and 3 operators without silenced weapons. As these were SAS, SEALS, or JTF'ers they had 4 and 5 for S&D's (5 is the max). So this crew is built for speed and action.
From left to right: Boomer (5 points, M4 w/grenade launcher - team #2), Slick Pete (5 pts, M4 and silenced pistol - team #1), Face (5 pts, SOF Cmd, M4); Thud (4 pts, silenced M4), Swing Joe (4 pts, M4, pistol and tomahawk), Thump (4 pts, M4 and shotgun), and Fabio (4 pts, FN Minimi SAW).

Bad guys: The Milli Vanilli crew, mix of S&D's from 1 to 4, variety of kit but predominantly AK's, no body armour; 10 figures total, not grouped into teams but a variety of functions and placements on the map.
From left to right: Map Jerry (3 points, AK w/grenade launcher), Captain K (the bossman, 4 pts, SMG), 1-Eye Will (3 pts, AK), Walkin' Pete (2 points, Dragunov), Tower Tom (kneeling, 2 pts, AK), Carl (2 pts, AK), Mobile Mike (cell phone, 2 pts, AK), Helmet Hal (1 pt, RPD), Mark (1 pt, Dragunov), and Beret Boris (wearing a...beret...1 pt, RPD).

The table:

As marked on the pic, the compund/safehouse is 3 buildings with 1 guard tower. There are 2 vehicles, with one backed into the Garage. Tower Tom is in the tower, Beret Boris in the Garage, Mobile Mike is near the blue van, and Walkin' Pete is pulling sentry duty. The rest of the crew is in the main house, the higher skilled folks are having a meeting, making a plan; the remainder are in the next room grabbing some racktime. 

The dice are there to denote doors (6's) and windows (anything else, but then I changed this to 4's). The green shaded areas are brush and forest (so light-ish ground terrain, impedes movement) with the general idea that everything is just a smidge lower than the tower - so relatively easy to stay out of line of sight.

The Game:

The view from the left side of the table for Team #1, and right side for Team #2. The plan is pretty simple, stay in cover and move converge on each side of the table. I realized mid-way through turn 1 that I had all silenced weapons on the left side. 

I was randomly rolling for the movement of Walkin' Pete and Tower Tom, whether they would turn left and right, and then make their own actions accordingly. For Tower Tom that kept him looking in the wrong direction for almost the entire game...so not a lot of use having Tom on watch. Funny enough, Walkin' Pete had started heading towards Team #1, but rolled to move the other direction and kept on going towards the tower.

Before you can shoot, you have to spot the target first. This worked relatively well for the SOF dudes, and not so well for the Milli Vanilli's, they only had 1 successful spot. If equipped with radios, then you could make a roll to pass on any successful spot to the rest of the team...this ended up working well. Spotting is kept until the target breaks LOS with all team members...so bonus!
So, in the pic above, we see Team #1 keep working their way up, making it to the edge of the brush and trees. They would hold here for a spell, getting into shooting position, spotting targets, and reporting to the rest of the team.

View of Tower Tom, looking at the vans...poor Tom, and Team #2's progress on the right side. For the most part they stayed close together at the start and would then break into two 2-man elements and ingress to the structures.

Overhead drone shot...you can see that Walkin' Pete has made it to the DHL van, Mobile Mike finally rolled to start moving and heads towards the main house. Tower Tom is spotted, but only by 1 team member, comms issue and he failed the 5+ roll to tell the team, sigh...but all the others in the open are spotted and position reported to the team. And the arrows show the SOF movements...on the right, you have 2 operators by the guard tower, 2 moving up along the treeline just short of the shed. On the left side, all operators are now on the edge of the brush and treeline.

Closer view from the right side...

and the left side...

Tower Tom is finally reported to the rest of the team; SOF moves on the right: 1 operator on overwatch (red and blue die), 2 move in behind the blue van (out of LOS of Tom), and 1 in behind the shed.

Alternate view of the above actions.

Thud is lining up for a shot on Tom from within cover...spoiler, he misses...luckily he's using a silenced weapon and no one was alerted.

This pic is just before things go somewhat wrong...if I remember correctly, shots are fired, but the noise alerts Captain K, Jerry, and 1-eye...

1-eye Will points to where he hears the noise...

Lots of quick action...2 operators move behind the garage and stack up near the backdoor. 2 others are behind the blue van and lay down some fire on Walkin' Pete and Mobile Mike (who are both seriously wounded)...Mike fails the subsequent stress roll and surrenders to the SOF troops, getting up against the side of the van.

Alternate view and other moves...Team #1 takes out Tower Tom, and they start their move towards covering positions near the tower. Beret Boris lets loose with a burst of fire from his RPD and misses Boomer and Thud by the VW van. Boomer has enough of that and fires his grenade launcher at the house. The sleeping troops in the house are woken by the RPD fire and jump out of bed to join the action.

Anyone within 4 inches is hit and rolls for injury (point of green pen is impact area, 4 inches is up to the black band at the top of the pen)...Captain K and 1-eyed Will are lightly wounded, Map Jerry is seriously wounded, and Mark is lightly wounded as well (although he would end up in the corner of the room from failed stress roll. Captain K, peeved off, runs out the door of the house to let loose with his SMG. Helmet Hal, with his 1 action moves to the doorway.

Another flurry of action...SOF'ers move through the garage and take aim at Captain K, taking him down as he gets out the door (he does fire a burst, but it has not effect). 1-eyed Will moves to the gapping hole in the house and jumps through, and falls to overwatch fire from Slick Pete. From inside the house, Carl jumped out the backdoor and was immediately taken out by overwatch fire from Thud.

More action, SOF Cmd Face rushes the open door near the fallen Captain K, and drops Map Jerry with well aimed fire. Boomer rushes past 1-eyed and sprays the inside of the building. Slick Pete gets to the doorway, opens the door, and puts a couple of rounds into Helment Hal before he can react - definite difference between in S&D, 4v1.

Subsequent moves...SOF converges and consolidates on the house. Swing Joe gets into the house and drops Mark in the corner of the room. Thud jumps in through the backdoor and provides cover into the house. Fabio rolls around the corner of the VW van and secures Mobile Mike for recovery.

THOUGHTS: all in all a very enjoyable game...yes, I did decide on running through it last minute, hence the improvised markers and 'measuring' template <cough, green pen>. I think this will also serve as a good scenario to playtest some other rulesets and then I have a proper baseline to compare against.

Take care folks.