A pair of gorgons that have finally escaped the ‘in progress’ painting tray. The one on the right is a Reaper model – at UK Games Expo they were running a ‘paint and keep’ table. I turned up right at the end of the day, and knocked this out in 15 minutes, which was challenging when almost every part of it was covered in simultaneously wet paint when I wanted to dry brush. Doing the base at home afterwards probably added another 5 or 6 minutes (I do them in batches).

The other one is a Casting Room Miniatures model. Spent a bit more time on this one, with the purplish washes giving a bit more visual interest. Still a quick and serviceable paint job.

Gorgons are a monster in the core Ghost Archipelago book, so there’s a chance they might actually make it into a game too! As with pretty much all my fantasy stuff, they are of course on WFB 3rd edition standard size – in this case 25mm square.

Gaslands Race

We had a simple Gaslands game yesterday for the first time in a while. Our favoured format is as follows.

  • Line up the cars, players take it in turns to choose one (you don’t have to work out points this way, you can just stick on any old stuff).
  • Death race format
  • Lots of zombies randomly placed

Chaos at the starting line

We don’t use record sheets – car weapons are WYSIWYG. Virtually all of them are magnetised so can be easily swapped for a particular set up. The small dice are used to indicate the car’s gear and also team (black or white). The explosion tokens are the number of hazard points. They are stuck to pennies which makes them heavy enough to not get knocked around.

We each had a performance car and these ended up as the race leaders, but I managed to bungle my dice and wipe out at Gate 3. My opponent helpfully pointed me straight at the gate post, although I pulled off a great backwards turn and shifted straight up to gear 3 to stay in the race.

Here you can see the race leader struggling with a zombie who had climbed on to the bonnet and made repeated attempts to get through the windscreen and scoop out the driver’s brains.

This red car powered away to win, although it was an eventful ride – it got hit by a 125mm cannon, zapped three zombies in a single turn with the arc projector and rolled one slide after another to hurtle round the last couple of gates.

Ghost Archipelago Boats

Two years ago, I got what I think was the first commercial copy of Ghost Archipelago – I’d backed the Nickstarter, and just before they were sent out to the other backers, I called in at North Star and picked it up in person. Ironically, it’s now two years later and I still haven’t got round to playing a game yet (which must make me one of the last backers to actually start playing).  I have, however, been amassing some stuff to play it with, and the latest are these rowing boats. Sailing on the tropical waters was one the most appealing elements in the setting for me, both in terms of gameplay and aesthetics, so I wanted to use boats in lots of the games, but I didn’t have any…

I created the original of these boats, and they have now been cast by Ramshackle Games. They are newly available here: Ramshackle website

Rowing boats approach the shore


The crew are also freshly painted, I’ll post about them shortly.

Looking for a landing point

Blood Red Skies Campaign Name Tags

I’ve been playing some of the Blood Red Skies campaign and to help track which pilot is which, I’ve made these name tags that fit on top of the bases. There are sets for British, German,  Japanese, US, Russian and Italian. If you’d like to edit the names, the source Photoshop files can be downloaded here.

Zip file containing all 6 nations



Jet Bike racing at BOYL – post mortem

Picture from Ramshackle Games

At this year’s BOYL I ran another jet bike race on the Helsreach table. We had at least 15 players, so the rules had to be very fast moving. At the beginning of each turn, all the players decide how fast they are going, typically 36″-72″ – these are fast machines. They are then moved in order, from front to back, with each player rolling to see how many hazards they can avoid. If the total move takes them past more hazards than they are allowed, they roll on each subsequent hazard to see whether they squeeze past or crash.

We had a very successful game (at least everyone seemed to enjoy it, and gameplay zoomed along appropriately). I had adjusted the rules from the previous year, and based on this year, I think it needs some further adjustments.

The first issue was that it wasn’t quite dangerous enough. Pretty much everyone finished, in spite of some seriously reckless play. The handling chart meant that many players who were putting down huge speeds were automatically getting zero hazards avoided, which meant that they rolled a d6 for each hazard:
1, 2 – No penalty
3 – Stop
4, 5 – Handling Penalty
6 – Collision
The handling penalties didn’t make much difference (because they were getting zero hazards anyway), the collision was relatively unlikely, so what typically happened is they would get a Stop at some point. In other words, instead of hurtling to a fiery death, they just went slower than they wanted to, which wasn’t really the right end result.

So, I’ve slid the whole chart along one point, and it’s now a lot nastier:
1 – No penalty
2 – Stop
3, 4 – Handling Penalty
5, 6 – Collision

I’ve also applied a Failure roll modifier at higher speeds, 72″ or above is -1, and 96″ or above is -2, further reducing the chances of a massive run resulting in anything but a battered fireball.

Finally the bandings were a bit crude, they jumped up in 12″ speed bands – it’s easy enough to expand the chart, so I’ve gone to 6″ bands in the most common range.

Some other minor tweaks to damage results:

  1. As one unlucky player pointed out, the ‘spin out and miss a turn’ result is actually very bad in the context of a one-off race. I’ve moved it higher up the chart, although it’s still in ‘minor’.
  2. Accelerator damage wasn’t bad enough. The minimum speed it inflicted didn’t make any difference because everyone was going faster than that anyway.
  3. The fire wasn’t bad enough – the races are so short they will probably only take a couple of minor damage, so it now starts off with two minor damage.
  4. Power unit needed changing for the same reason. Now explodes on a 9 or 10 on handling roll (i.e. if you roll really well you explode – cruel eh?)
  5. Engine malfunction was a bit boring – bike limps along at 12″. Now if you get 6+ on handling roll it does 12″, otherwise full distance. So if you roll well, you don’t go anywhere, if you roll badly, you shoot off and probably crash.

If you didn’t play in the game then the above won’t mean much to you, so the best thing to do is to have a go yourself. You just need some jet bikes, a table with obstacles on, and something to mark out the course.

Here’s a link to the Quick Play / Reference sheet which should be enough to get you going. I’ve got a more comprehensive set of rules in draft, including a wide range of add-ons for the bikes.

Reference Sheet PDF v3


Partizan – SAS participation game

Of the three main elements of most shows, demonstration games, participation games and stalls, I think that as a punter, the most important of these is the participation games. Demonstration games are pretty and inspiring, and stalls are filled with bounty but participation games are full of ideas and entertainment. Thinking back to years past, it’s the participation games that I really remember.

As the unsung heroes of shows, I thought I’d write a few up from Partizan last week – here’s the first. I  think this one might have been Harrowgate Wargames club, judging by its position on the show map, but I’m not sure.

It’s set in the first Gulf War. Each player takes an SAS patrol, which has to sneak up the table and call in an air strike on a Scud launcher. The table is covered in Iraqi patrols, which need to be evaded – the arc templates indicate the zone each is observing.

The cards on the table are a set of playing cards as issued to US troops – the turn starts by each player laying down cards to indicate their path. These are then turned over one by one – the SAS move to the far end of the card. Each Iraqi patrol has a number, so for example, a ‘3’ card would activate patrol number 3, and the suit indicates whether they turn clockwise, anti-clockwise, move forward etc. A picture card allows the umpire/Iraqi player to select a patrol. The SAS player has to turn their whole set, so if a patrol heads towards their chosen path, they have no option to change course – all they can do is cross their fingers and see what happens – a great tense game mechanic.

If the SAS stray into the arc of a patrol, then they play a game of “High/Low”. A certain number of cards are laid out (depending on whether the patrol is in cover), and as each is turned over, the SAS player has to guess whether the next will be higher or lower – if they are wrong, they are spotted. This is another tension builder that echoes the process of creeping along.

There’s not a huge amount of decision making, but it was a good looking table, a quick-to-play game and the game mechanic was both engaging and evocative of the scenario. Great stuff!

Small Scale Woods

These were put together as part of some scenic items I put together for a friend’s 6mm collection. Field tiles will be following, but when I was getting these trees together I figured they are a bit too small scale for 6, but would be fine for 2-3 mm, of which a couple of the group are putting together a separate project. Although these are probably too small for 6mm, I think that the same principles could easily be applied to produce something that would fit. Bigger foliage clumps and a larger mesh grid would do the trick.

The basis behind this is that I wanted something that looked like a wood and would enable figures to be positioned under them if absolutely necessary, but which would also allow bases to be sat on top without destroying them. Also, for flexibility, if it had to straddle a low wall or hedge on the table it could do that without having to provide exact gaps or be fixed to the field tiles.

Started with some wire mesh. It is a galvanised mesh in 6-7mm squares. It will be self-supporting by bending wires to 90 degrees around the edge. Some of the larger pieces will have internal glades which can be seen in 2 of the mesh pieces in the first picture. The second picture shows where the cut ends have been bent in this way.

Before having anything attached to the mesh pieces they are sprayed Army Painter Brown – Leather I think. The idea is that these are the trunks of the trees showing around the edge. When that is dry the mesh items have a thin sheet of scourer glued to the top. These are simply cheap scourers which are carefully split into 2 or 3 horizontal sheets – a little bit time consuming but not too bad. Using the whole scourer means the layer is a bit too thick at this scale. The scourers have 3 purposes  – they soften the shape of the grid,  overhang the tree trunks at the edge, and provide a better key when gluing the tree foliage on top. When dry cut the scourer to leave a 2-3mm overhang around the outside edge, or around the internal glades.

Using PVA or Gorilla glue, attach clumps of the chosen tree foliage to the upper surface of the scourers. This shows Woodland Scenics Medium Green clump foliage in place.

I then used Light Green. Unfortunately I didn’t have any other shades of clump foliage to hand. However, the scourer means that smaller pieces can be glued in without falling through the wire mesh. It won’t give you height, unless you allow a layer of the finer stuff to dry and then repeat using additional layers to build it up gradually.

Plan B was to shred some cheap sponge and colour it with acrylic paint. A bit lurid in places. I did the shredding by hand – if I wanted a larger batch I would have used a blender or a coffee/spice grinder. I decided to have some of the darker pieces in a conifer shape to break up the tree line. First step was to cut a cone shape, and then I then carefully tugged out tiny bits of foam using a pair of wire clippers to create the layers of foliage on the tree, then gluing it into a suitable gap. This is time-consuming, but I think the effect is worth it.

The hedging strip in the first picture below is 6″ long and included to show scale, and the Lego brick is included in the second picture for the same purpose. Not including the lugs on top of the brick, it is just shy of 1cm high.

I would recommend a spray of watered down pva to help fix the foliage, although I’ve been too lazy to follow my own advice on these.

Hope you find this tutorial of use. It would be good to see other’s attempts at this sort of scale.


Barbed wire

Can’t remember where I picked this tip up from. Most of you will probably have seen it elsewhere, but for them as haven’t it might be useful. The finished photos are not very good, even by the standards of my photography, but they will give an idea. I’m going to pass the finished items over to the ww2 buffs in the group in Horsham where I very occasionally game in the hope that they will work with their 20mm collections.

Trawling through the bits box found some of the zinc mesh that is used to create the coils of barbed wire. The barbs are a bit overscale but they provide the best option I have found. I decided to base them on some 4″ and 8″ strips of mdf, and to use some soft wire to create the ‘pig stakes’ (so called because the twist at the top of the stakes are supposed to resemble pigs tails.)

First I cut some strips of 3mm mdf, as usual using the craft knife at an angle to chamfer the sides. I then use a marker pen to mark the position of each stake on the mdf.

A pin vise is used to drill a hole at each of these points, and then used a craft knife to cut a groove in the underside of the mdf to link pairs of the stake holes together. I then cut a piece of the soft wire long enough so that it sits in the linking groove for that pair and when each end is put through its hole there is enough protruding from the top of the mdf to provide the pig stake. Pairs are used because they are more stable than 2 single stakes. In this picture you can see the underside of the left-most piece of mdf where a couple of pieces of wire, outlined with the marker, have been put in place, and the 3rd piece of wire has been bent into a staple shape to slot into its groove and the holes at each end of that groove.

Some gorilla glue has been smeared into each groove to hold the wire in place, and of course the grooves mean that the wires are set in to allow the bases to sit flat on the terrain.

Next I create the barbed wire coils. In the picture below you can see that I have started to cut the next piece parallel to a strand of wire in the mesh. The mesh is soft so scissors are fine, and you can see that it gives me a strip of wire 1 strand thick. This will be wrapped a round a brush handle to create the coil, and as you can see I have a number of these completed.

Next, using a narrow set of pliers I twist the top of each stake into the pig-tail shape. I don’t twist them too tightly at this stage – I’ll tighten them later when the ‘barbed wire’ has been added to keep it in place. I then add the coils of barbed wire to link the stakes to get the effect I’m after, and when it’s ok, I’ll tighten the pig-tails on some of them. There are probably patterns for positioning of stakes and laying wire which I should have looked up, but I was lazy. In the picture below the top base shows the wires glued into their slots, the next shows the tops of the stakes bent to create the pig-tails, and the lower a side shot with the barbed wire added.

Next it’s just a paint and flock job. I wanted to create the impression of old, rusty wire. Coat the wire with a mix of black and brown acrylic, to which a bit of water and pva has been mixed. Some bits of wire will reject the paint and stay silver. No matter, I want some bare metal showing anyway.

Let that dry and apply a good few daubs of brown paint, and then use a mix of orange and fine playpit sand , applied erratically but with some emphasis on the stakes, to give a rusty effect. Usual basing of sandtex latex masonry paint, flocking most but adding sand to some areas and highlighting as bare earth once the base coat has dried.

Finally a very slap-dash dry-brush with some silver on the barbed wire to bring up some of the barbs a bit, lots of swearing at my crappy photography and it’s done. The coin is a uk 50p for scale. Might be that the stakes should be longer  – I have certainly seen some with 2 or 3 twists in them. It’s up to you.

Hope that’s useful.


Orc Invaders Kickstarter

For anyone who hasn’t seen it yet, I’m proud to have put my first sculpts on a Kickstarter. It’s already funded so will definitely go ahead, and the group below is available for only £14 including UK P&P (bit more if you are overseas). It ends in less than a week, so get on board now!


They are 5 orcs and a goblin, traditionally sculpted and cast in metal. Ideal for assaulting agricultural homesteads or perhaps an underpass.

The least threatening beastman ever

Bonzo the dog-faced boy was originally made for the Oldhammer 2016 Chaos villagers project. Everyone enters a model and then one lucky winner gets the lot. Bonzo never made it, because I mislaid him until long after the competition had ended.

Bonzo the dog-faced boy

Here’s the Forum post, where you can see lots of other weird and wonderful creations.

The model was converted from a Black Tree Design villager child, with a green stuff head. He was carrying a small, toy sword, which I altered into a bone to build on the ‘dog’ theme. You can see just how small he is when compared to this Black Tree monk.