DIRT ROADS CORE SET from HRC Wargaming Scenery This set consits of 10 pieces of detailed, handcrafted scenery (models of tanks are not included) Dimensions: - Width of each road: 3" - Length: 6-12" UNIQUE - OUTSTANDING QUALITY - AFFORDABLE Features: Ready to play - all pieces are painted and ready to play right out of the box! Each terrain piece is carefully handcrafted from HDF board, with natural stones, static grass, painted with acrylic paints. Scale: 25-32 mm. Ideal for Historical Miniature Tabletop Wargames such as Bolt Action or Flames of War. All pieces fit perfectly with our other products - all our terrains are designed in a similar style and finished with the same palette of colors and static grass. Each piece was coated with transparent matt varnish. We can customize your set (e.g. static grass type, size, colors). Note: Each piece is handmade, therefore your set may vary slightly from those in the pictures. Mniatures on the pictures are not for sale.
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One of the best hobby is photography.If you feel yourself passionate and of course patient and courageous then photography can be a great choice for you.This doesn't mean that becoming a professional photographer is something easy but every photographer had a starting point.You can improve yourself day by day and who knows,one day you call
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Juicy pics of exquisite scenery feature in this latest of my resurrected postings from the old Kapiti Fusiliers website. Originally posted on May 2008, this photo-article describes a describes my…
In all the last minute scurrying to get BGO ready and back by Salute (this weekend), I forgot to post the second part of my Villiers Fossard game. So here it is, rather picture heavy, but enjoy. I hope a few people can come a say hi at Salute on saturday, I'll be around the PSC stand and its twin demo games for BGO, 'Inland from Utah' and GMG boys' amazing 'Omaha' game, come and see that board at least, its a site to behold. But, it was all worth it, the books will be on sale at Salute, and all pre-orders will be going out straight after. After a ‘quick’ drive down the M6 to Wolverhampton, and the second game was played out at WMMS on Sunday afternoon. Again, here are the forces involved. This was a 1000pts aside ‘company’ level attack/defence scenario, with the FJ dug-in holding Villiers Fossard itself and the US attacking over the stream (my river is probable a bit big for what it actually is). On turn 3 the US armoured reinforcements would start arriving at the rate of D6 units per turn, along the road, or within 10” either side of it. US attackers, Villiers Fossard - afternoon game FHQ in jeep, with radio communications upgrade Forward Signals Unit, radio truck Infantry Platoon (inexperienced) Infantry Platoon (inexperienced) 2 M10 Tank Destroyers Aerial Observer – L4 Piper Cub Battery 2 105mm guns (off-table) Forward Aid Post Ambulance Sherman Dozer 3 x 1st Priority artillery requests 3 x Timed on Target barrages Reinforcements 2 M8 Armoured cars Armoured Infantry Platoon in 4 M3 half tracks M8 HMC Sherman Tank Platoon (3 x 75mm) Forward Observer Team in Jeep Totals: 998 pts 62 BR 7 officers 2 scouts Defenders, Villiers Fossard afternoon game Forward HQ in Kubelwagen Forward Signal Unit, radio van Wire Team FJ Platoon (veteran) with 4 x pzfausts HMG 42 team Pzschreck Team 80mm mortar team FJ Platoon (veteran) with 4 x pzfausts HMG 42 team Pzschreck Team 80mm mortar team StuG III G Battery Forward Observer Team Nebelwerfer Team Nebelwerfer Team Fortified Building (church) Fortified Bocage 1 Minefield 1 Booby-Trapped Building Panhard 178 armoured car 3 x Snipers Supply Truck 88m Flak36 with loader team + tow Pre-Registered Target Point 2 x Counter Battery Fire missions 3 x Timed 80mm mortar barrages Totals 996 pts 60 BR 4 officers 4 scouts I know the FJ won the last game, but we can assume that a later attack pushed the FJ back to allow this game to happen in the afternoon (I didn’t want to replay the same game anyway). I deployed the FJ defenders again. My plan was for a defence in depth. To have a first ‘delaying’ line of resistance watching the stream, using the fortified bocage, snipers and HMGs to cause havoc for as long as possible. The OP team in the church would call in werfer fire and the pre-registered target point would allow the two 80mm mortars to keep up a harassment barrage turn after turn (which it did to great effect). On turn three I would abandon this frontline, and leave timed mortar strikes to hit it (hopefully with the Americans now there – this worked well). The StuGs would be arriving in reserve, on the two roads from St Lo, as would the 88. The platoons scattered themselves through the buildings (including the fortified church), but I decided my outnumbered forces would give up the first objective (the farm) and leave it mined on the road outside and booby-trapped. I spread out into ‘pockets’, knowing the American artillery can be devastating and knowing the Piper Cub would be circling overhead again. The US forces all deployed on the far side of the stream, and took the first turn. They set off across the stream, wading in, and we decided it was dangerous ground for vehicles. The Sherman dozer tank and two M10s nosed forwards very slowly. This was met by ambush fire from my 2 HMG42s and 3 snipers, causing some pinning as the GIs hit the deck or scrambled into the bushes. In removing that pinning the US pulled and air attack counter, and surprise, surprise, a P-51 banked in to cause havoc. The FJ’s first turn saw the mortars start their turn by turn harassment into the US lines, and more MG and sniper fire. Others got onto ambush fire, and the StuGs began to advance to join the fight. The 88 and tow raced up the road, ready to deploy to cover the road through the village. It didn’t get the chance as the P-51 strafed along the road and destroyed the tow, leaving the crew to push the wheeled carriage very slowly for most of the rest of the game (it finally got into position on the final turn). The US infantry scrambled on, on their left they were in trouble, heavily pinned by hails of MG fire. Return fire from BAR teams did wipe out one of the HMG teams, and the other was pinned by MG fire from the dozer tank. On the right the GIs moved faster and quickly made the hedgerow against sporadic mortar fire only. They also wandered into the minefield in front of the objective, but failed to set it off – drat. The Piper cub flew off to find my werfers (not hard), which drew 105 fire, only pinning one. I realised now that I should have split them up to avoid both being in the same target area, hindsight being 20/20 and all that... The delaying defence of the first hedgerow was almost complete, my survivors began to pull back into the church, leaving only a sniper behind as a rearguard, but he continued stirling work in keeping GIs heads down (and was still alive at the end of the game). The first timed mortar barrage hit, and caused more pinning (I used it as harassment barrage too), and the first werfer cut loose. It added more pinning, with a direct hit wiping out the platoon HQ - LT down! It was going well, I had dished out 8 counters and taken 3. It didn’t stay this way. The US artillery got going. 8” Corps-level guns smashed the farm next to the church and wiped out its defending MG team, and pinned the Panhard 178. More 105 shells hit my mortar teams, but only pinned them (still a pain though, the Piper cub was conducting its own on table counter-battery fire). The P-51 swung back in and strafed up a Nebelwerfer team, who lost a man, and in a ‘beyond the call of duty; action hit fire! The resulting shells on the PRTP caused more death and pinning. The first farm objective fell. The US broke it, and I rolled a 1 for the booby-trap so it didn’t go off – foiled again! Also the first US reinforcements arrived, three Shermans rolling on past the farm and heading for the village. Not seeing my squad on ambush, they loosed their panzerfaust at the lead tank, which hit, then glanced off! Hmmm... like that then hey! To add insult to that insult, another US aircraft showed up. A P-47 with 4 bombs swept in and dropped them into the village as they attempted to wipe it off the map. A direct hit wiped out a squad lurking in a barn as it collapsed on them. Three US aircraft where now circling overhead. My StuGs moved forwards to engage. On the left one found a clear flank shot across an orchard, and destroyed the Sherman platoon HQ tank. The other StuG in the centre missed, whilst in the village the third reached the church and took a shot at an M10, now at the hedgerow, and also missed. Much to my disappointment (I‘m getting used to it), the M10s return fire blew it up! So it would continue. More artillery fire, more mortar fire, and the US reinforcements piling on. Their armoured infantry quickly dismounted, to avoid placing those vulnerable half tracks in harms way, and joined the Shermans advance. The Sherman missed the StuG, and ran out of their 3 AP shells (oh dear), but little did they know, the StuG only had 1 shot left (which missed) and then withdrew to find its ammo truck. That duel had been inconclusive. Things got hot in the village, volumes of 105 shells rained in on the church, and then I pulled a mine strike, played it on a Sherman, only to roll a 1, have it played on my flanking StuG and see it explode. The defences on my left had crumbled to nothing (1 MG team then), and the village was being outflanked to the west. How long could I hold on and risk encirclement. Not long. The counters had been piling up (I’d used quite a few tactical co-ordinations early on too, but veterans are so good at it!). The P-51s last strafing run saw my radio van brew-up (like it was hurting anybody), and the P-47 dived in again to strafe my hard hit ‘werfer crews with its 8(!) MGs. It was a messy end. I was almost done. I now had 22 counters, my opponent 16. There was time for one last hurrah. In his turn of shooting-up the church (or what was left of it after all the artillery), I got a ‘beyond the call of duty’ counter, which I used on a Panzerschreck team. It fired once at a Sherman dozer, once at an M10, and got both – heroics, but only in a losing cause. The order to withdraw came. I had lost half my infantry, 2 StuGs and would have to abandon the 88 (it never got a shot in). I had inflict 42 loss BR on the US, but it was a solid US win. The village had fallen, mainly thank to some fearsome artillery requests (corps-level 155s hurt a lot), and the USAAF who put in good work in a ‘follow-on forces attack’ mission, and basically kept my werfers out of the game, as well as hunting down easy ‘soft-skin kills’ for the counters. It was a great game (lasting just 4 hours, but both of us are experienced players). It felt brutal as an infantry force under the US bombardments, and their aircraft added to it, which I guess is right for Normandy. But my out-gunned veterans had fought hard, and done significant damage before giving up their ground. For the campaign, the US had earned 13 victory points, whilst the Germans earned 8. So, the scores now sat at US 18, Germans 17, with the evening counter-attack still to play. Thanks to all those you drop by to say hello, ask questions and take a look at the new book’s proofs. All the enthusiasm really helps when it comes to getting stuff done...
Lotte World in Seoul is the largest indoor park in South Korea. Learn how to get to Lotte World and find out what activities you can try in the amusement park.
The ultimately unsuccessful week-long Operation Market Garden commenced on September 17, 1944 with an Allied push toward Germany. The ground “Market” portion of the campaign saw the Bri…
I promised to post my pictures and show report from the Salute 2013 wargaming event as soon as possible and I have worked really hard to get them ready in double quick time. I shot several hundred photos at Salute (as I always do) but have been able to edit this down to a manageable number, the best of which are shown below. The full Salute 2013 Photo Album can be viewed here on my Google+ Profile. The Salute 2013 wargaming shows at Excel in London's Docklands was another triumph for the South London Warlords as far as I was concerned. The word 'awesome' is often overused (especially by me) but this was a show that truly earned that epithet. It was really great to meet up with so many fellow blogger's and old friends. The 'Meet the Rejects' session went very well with dozens of fellow blogger's stopping to say hello. I've tried to remember everyone that I met but there were so many (and my mind isn't what it used to be) so If I have missed you out please let me know and I'll update the list. I was really happy to meet up with the guys from Skytrex in their last Salute as a miniatures company. As many of you will know they are selling off their miniatures ranges to make way for retirement and to concentrate just of the Model Railway side of their business. Last week they announced that they had sold their 1/300 ranges to Heroics and Ros who also have an extensive product range in this scale. Having chatted to both companies on Saturday I feel confident that this has been a good move and will ensure that the 1/300 market continues to be served with good quality, low cost miniatures for some time to come. I thought the show seemed even busier this year and as usual I saw lots of money changing hands with the traders. My brief chat with a couple of them indicated they were having a good day but I expect many will already be making that assessment for themselves now that they have had a chance to crunch the numbers and compare to previous years. As usual I went with a shopping list and managed to get pretty much everything on it plus a few unexpected items, but I'll post some pictures of my show loot tomorrow. The South London Warlords Route 66 "Hammers Slammers" game The South London Warlords Route 66 "Hammers Slammers" game - John Treadway can be seen on the right. Frothers United's 'Smits Revenge' Another Frother's game - Return to the Planet of the Apes One of my favorite games, Battlegroup Overlord - 30 Seconds to Dog Green One of my favorite games, Battlegroup Overlord - 30 Seconds to Dog Green Oshiro Model Terrain - Assault on Aki Kamei-jo Red Planet Miniatures - War on Mars Guy Bowers and Jasper Oorthuys from Wargames Soldiers & Strategy Wigmore Warriors - The Battle of Flodden - The flags are those designed by the Rejects very own Ray Battlegroup Overlord - Inland from Utah Newark Irregulars - Dux Bellorum - Arthur vs the Saxons Scarab Miniatures - War & Conquest - Jarl & the Jomsvikings Newbury & Reading Wargames Society - Chancellorsville Ancient & Modern Army Supplies - Battle of Marathon 490bc Naval Wargames Society - Fleeced - The Cod War Chelmsford Bunker - Warmachine Tyro and Her Cyclopes Magister Militum - Colours & Guns Victrix - Iberian Glory - 54mm Napoleonic Victrix - Iberian Glory - 54mm Napoleonic The Essex Gamesters put on a recreation of Waterloo 1815 on a truly epic scale Essex Gamesters - Waterloo 1815 Essex Gamesters - Waterloo 1815 - The French in Papelotte Essex Gamesters - Waterloo 1815 Essex Gamesters - Waterloo 1815 - The battle for Hougomont Uxbridge Wargamers - The Battle of Baxters Farm 1938 A Very British Civil War 1938 A Very British Civil War This Impressive cityscape was for the game 'To Berlin' Lance & Longbow Society - Battle of Cravant Lance & Longbow Society - Battle of Cravant Arbuthnots Terra Firma League of Gentlemen - Stalingrad 1942 Crush the Kaiser - The Miracle of the Marne Another game I really enjoyed looking at was by Nantwich Gamers - When Chaos Reigns - Normandy 1944 Nantwich Gamers - When Chaos Reigns - Normandy 1944 Nantwich Gamers - When Chaos Reigns - Normandy 1944 Wargames Illustrated - Battle of Little Big Top Mechworld - Full Thrust As already mentioned there are lots more pictures online here so feel free to follow the link and take a look at the full set.
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In the Toofatlardies 2016 Summer special, page 124 is a scenario: Just before Operation Overlord "Tootles" Recon flight was shot down ,captured and held prisoner in a Chateau near the coast of France. Group Captain Ash cannot be allowed to be transferred to the Gestapo in Paris as he knows and carries a brief case with vital information for the invasion of Normandy. A rescue plan is put in motion to rescue him. The table set up with a road leading to the Chateau where Tootles is held. The British force put together for the night rescue mission. 2 x Senior Leaders, 2 x Sections, 1 x PIAT team, 1 x ATR team and 1 Sniper (not in photo) The French resistance has also provided a German truck. The night of the mission. Chateau surrounded by barbed wire. All the Germans are classed as Green. 2 guards patrol the perimeter of the barbed wire around the chateau using 2D6 for movement and 1D6 to determine which way they are facing at the end of their movement. Another guard is positioned at the front door 1D6 is used to determine which way he is facing after each British Phase. A Senior and Junior Leader are on the 1st floor. One soldier is guarding "Tootlels" One soldier is manning the LMG on the ground floor day looking out thru the window. 2 x Junior Leaders and a section of infantry are asleep in the top level of a barn with a SdKz 222 and SdKz 250 parked near by. A guard post is positioned at the start of the road leading to the Chateau. one soldier is stationary using 1D6 to see which way he is facing each Phase. Another guard is moving along the outer perimeter of the boom gate using 2D6 for movment and 1D6 for facing. On the completion of a British Phase all the German guards are activated to roll for movement and which way they will be facing. They may also attempt to spot thru the dark up to 12" forward and 3" either side of their forward vision rolling 2D6 and rolling higher than the distance as per grenades usage for a successful spot. Once the general alarm is activated both sides will be is able to see up to 12" forward and 3" either side of their forward vision. The start of the Mission. The Senior Leader decides to by pass the road block and split his force with One Senior Leader, Section and ATR moving tactically thru the wheat field on the right. One Senior Leader, Junior Leader, Section and PIAT moving on the left. A Junior Leader and one rifleman are with the truck off table yet to be deployed. The sniper is deployed on the wheat field on the right. As the troops made there way to the designated points they survived 3 close call spotting attempts by the guards patrolling the perimeter of the barbed wire. The troops on the right get into position. the troops on the left also are in position and the senior Leader sends out a man to hopefully silently eliminate the guard but fails on his D6 roll. The local alarm is activated.(the images now in colour) The troops in the Chateau and the barn house are alerted to the penning danger. while the guards at the boom gate are not yet activated. The British team on the left put the guard down with rifle fire while the bren kills the guard at the front door. With the gun blaring away, the General alarm is activated and the call for reinforcements goes out. The phase now is the Germans and the LMG is about to be activated to fire but a INTERRUPT by the British allows the section to fire at the German gunner who smashes thru the window onto the ground to join his dead comrade. The German player continues with his Phase and moves his troops in the barn down to the ground level hoping to move to the back of the Chateau. while the 2 leaders position themselves at the top of the stairs waiting for the inevitable. As the German has rolled a double Phase he moves his troops out of the barn with one Junior Leader and 2 riflemen rushing towards the Sdkz 222. With the next Phase the British have entered the ground level of the Chateau but are meet with 5 deadly grenades rolled down the stairs. 3 riflemen are killed and a Junior is wounded and knocked out as can be seen thru the perspex floor. The British rush up the stairs and engage the Germans in Close Combat eliminating all the Germans but suffering 2 casualties and the Senior leader receiving a wound. Ash is free but the Germans near the barn have opened up on the Brits on the ground killing one and causing 2 points of Shock. The Krauts are about to enter the Sdkz 222 so the Senior Leader orders the Bren and the a riflemen to man the windows start firing and throw grenades. The Bren on the corner of the Chateau also joins in and the Section is wiped out. The vehicle crew manage to enter their sdKz 222 and move to line up a shot. The 222 opens up on the Brits on the 1st floor scoring 3 points of Shock. Meanwhile the Junior Leader in the captured German Truck is deployed and smashes thru the boom gate rushing towards the chateau. Desperation sets in as the British move their wounded and dead out the building and into the truck while the 222 struggles to activate with his Command Dice. Not only does Ash need to be rescued but no wounded or dead British trooper are to be left behind as the Germans need to think it was a raid carried out by the French resistance. 1 man can carry 1 wounded/dead man using 1D6 2 men can carry 1 wounded/dead man using 2D6 As more wounded are loaded the Bren gunner positioned on the corner of the Chateau fires at the 222 hoping that it will not roll any saves but its not to be. The Senior Leader activates the PIAT and ATR to move closer to the 222. The PIAT and ATR in position starting down at the 222. The 222 finally gets a chance to activate, achieves 5 HIts on both Anti tank teams but all have no effect. The PIAT fires and misses . The ATR fires, HITS and the 222 fails to roll any saves and is put out of Action bursting into flames. The Troops that have loaded the wounded /dead buddies make their way down the road on foot. More men make their way to the truck. "Mission complete" Tootles is safe and on his way home. Unfortunately for the Germans they were not able to deploy their reinforcement. On the 3rd Turn after the general alarm sounded they were to be deployed and enter the road on the right side of the Chateau . Fortunately for the British only 2 game Turns clicked over. Regulars. Gestapo with a SMG Schwinnwagen and 2 of his henchmen with SMGs Opal truck with 1 Junior Leader and 6 riflemen. puma with Junior Leader Sdkz 250 9 with Junior Leader. Their mission was to grab "Tootles" and exit off the road. The following week we played again, this time I was controlling the Germans. The Brits managed to silently eliminate 2 guards patrolling the perimeter of the Chateau but sadly failed to eliminate the guard at the front door who activate the alarm. The British went on to rescue "Tootles". Again no German reinforcements arrived. Some mods we added to the scenario. one figure is able to carry one wounded/dead man using 1D6 for movement two figures are able to carry one wounded/dead man using 2D6 for movement The German LMG on the ground floor was only activated with the local alarm stationary in the wheat field = light cover moving in the wheat field = Open Once free, Tootles was given a pistol for self defence We only activated the German Command Dice roll once a Alarm was activated. Some thoughts after the game. I think the German player should be allowed to roll his Command Dice from the beginning of the game to start accumulating Chain of Command points to use to End Turns, to speed up the deployment of his reinforcements. cheers John