Category: Wargames

Review: Firestorm Armada 2nd Edition

So the 2nd edition of Firestorm Armada (FA) has finally come my way and I’ve gotten a bit of time to go through the book. I enjoyed the previous edition and want to spend most of this post talking about what changes have come about. My impression of the first edition can be found elsewhere.

Overall it’s the same game with a few tweaks allowing for more tactical choices. A very big change is the introduction of MARs (Model Assigned Rules) to each race in addition to rules for specific ships. Also there are now some unique weapon systems that provide different game effects, again allowing for some variation in how the different races play. So let’s sort of go through some of the changes from the previous hardback edition.

Movement is relatively unchanged. However the drift maneuver is no longer an option. I’m somewhat miffed with this as ships are still required to move at least ½ their speed. This means smaller ships are still required to be moving 5″ or so every turn. While cutting engines is always an option, it’d be nice to have a tactical movement option allowing for some maneuverability but still keep it to 1-3″. I might have to house rule something. Hrmm…

[½ speed: A squadron can reduce their maximum speed to ½, allowing them to move at least ¼ their normal full movement rate (and at most, one half of their current maximum move rate). Doing so they gain a ½ move token. The player can remove this token at the beginning the squadron activation to resume normal speed. If a squadron had a ½ move token at the beginning of its activation, the highest speed the squadron can reach for this turn is its normal movement rate minus its turn rate in inches. This will also affect their ½ speed rating. In practice, players will find that smaller (or more agile) ships will not be hindered by reducing speed, while larger ships will take at least an additional turn to get up to full movement.]

Command distance is a big factor in the game now. While squadrons can break up, the entire squad becomes disorganized meaning they cannot combine or link fire. This also becomes a big factor for wings and fighters (more on that later) and can come into play regarding weapon systems too. So the gist is that keeping ships in command distance from each other is a bit more important than before. On one hand I like the idea of keeping ships as cohesive fighting units, on the other hand the tactical flexibility of peeling off a cruiser or two is no longer an option which is sort of meah.

The mechanics of shooting, LOS, damage, etc. for the most part is the same. There are a couple of big changes however. One is the concept of tactical strikes. On larger ships (those with hull points greater than 2), specific systems can be targeted. So players can try to take out the bridge, wipe out weapon systems, or potentially take security systems offline increasing the likelihood a boarding attempt will work. There is a penalty to hit rolls when attempting this but that option of cutting out key systems is interesting.

Another big change is that target ships have -1 damage and critical ratings from attacks landing in their rear arc. This certainly allows for smaller, more nimble ships to slip into the rear arc of larger capital ships and potentially do some damage. It translates into improved positioning of ships and being mindful that the direction of approach to a target is important (and trying to keep a defensive position so no one slips in behind you).

Lastly a huge change to the rules are the introduction of specific weapon systems. Firstly, the 8″ range bands are no longer uniform. Some weapon systems have range bands that increase to 10″ and 12″. Torpedoes now are based on 12″ range band increments also. This means you now have options for increasing tactical engagements at longer distances and disparity of range bands among systems and races can make for some deft maneuvering at further ranges. Additionally, certain weapon systems have bonus effects if they all fire as a single volley of similar weapon types (termed as coherency). This may mean rerolling any ‘1’ results as with beam weapons, or doing higher ranked critical hits with kinetic weapons.

Adding to this is a slew of MARs options that every race has. Further, capital ships have a number of hardpoints. Each hardpoint allows for buying certain systems or small tweaks to the ship profiles (like increasing its move or shield rating). Aside from hardpoints, almost every ship has the option of altering a few systems or incorporating MARs allowing for a lot of racial and fleet variation. To keep things manageable, every ship in a squadron must have similar technology and MARs so you don’t get this mishmash of different tech types in a single squadron.

Damage no longer takes assault teams into consideration, so crew hits only affect the crew rating. This eases some bookkeeping. Boarding actions are also cleaned up some. Every ship can launch at least one boarding action a game. What’s nice is that this no longer reduces your AP, so you can still defend from boarding actions as normal (you just can’t launch another attack). Most boarding assaults are set to destroy key systems in a ship, but can also be used to capture ships so that they fold space off the table. Lastly, instead of a round of point defense and then running the boarding action, the PD and AP of the target model are combined. The boarder makes their attack with the defender rolling this combined pool to ‘cancel’ hits. It’s a more streamlined than before.

Flights and fighters are lumped into a term called, Short Ranged Ships (SRS). Assault craft, bombers, interceptors, and fighters are still the varying wings that make up SRS. For the most part the composition and idea of them being a single unit is still retained from the hardback rules (using a d6 to represent the wings). SRS are now represented as either a small token or a large token but each represent a maximum of 6 wings. Up to two SRS tokens can be part of a single squadron. Overall the means of attacks and resolving them are unchanged, how they actually operate is very different though.

Rather than a unit individually zipping around, the SRS token must always remain in command distance of its parent carrier. If it starts its turn outside that distance they are immediately recalled back to their carrier. Alternately, you can give an order for the SRS to make an attack run where it will approach a ship and try to get within base contact of the flight stand. This makes fighter wings a bit more like an extension of a weapon system for the carrier. They support the carrier directly instead of running off as their own flight group. Further, once they make an attack run they are immediately placed back on the carrier (allowing for rearming and relaunching during later turns). I’ve yet to try them out but the simplicity of their use and the reduced management of not having to move fighters back to a carrier for rearming is nice. Additionally, flight stands that are run off return to the carrier, which can can later be relaunched giving some real teeth to fighters. As dogfighting is the best way to inflict damage on wings, interceptors certainly have an important role in countering enemy SRS.

Fleets are now partitioned off into patrol (up to 800 points), battle (800-1200), and grand fleet groups (1200-2000). Each fleet is further split into three tier groups, where battleships, carriers and such are tier 1, down to frigates and escorts being tier 3 (with cruisers being tier 2). Each fleet must have a certain number of squadrons from each tier. Additionally, up to 25% of the fleet points can be used for alliance vessels that can fit into the tier requirements. For the most part this allows fleet construction to be an easier process. Rather than working off a set percentage of points for fleet composition, the player now has model limits based on these tiers. One gripe I have is that these actual limits and information on squadron sizes are no where in the book. Instead they are available as separate PDFs.

The star admiral is still part of the game. Instead of granting specific bonuses to a particular ship, they allow for the use of tactical cards and improve the chances of making any command checks (ex. checks if a squadron is disordered). Tactical cards are also another feature of the game. For the most part each fleet has the same cards and may have 1-2 additional racial specific cards. These can be played once during a turn to allow for some special maneuvers and one shot abilities. It’d be nice to talk about them more in detail, but I have no idea what the cards do as there are no details on them other than how they are used (another gripe of mine).

A new mechanism for the game is introduced to allow for more tactical options through a battle log. For the most part, players start with a battle log total of zero (but some scenarios increase this). Battle log totals range from positive and negative integers. As players inflict damage on the opponent fleet, destroying ships, their total increases. As they receive losses, their battle log total decreases. For the most part it works as a victory point tracker with the larger the differences between the totals, the more pronounced the victory.

What is particularly interesting is that battle log points can be spent on certain game mechanisms. They can be used to alter die rolls for reinforcements. They can also be used to return spent tactical cards to your hand. This is a very clever system allowing you to essentially give up victory points to gain a needed edge (or recover from a flubbed reserve roll). As players gain points by defeating enemy ships, it further encourages players to be aggressive and inflict damage onto their opponent’s fleets. This really adds a neat layer of strategy to the game (especially the cycling of tactical cards).

The game has 6 scenarios within the book. They range from simple engagements to trying to capture objectives, or control sectors on the board. As a nice touch the book suggests that battles aren’t necessarily in deep space, but rather within key systems. Hence, the preponderance of terrain and close distances of engagement. You are fighting over key areas of control, rather than large ranges of territory, with the scenarios supporting that concept.

The Good – Firestorm Armada has not changed too much and is still an enjoyable naval-fleet-action-in-space type of game. The presentation of the rules and layout is well done. The additional weapon and MARs systems have given the game much needed flavor between the races. And it all works well without requiring a tremendous amount of bookkeeping and cluttered, simulation-type rules.

The book is very nice and well bound, with a pleasant matte finish on the pages. There is a surprising amount of whitespace on the pages so the text is not cluttered. Sections of the book are divided up with margin tags of a specific rule topic on each page making it well organized and easy to reference a part of the rules if needed (not to mention a simple table of contents and index). The book has lots of great color photographs of models, along with simple color graphics for particular rule situations, and also lots of written examples.

The Bad – There is a decent chunk of information missing from the book. Not having a list of the tactical cards is a hefty ding. Not detailing the major fleets and their composition is especially damning. There are no token sheets like in previous editions, and the lack of a template for SRS tokens are especially maddening. The quick reference is a list of charts and no where close to the usefulness of the previous QRS released with the first edition softback book.

The Verdict – If you are a brand new player, Firestorm Armada is a great game to jump into. The big boxed sets are especially nice as they give the player everything needed to play. It might be well worthwhile waiting to pick up the fleet boxes of races you’d like. It is still an enjoyable game that while not quite embracing aspects of physics with movement, still makes for a fun afternoon of space combat. If maneuvering in cruisers to an optimal range to fire full broadsides of anti-matter cannons is your thing, you will certainly enjoy FA.

If you are a long time player of FA, you will likely find a lot here to like. The game finally has some sprinkles and a bit of a swirl in the vanilla of previous racial fleets. The way fighters work are tightened up and make carriers more offensive-type vessels. I think the tactical cards will add some fun wrinkles in the game. All the while the concept of a battle log and spending victory points to have additional tactical options is a great concept. There is a lot here you will enjoy.

The rulebook seems to be missing chunks however. There are no tactical cards, no tokens, no specific rules on actual fleet composition limits (the rules cover how you build a fleet, but don’t have actual tables for the different races). Not having any idea what an acceptable token to represent SRS is another missing feature.

I entirely expect they will be available as downloadable files or separate products (the fleet composition sheets are already available). However it seems that the focus is for players to go pick up the boxed sets that have all of these items. Separate files and products that can be purchased individually are sort of an afterthought it seems. This gives me a bad taste in my mouth. Yes, all my cool models can still be used to play FA, but despite me picking up this rulebook there are still parts of the game missing. It’s not enough. I need to buy more, and not having the tactical cards is the most aggravating thing (where in the past the STAR cards were very much an optional component).

This gives me some hesitation in recommending the rules. If and when these other parts of the game are separately available, I think you’ll find an enjoyable game here. But it isn’t all within this rulebook, and that makes me less inclined to recommend it to current players of FA. There is a lot here that is amazing and really strengthens the game. But if you are just planning on buying the rulebook, then wait. See what else pops up on the website and then make your decision on converting to second edition.

[EDIT: Months have passed and some of the things I chided Spartan Games about that were missing from FA are available as download files now. SRS tokens are available as a separate product (which I still would have liked as a simple cutout token). However the TAC cards and other tokens can be printed out as color PDF files.

Additionally the V 2.0 rules are absolutely free so you really have no excuse not to take a peek at Firestorm Armada now. Enjoy!]

New fleet documents for Firestorm Armada

As the new version of Firestorm Armada is on the shelves, Spartan Games has put up new fleet files for the major races in the game. From their download section it appears that much of the older files will be slowly getting the 2.0 treatment. So if you are a fan of the game, you might want to keep an eye on the downloads section of their site.

Overall the fleet documents look pretty cool. It seems that games are codified into tiers and points depending on the type of fleet you want to play. For a specific point value game, you have a few choices for each tier. Tier 1 being your command battleship class vessels, tier 2 being the cruisers, and tier 3 being frigates and escorts. The higher point values, the more options you have and the bigger the squadrons. For most of the races there isn’t much difference but some allow for more squadrons of lower tier ships. It’s a bit more regimented than before which I like.

Looking over the ship stats the larger vessels have hard points. You can then pay for specific weapon and defensive systems up to that hard point value. It’s a nice way to tweak your forces and try out different weapon layouts. So not all carriers or battleships are alike.

Model assigned rules (MARs) seems codified now so that nearly every ship save for the smallest frigates have racial special rules. Another layer of variation is that weapon systems appear to have different keywords. There are still primary weapons and torpedoes, but also beam, scatter, kinetic weapons, etc. What is nice is that most frigate ships have the option of also having these special weapon systems. Again, another way to tweak and customize your fleet giving it some flavor.

The profiles for battle stations are also presented. Overall they look like floating masses of guns and hull points. They appear pretty immobile. It might make for some interesting scenarios representing a recon in force or a border skirmish.

I like Firestorm Armada but always felt that the rules didn’t allow for some more variety in the races. It was just little differences, or incorporating more flexibility with weapon arcs (one group had turrets, one had gun racks, etc.). While there were some unique technologies like cloaking, for the most part they were all the same. The optional MARs rules for the different races helped alleviate this but it wasn’t part of the official game. Now they have seemed to have really embraced that concept.

I’ll be blunt, I am a bit miffed that this follows on the heels of a new rule book so soon. Like they wanted to roll out a new book incorporating new ideas, but realized it didn’t go far enough. I understand the position they were in. Either they stick by a rule set that isn’t dynamic enough for the game they wanted, or just go for it and put better rules. For new players, I think this will be a great system. For older players, I can see why some feel a little burned. It’s almost treading on Games Workshop-rollover-of-product territory. But looking at these fleet rules, I am digging the direction they are going with FA. It seems worth getting behind this new book.

British platoon complete(ish)

Been chipping away at my Plastic Soldier Co. Brits. Finally got the bulk of my platoon done, including a field artillery observer, sniper, medics, NCOs, etc. along with the regular foot soldiers. Still have a MMG and mortar team to paint up, along with a paratrooper PIAT team. Once I get my Bren carriers done I should be finished. So a tad more to do but the end is in sight for that pile of unpainted plastic on my bench.

While I had bitched some about the lack of detail for some of the figures, they really did turn out pretty well. Overall I’m happy with how the platoon painted up. I was super lazy with these figures sticking with a single sepia ink wash. I might revisit them with some more highlights via dry brushing. Will have to consider that. For now, they are sealed and ready for the table. Now I have to consider working on my Germans…

Top places for miniature wargame supplies in Seoul

While board games and CCGs have a lot of popularity in Korea, miniature wargames seem quite the niche hobby here. A while back during holiday at home I scooped up some of my 15mm Russians for Flames of War. I figured during the winter months I could enjoy some weekend mornings doing a bit of painting and finally get through that pile of unpainted metal I had stored away. When I really started looking around I found it exceptionally difficult getting the typical supplies I wanted for painting and modeling. So I thought I’d share some of my efforts to any expats.

As a first caveat to this, my Korean is abysmal. I am certain if I had a better command of the language the process would be easier tracking down materials. Korea is very much an online shopping country. There are likely places I’ve missed that have a larger online presence than a walk in store mainly due to my ignorance with the local language.

However miniature wargaming also just doesn’t seem that popular of a pastime. There is an immense pressure on kids to study and private academies are all the rage. Free time is limited for kids and parents want them studying more. So pastimes that leave a smaller footprint around the house are likely more popular. It’s far easier for kids to carry around a CCG or sneak off to a PC bang (internet cafe for gaming) rather than lug around a painting bench and throw down a wargame table. It does seem for the folks that wargame, it’s much more popular for college students than for kids in high school.

Stationery and Art Supply Stores – Odd enough, stationery stores may very well carry some modeling and painting supplies. Give them a look and you might pleasantly be surprised. Foamcore board can typically be found as well as colored felt cloth. I’ve snagged packs for Woodland Scenics flock, plastic sheets from Plastruct, balsa wood, and other modeling material too. So you can pick up a few things to help in construction of terrain for your games from these places.

As painting supplies go, you can find a fair amount of brushes and can even get down to 10O sizes for model painting. I’ve even been able to snag some Apple Barrel craft paints. While I don’t use them for mini painting, they make great paints for terrain. So hobby and craft supplies can be picked up at these stationery stores. It just takes a bit of digging.

Neighbor Hobby – This is a fantastic place if military models are your thing as there is a great selection of kits. Unfortunately for fans of Bolt Action, they carry only Tamiya 1/48 models, but they seem to have a full selection from that line. As 1/72 and 1/76 scale kits go though, they have a great selection of tanks, soldiers, and terrain. They also have several 1/72 scale buildings too.

What does this place for me though is the paint selection. There is a wide selection of paints from Testors, Tamiya, AK Interactive, MIG, as well as my go to for miniature painting, Vallejo. It’s a wonderful selection for both brush and airbrush painters. They also carry a complete selection of Testors and Tamiya sprays. They also have brushes and other modelling supplies. Well worth checking out and they do online orders as well.neighborhobbyb

To get there isn’t too difficult. Take subway line 2 to Hongik University and get off exit number 3. You need to cross the street and footpath park, and then take a side street. Once it ends, then go right and you will hit a main street. From there go left and it will be in an office building on your left.neighborhobbyc

Orc Town – Likely the most popular wargame store in Seoul, Orc Town is one that is Games Workshop-centric. They also dabble in other game systems like Infinity, Flames of War, Bolt Action, Firestorm Armada, and Dust. What is particularly nice about this store is they carry Citadel paints and supplies, especially matte spray and primer (for typical costs). My biggest complaint is that for some products the prices are horrendously expensive and well above retail (seems to include shipping costs). Because of that, I’ve had a hard time justifying purchasing particular model and rulebooks here compared to buying from an international distributor. Still, having a shop where you can walk in and buy some paints is nice. Having one where you can get a bit of table space for gaming is even nicer.

Tamiya Models – On the first floor of the shopping center at the Yongsan train station is an official Tamiya Model store. For a military wargamer this is a fair place to pick up paints and hobby supplies. They have full stocks of enamel and water-based acrylic paint sets. They also have brushes, cement, and other modeling supplies (plastic styrene sheets and other model building material). I find the prices reasonable for Tamiya model kits and for plastic cement and other modeling tools (which can be a bear to find anywhere locally) it’s a great place to shop.

As the gaming figures go, if you are a Bolt Action fan they have a decent selection of 1/48 scale armor and vehicles along with some figure sets. 1/72 scale options are lacking save for planes and 1/35 is the other popular scale for military models. Additionally scenic materials are also lacking. But if you want to track down a particular 1/48 vehicle or historically accurate paints, the Tamiya store is not a bad choice. TamiyaSeoul

International distributors – Lastly you can always order online and pony up for international shipping. I have had spray paints sent overseas and worked with many stores over the years. It can be done, but expect some costs for shipping. I’ve always gone the route of making a large ($150-250) order to offset the shipping costs. Getting a few paints is exceedingly expensive. It’s best to wrap more goodies into that shipping charge. Because of this, you want to look around for stores that sell other types of games. While you might save a few dollars from one online store selling just paints, using another that lets you also include board games and RPG books into your order is a better choice.

There is a very small wargaming community in Korea but we exist. Hope those into the hobby can find some of this useful for picking up models and supplies for their bench top.

New boxed set for Firestorm Armada

I’m sorta going through a love/hate relationship with Spartan Games. I think they sort of painted themselves in a corner with Firestorm Armada. They cranked out a hardback book to be a ‘definitive’ edition of the rules, then realized the game was not as deep as they wanted. The core mechanics are sound and there was some variation in the ship designs and systems but it just barely scratched the surface. The MARs (Model Assigned Rules) only dabbled a bit with different units and never really expanded beyond a few models. It’s a shame as with all the different races there was certainly room to expand on that concept more. With Dystopian Wars, they really saw how popular MARs was with players and having nation/faction bonuses really made the game more interesting.

A short while back I stumbled across an announcement of a FA 2.0 rulebook which had some details on the new direction of the game. Now being announced is Storm Zone: Battle for Valhalla which is a new boxed set. It looks pretty neat and has rules, tokens, dice, 2 starter fleets, tactic cards, and what looks like cool fighter stands. The price is pretty hefty tagging in about $130 USD, but it looks like you get 2 complete fleets with the set. I really dig the look of the new Terran fleet models and have to say Spartan Games seem to be really improving their sculpts.

One thing that stands out for me are the Tactic Fleet cards. I sort of liked the STAR deck as an addition to the base game. A form of short term bonuses you could employ for your fleet and the more ships you had, the larger your hand (meaning the more options available). It looks like it’ll be tweaked some but I like that FA is dabbling into this somewhat. How core to the play experience is another question, but it may just be an option which would be nice. A little something to add a wrinkle to your typical session.

There is a slight cloud on the horizon with this game. Spartan Games seems to recognize a need to have material that can accommodate older players with the new edition. What worries me is they’ve seemed to have gone a Games Workshop route with a rapid turnover of the rules. I expect the models will be interchangeable, but having fans that have gone through 3 rule books in the space of 4 years seems pretty drastic. I’m certain some will throw in the towel with the game. However another part of me recognizes that they have to bite the bullet as they realized the rules just aren’t as robust as what people want. Core changes to ships and fleets need to be done to allow for some variety in the races, translating to different fleet tactics and a deeper game overall. I’m a little torn with the announcement of these rules. While I have some desire to pick them up, I also realize it’s plunking down another chunk of money while I ignore a growing stack of outdated books I currently own (and thank god I didn’t pick up Marauders of the Rift).

Painted Plastic Soldier Co. British

A short while back I talked about British minis from Plastic Soldier Co. which I thought were okay. The detail on the figs are pretty good but I have a few issues with them. I’ve been slowly painting up my platoon and been making fair progress.

I’ve been using Vallejo paints which has been a fairly new process for me over traditional paint pots and I did go through some rough spots. However I’m getting more comfortable and able to achieve uniform consistency with them now (should look into making a wet pallet). I’ve gone with a complete sepia ink wash for the minis to save a bit of time.

I also might have to go with single figure photos in the future and/or invest in a better camera. Still getting out of focus shots, not to mention I need a better lighting setup. Please forgive some of the crappy pics.

The backpacks have a fair amount of detail, but there is no crease in the miniature separating the top of the pack with the back of the figure, so I had to stick with painting my own line.

Some prone bren gun teams with a firing and loader figure .

Overall I’m happy with how the figures are painting up. For the price, it’s really a great deal and the models do paint up well (despite some grumbles I have with some of the detail).

Plastic Soldier Company: British Troops

Slowly I’ve been making some progress with my Bolt Action troops. One manufacturer I’ve been gushing over is Plastic Soldier Company. They have pretty decent minis. However from my understanding the sculptures are done digitally. Hence the figures for 15mm are the same for 20 and 28mm. While they can get a lot of mileage out of the plans that way, at higher scales the detail in the figures get a little muddier.

I’ve picked up some WWII British from Plastic Soldier Co. and I’m pretty happy with them. However you really get more detail from the raised portion of the models. Creases, folds, and lines tend to get blurred some. For my British, this is especially noticeable with the back of the models and the packs they are wearing, where there really isn’t a nice fold in the miniature separating the depicted pack. If you look closely in the picture below, the kneeling figure has the stock of the rifle sort of blurring into the shoulder and arm some.

I’m certain this has been one reason why the jump to 28mm hasn’t been fully done yet. I do know some wargaming sites were floating around the blue boxes (28mm) to be released later in the year. Those have dried up and it looks like just the Russians are out. The red boxed 20mm seems to be the scale they are focusing on now. Maybe they’ll wait and see for the Russian figure line before going too heavy into 28mm.

The figures are pretty good though with a decent mix of poses and troop types. There are a few prone Bren gun teams, along with command and radio teams. The figures I have here were primed white with a wash of thinned black primer.

You get a good mix of regular troops and a few NCO types armed with sten smgs.

There are even sniper and medic figures.

Still you can’t beat the prices for these miniatures. I got a full platoon (66 figures) of British for $17.50. The going price for the 28mm kits (with over 50 models) is about $28. Compared to the price of the Warlord sets of $45 for 40 troops, it’s a great deal.

I’ll freely admit that the Warlord kits are fantastic. You really have lovely figures in those sets with a lot of potential variety of poses and the quality is top notch. However if you are really on a budget, it can be a bit steep. Having a cheaper alternative out there (especially if you wanted to dabble in another army) would be great. I hope Plastic Soldier Co. considers getting into 28mm more. As for 20mm scale, I’m very happy with my purchase. It was well worth the investment.

Bolt Gun Action: a sci-fi themed version of Bolt Action WWII rules

I’ve gushed quite a bit about Bolt Action and how it seems to scratch my itch for WWII skirmish gaming. The game can be well…. very gamey in handling combat. It isn’t a simulation rule set and it handles a lot of situations in an abstract way, not to mention a lot of wild mechanics. Also some can slip into min-max armies when crafting their force lists. Still it captures platoon-based action pretty well and also plays fairly quick without getting bogged down. It hits more high notes than flat ones, making it an enjoyable set of rules.

I’ve taken to it so much, it’s really spoiled me compared to other rules. I just haven’t found something that combines random dice order activation with a pinning mechanic quite like Bolt Action. So I figured why not just slap a sci-fi theme onto Bolt Action and see what comes out of it. The result is Bolt Gun Action. This isn’t a complete re-writing of the rules. Instead it’s pretty much the very same WWII game with some very small tweaks.

Rather than trying to get an entire point list together of new troops, I’ve defaulted to using a single army list as a baseline for points. Rifles are the normalized small arms. Basically it’s the game right out of the book with a smattering of new troops and added HQ options. I’ve also whipped up a quick reference sheet with the added rules included.

It’s pretty fun. Just your regular Bolt Action game with a few changes. I’ll likely give the rules another pass in a few months, but for now feel free to pilfer the links and I hope folks get some enjoyment out of these rules.

Firestorm Armada 2nd Edition Announced

A while back I lamented the release of the rules for Firestorm Armada. I’m a fan of the game and figured with the free rules being released, that was pretty much a death toll for the game. Well it seems like FA is getting a second edition treatment of the rules. And much of it looks pretty good.

I am digging the options for altering ship systems on the fly, granting more power to movement or defensive systems. I am also really excited about the different alien race weapon systems. When Dystopian Wars was released, they really got into the model assigned rules giving units some flavor. FA screamed for this treatment and MAR stuff was released for the game, but not really developed. A racial MAR document was floating around, but never really was folded up officially in the revamp of the rules. Looks like the second edition will address that.

We’ll see how it pans out. On one hand, I’m happy to see the rules getting a revamp. On another, I feel a little burned that the turnover with the rule books were so rapid. Hopefully it won’t sour folks too much on giving FA a try. I really think the rules needed a revamp. The ‘reprint’ of the first edition cleaned up some rules, but didn’t add much to the game. It does look like you will get a much deeper, tactical treatment of space fleet combat. Hopefully Spartan Games can shed it’s image of rapid turn over of rules to give FA some legs.

FoW: Russian scout platoon

I’ve been (very) slowly chipping away at my Russian Strelkovy division. Originally I had a company of infantry to support my Russian armor force. Having a ton of painted infantry stands made me want to work on an infantry army too but I figured I’d take that as a long ongoing project.

I had some leftovers of tankodesantniki figs set aside (just PPSh-41 armed Old Glory and Flames of War minis). Instead of plopping them on my tanks, I was planning on modeling a few on a thin base in single file so I could have them accompany my tanks and still give them some visual representation they were part of the platoon. Even with a few stands made up I still had a ton of figures so was sort of lost on what to do with them. Looking over the FoW lists, I decided to form them together as a Russian scout platoon for my infantry army.

One approach I was going to try with these minis was a single wash of ink. Before for a lot of my other minis I’d do separate washes, especially a flesh wash just for hands and faces. I figure for this group I’d try to speed that up a bit with one uniform wash for the entire stand. Another point I had was just saying no to having 4-5 models per stand. I opted to keep it to 3 or 4 tops instead. It’s just a crap ton of figures and keeping it 3-4 models per stand really made it easier to stretch out the models I had and cut down the work needed to fill out my infantry companies.

Of course it wouldn’t be my typical painting project without a hiccup. Living in Korea it’s immensely difficult getting my hands on proper DIY materials. And despite looking for a long time, spray primer seems non-existent (I just don’t think most folks bother using it for home improvement). So I spend some cash and bought some Army Painter primer online.

Some warning signs for this can should have came with the Firestorm Armada resin minis I originality primed with it. The primer flaked off and simply did not stick to the miniatures. Although I had washed and brushed the minis, I figured I still had some sort of residue on the models that prevented the primer from taking. Working with the same can I primed the metal minis pictured and was not too pleased with the results. The primer sprayed very unevenly, and seemed to leave clumps of primer flecking on the surface of the figures. Using the spray primer I did the recommended procedures, warmed up the can, gave a good minute plus of shaking, waited for a day of no humidity, and still got crappy results.

I’m not going to completely blast Army Painter. Fortunately, I ran out of primer and used another can of Army Painter primer for some 15 mm sci-fi minis. This new can gave a very even coat of primer. So I suspect I just happened to get a bum can. Might still have to chalk Army Painter up into the ‘questionable’ column (I have used their matte varnish and the results seem okay).

Looking over the Russian scout figures, I was going to go with an initial black wash to ease with detailing the miniatures. As the primer job was sort of botched, I opted instead to use thinned down Vallejo surface black primer. I’ve used similar waterbased primer for my FA ships with good results. It did seem to get into the cracks like I wanted, but the figures still had a bit of a ‘fuzzy’ look due to the primer. I powered on and went to using a few coats of base coats that evened out the surface a bit.

As I mentioned I have taken the route of different washes for the same figure before with my other 15 mm forces. However looking at the literal pile of figures I need to paint for my Russian infantry division, I needed a more rapid way of getting through the minis. So for these figures I went ahead and gave a single ink wash for the entire figure.

Getting them glued onto bases and flocked, overall I’m pretty satisfied with the results. I will likely give other miniatures a dry brush treatment to bring out the details. These are a bit subdued however I think with the uneven surface primer, it might bring out a weird texture look on the stands if I drybrushed these troops. As I mentioned, using another can of Army Painter primer gave me much better results for other figs. I expect I’d just gotten a bum can of primer. Fortunately, these scouts turned out pretty decent. I think having 3 or 4 to a base will also make the project more manageable. Now to get cracking on more stands.