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Sunday, 11 September 2016

Operation Market Garden

Operation Market Garden (17–25 September 1944) was an unsuccessful Allied military operation, fought in the Netherlands and Germany in the Second World War.


So as its September and I wanted to have a go with my Fallschirmjaeger me and Kenny decided to commemorate the battle by having a 2000 point battle, my German Falls vs Kenny's British Para’s. My force had 19 order dice which I thought was good for Germans then Kenny said he had 25 order dice...Oh dear!
So apologises to Kenny if I've got anything wrong or missed bits but I'm doing this from memory and going off these photos.
This was my first run out with my Germans, I was really looking forward to trying them out to see how they worked in game and compare them against my Commando force. The table we picked was a cracking set up of small fields covered by tall hedges and various farming buildings evenly spaced. In the second edition this will be more of a nightmare to fight in, more realistic in my opinion and make for better games.


Deployment:
 
Spotters, snipers and FOO were deployed by both sides 3 for me and 5 for Kenny and then we started the game.
British = Red
German = Black
 
 
First turn:


First orders went to the Brits, the British sniper teams both saw movement in the Church bell tower and as their shots rang out the German sniper positioned inside became pinned and went down. The German Flak truck advanced into an open field and fired on the sniper team on the left flank (needing 7’s to hit) and killed the spotter of the team, but in doing this action it had alerted a British Light Artillery crew which drove forward, deployed near the corner of the house in the centre of the board.
 
 
German FJ units advanced on the left of the central road and right flank using the available cover, whilst their officer and a MMG team moved up to take cover on the south side of the church. The BMW sidecar roared down the central road to recon the Para positions and seeing a Mortar spotter opened fired but failed to hit him.
The German Mortar team set up behind the church this move was mirrored by both British mortar teams who set up in some cornfields and Para infantry units on the left and right flanks ran forward, another infantry unit advanced down the centre with a Flamer team on the opposite side of the hedge.
 
 
 
End of first turn
 
Second turn:




First order dice went to the Brits again, Kenny chose the Light Artillery and loaded an AT round and took aim, fired and destroyed the German AA truck with its first shot. (Well that didn’t last long, my fault, lesson learned for next time). The Artillery's tow reversed quickly out of the danger zone.
The Brit Para unit on the left advanced taking up positions near to a gap in the hedge row next to the road. In response the Germans called in some armour in the form of the StuH which came to a stop next to the destroyed Flak Truck using it as cover. Targeting the Para’s near the gap in the hedge it fired its Howitzer and missed, after the commander had finished shouting at his idiot gunner he opened fire using the Mmg and managed to place a pin on the unit. A unit of FJ’s moved up in support of the StuH taking cover next to a hay stack in the field, a second FJ unit moved up along the central road taking over the old position of the first FJ unit which had advanced over the hedge onto the central road to give support to the Mortar observer, just as they had completed this move two Airborne recce jeeps came racing down the Brit part of the central road and open fired with their twin Mmg’s, after weathering the fire the unit had two pins but luckily no casualties. The Brit’s in response to the StuH moved up two Piat teams, the first following closely behind the Para infantry down the left flank, the second team ran across the road in front of the recce jeeps whilst they laid down suppressing fire at the FJ's.
As this fire fight was happening the Brit F.O.O called in an Artillery strike and Kenny positioned the marker smack bang in the middle of my troops...great. It was at this point where I was thinking of dropping my Artillery strike, as I was conscious of the fact of Kenny's Para's closing down the distance to my F.O.O, but in the end I didn't and called it in on turn three. (I've marked the German Artillery strike in the picture one below this.)
The FJ
 





The German sniper in the bell tower came under fire again from a British sniper teams and was pinned, the British mortars now aware of the German snipers position added their firepower but these first shots weren’t ranged in and fell short.The para infantry on the right flank ran into a nearby house and took up firing positions.










On the German right flank the Mmg team south of the church ran to take up a position near a gap in the hedge, another unit of FJ’s moved into their old position. On the far right the FJ squad moved up to take position on the corner of the corn field/ hedge, whilst a second Mmg team moved up in support.
The BMW turned a sharp right and stopped near the corner of the house and fired into the central unit of the enemy infantry and caused only a pin. The BMW then recced away from return fire (I cannot remember which unit shot) and parked up in a spot next to the church. Unfortunately the Anti tank gun could still see the motorbike despite my best efforts and fired, luckily for me it was just a pin. 
The central Para unit which had just been fired on ran forwards to grab some cover near the road to the right of the house.



Turn three:


Kenny's Artillery strike rolled a three so was delayed, this was a bonus as it gave me time to move my troops out of the way. But Kenny then moved the strike to land right on top of the church, I think he really wanted to kill the sniper in the Church tower by now after throwing so much fire power previous turns.
Kenny caused a lot of damage in this turn, for me it was the tipping point of the game. I think he managed to get 5 dice out of the bag in a row! From what I remember his central Para unit assaulted the Mmg team through the gap in the hedge and even though they lost three Para's to reaction fire they still destroyed the Mmg team.
His two Recce jeeps advanced again stopping at the crossroads and lay down a withering amount of firepower onto the same target as last turn, although it actually hit this time and killed four of the squad. Using this as cover the Piat team followed the jeeps and dived into cover of the hedges to the right of the jeeps.
The sniper team on the right pinned the sniper in the church tower and this was followed by more inaccurate Mortar fire. The Infantry on the right flank went into ambush mode in the building, on the left flank the infantry ran through the gap in the hedge across the road into the other building taking up fire positions.
Then I finally got a dice and could respond. The central FJ unit moved along the hedge towards the house taking up position, on the left and came under fire from the Brit's light Artillery which killed four of the unit.
My FJ squad 4 advanced and fired into the Para unit which had just destroyed the Mmg team and killed all but one who then retreated over the hedge onto the road. But he was quickly followed by the BMW /sidecar as it roared out from its hiding place near the church firing its machine gun at the retreating figure. Unluckily for me the Para made it through the hail of bullets unscathed (lucky git). 
My officer team ran across to my right flank as far from the church as possible and the possible Brit artillery strike.
My medic team became pinned once again by the sniper team on the left flank whose shot rang off the medic's helmet close to the red cross.
The FJ squad near the StuH assaulted the farm building and were wiped out to a man, damn those Brits are tough
 



 
My FJ Engineer squad arrived in their Hanomag and advanced to take up position on the corner of the occupied building ready for an assault next turn, these were reinforced with another unit of FJ who ran towards the house. The other 2nd Lt arrived and pushed forwards into the open field next to the StuH.
My F.O.O team hearing English shouting and sounds of battle in the house decided to call in their Artillery strike before they were discovered. Directly opposite another Para jeep (transport) carrying a flamer team pulled up near the gap in the hedge this was followed by another two units arriving, one heading into the cornfield the second making its way down towards the crossroads on their push bikes.
Lastly the third recce jeep arrived on the left flank and fired into the FJ unit hiding behind the hedge and wall causing a pin.
 
Turn Four:

Artillery strikes incoming
 
 
It was at this point when we realised that this would be the last turn as time was fast running out.
Kenny's Artillery strike hit this time and destroyed the FJ unit and BMW sidecar, and placed multiple pins on the Sniper (who was still alive) Mortar, Mortar spotter and Medic. His strike also hit the roof of the farm building with his Flamer team inside but caused no damage to them.
My Artillery strike landed first time on the Farm building, causing pins to the flamer team, it also hit the Recce jeeps causing 2 pins on each vehicle and a pin on the Light artillery. It might have also pinned one of his officers too.
Kenny started this turn by dismounting the flamer team advancing through the gap and flaming my Engineer squad which lost 4 men.
The Piat team jump over the hedge and assaulted the remains of the FJ unit which had been hit by the Light arty previous turn. The FJ's must have still been shell shocked and were wiped out in the quick fight. The Piat team then consolidated back over the hedge in safety, my F.O.O was taken out by the Light Artillery which allowed the Para inside the building to launch themselves through the only window and assault the remains of the Engineer squad wiping them out. However they couldn't consolidate back inside the building so were left out in the open and were subsequently assaulted by my FJ's and killed.
The StuH took another shot through the gap in the hedge at the infantry squad which arrived previous turn, again another miss and the commander was really pissed at his gunner this time
Both Recce jeeps failed their order tests so reversed and went down.
The German sniper also failed his order test so remained stuck in his tower, on the right flank the FJ unit moved to take shots at the lone para and were ambushed by the Para unit inside the building taking a pin but missing their chance at taking down the single Para.
With that we ran out of time. Kenny had hammered me on the VP killing a total of 8 units, I think I might have got one maybe two.
In the aftermath the German forces withdrew from the Battlefield to regroup, rearm and coordinate Artillery fire.


Victory belonged to the British


Well done Kenny.






As a first run out for my FJ I learnt some valuable lessons. I am under no illusions that by the end of turn 4 Kenny had neutralised my forces, he had mostly done this by the end of turn three. After all he is a very good player and he just seems to be able to keep his troops alive better than me whilst killing mine.
I never got a chance to deploy the 150mm Nebelwerfer 41 as I needed Kenny's Artillery strike to land. Had this actually hit on turn 3 I might have had a chance at giving it a go, though I doubt it would have made a difference to the outcome of the battle.
I made some rookie mistakes, my deployment of the Flak truck was poor and for the single kill and pin it caused on the sniper team it was points wasted. It was a big threat to Kenny’s troops and once it was down it allowed him the freedom to advance with his Infantry down my left flank causing me problems.
My Sniper and Mortar spotter placement wasn’t great, even though the sniper survived shots from both of Kenny’s sniper teams, mortars and an artillery strike he only shot once in three turns, but then I guess he did his job well by tying up a lot of enemy firepower. The mortar spotter couldn’t really see much apart from the house which was 4” in front of him and that’s the target he called in and Hit every turn. To Kenny’s credit he did point that out to me when I deployed the Mortar team behind the church.
My FJ’s didn’t do a great deal apart from dying. My Smg, 2x AR, rifles and Lmg look good on paper but in reality couldn’t put down enough hurt on Kenny’s troops. I’m now thinking that dropping the AR’s and running 2 x Lmg’s per squad plus fleshing the units out to 8-9 men would be better, even if I lose order dice to do it as it gives me a longer threat range. Time and more experience will tell me that.
Assaulting into buildings isn’t a good idea, well assaulting any of Kenny’s Para’s doesn’t seem to be a good tactic for me after losing an entire two squads to them. TBH my dice (Kenny’s dice) rolling was utter garbage but that’s the luck of the dice Gods.


Mmg’s I’m still undecided about these, at 50 points I paid for them they look good, but I struggle to set them up/ deploy with good lanes of fire. I’m sure the way to go is to pair them up so they are covering the same arc and leave them on ambush as area denial which I didn’t do in this game, I need more practice with these and maybe upgrade them to Vets.

The StuH was ok, but like the Flak truck used mainly for the fear factor. My inability to hit anything at range using the Howi was frustrating. I love the idea of using armour but I couldn’t even hit a house with the main gun which was 12” directly to the front
 
 
 
Man of the Match for me were the Recce jeeps.
His Airborne recce jeeps are a royal pain in the arse and he uses them very well, effective hit and run tactics and the range that these things can recce away limits the amount of damage that I can put down on these vehicles, V2 obviously will change how effective these will be but I’m sure Kenny will find a way to use (and abuse) them. But I do need to find a way of countering them. Maybe if the Flak truck had survived longer Kenny might not have been so aggressive but when he pairs them up they are very hard to counter, the only time when they do become vulnerable was when they were pinned by my artillery fire and failed their orders on the following turn. That would have been the perfect time to strike but what the chances of that happening again?
Well I hope you enjoyed the read and hopefully I will get a rematch to post up the Battle report.


Thanks again to Kenny for the match and Hulls Angels for the lovely table that we played on.


Skal

Sunday, 28 February 2016

First Bolt Action Tournament

So I attended my first Bolt Action Tournament at Hulls Angels gaming club. I had been wanting to try out the 47 RM Commando's list/ force so after writing several differing lists and not actually finding one that I was truly happy with I went along with this list.

2Lt, smg
4x RM Cdo's, smg's

RM Medic

8 x RM Cdo's, 4 x rifles, 4 x smg's

8 x RM Cdo's, 4 x rifles, 4 x smg's

8 x RM Cdo's, 4 x rifles, 4 x smg's

8 x RM Cdo's, 4 x rifles, 4 x smg's

RM Cdo's Mmg

RM Cdo Med Mortar

RM Sniper team

CS Centaur

FAO (forward Artillery Observer)  free.

So the glaring weakness in this list is the lack of anti tank. I've used a Piat team in the first 3 games that I played but they just don't cut it imho, in those games the team did nothing, even when they got point blank range and firing twice into side and rear armour. Yes it is probably my bad dice rolling but at the time I thought the points would be better spent elsewhere. So that's what I did, I went into the Tournament with the aim of ignoring any armour that I came up against and at a push I would have to use the CS Centaur to hopefully do some damage.
So how did this tactic do? Well every list I came up against had some armour, 2 lists were Russian and came with the T34 with a flamer weapon and another Brit list with the good old Sherman.

My first game against Russians was more or less over by turn two or so I thought as he just drove down a central road onto my Objective and flamed to death my Cdo's that were guarding it. It was only by a pure fluke that my Mortar team rolled two 6's to hit and destroy the T34 that kept me in the game. The game carried on but in the end I still lost but it was close right up to the end, even though looking at the points he more or less wiped me from the board.

Second game was against a fellow Brit player, this one went better for me and I managed to get my Cdo's into close combat to deal out the damage. I think if it carried over to turn 7 I would have managed a win, but in the end it wasn't to be. This game gave me back some confidence from my loss in the first game, I played it more aggressively and my force stuck together instead of splitting up into assaulting/ fire supporting elements. this helped as I was able to apply pressure early on in the game.

The last game was against more Russians, again with a flamer T34 tank. This game never really played out as I was under a time restraint as I have to leave early from the tournament. We played a bit of cat and mouse and we called it a draw by turn four as that was when I had to leave.

Overall I finished middle of the pack which I was very happy about, I've now played 6 games of BA and have started to get a real feel for how the Cdo's work.
At 1000 points and coming in with 11 dice I'm pretty happy with how the list performed, yes having no real anti tank was a downside but Cdo's make up for this in other ways.
Tough Fighter is a great rule and when paired with up and at em makes them great if they get close enough to assault. When in assault they punch above their weight due to tough fighter and generally come out of top (though not always).
What would I change if I could? I would probably drop the smg's and free up more points for more bodies or goodies, though I'm going to wait until after the next Tournament in April before making the decision. Why drop the smg's? Well the Cdo's don't really need them as they get two attacks in assault anyway due to tough fighter. Smg's give two shots but if my guys are close enough to fire twice, they are also close enough to assault and this is where I would prefer my guys to be, dropping the smg's from all squads and just running rifles would free up about 48 points worth about another three extra bodies, another small team or going towards something else.
The RM Medic didn't do a lot but its a cheap extra dice so still undecided about him.
My mmg placement was poor in two out of three of the games and I still need to work on that, but its another possible replacement.
The next Tournament in April will see a few changes to my list. Its again 1000 points Generic list only and no flamer weapons/ vehicles. I've struggled to fit everything I want in the generic list, but the list I'm going with has anti tank this time. A light Arty/ anti tank which will baby sit my base/ objective teamed up with a small squad of Cdo's providing covering fire and also a Piat team just incase anything comes too close. I'm not expecting the Piat team do blow anything up but just provide a bit of a deterrent.
Well that's it for now, hopefully my next post will be sooner rather than later but I have been busy painting my Germans up. So next time expect to see some more photo's

Thx for reading




Monday, 8 February 2016

First Bolt Action Tournament, list ideas...

Well on the 20th Feb I will be attending my first Bolt Action Tournament at Hulls Angels. I'm really looking forward to this as with only three games under my belt with my Commando's its going to be a challenge. Even though I've only played three games I feel that my green beret force has done me proud with two draws and one loss.
So far I've been using just the Generic list from the British forces book but for the tournament I'm seriously thinking about using the 47 R.M. Commando list. I'm toying with a few lists from this force but so far this is the one that I'm thinking of playing with the most.

National Char = Up and at em

HQ

2Lt with smg
4x Cdo's with smg's

Cdo medic

FFO (Artillery/ Naval guns)

Troops

6x Cdo's 4 rifles 2 smg's
NCO with smg.

6x Cdo's 4 rifles 2 smg's
NCO with smg.

6x Cdo's 4 rifles 2 smg's
NCO with smg.

6x Cdo's 4 rifles 2 smg's
NCO with smg.

Support

Cdo Medium machine gun team

Cdo Medium mortar team

Cdo Sniper team

Tank

Centaur CS (regular)

1000pts on the head with 11 dice to play with. Everyone apart from the FFO has tough fighter and behind enemy lines.
Its something very similar to what I have been using with the generic selector, one weakness this force has is it certainly lacks anti-tank, but at 1000 points I'm hoping that tanks will be few and far between, I have tried using Piat teams in previous games but the shaped charge rule, the fact you have to get almost point blank range and side on leaves the team very exposed and vulnerable to be cut to pieces when they miss (as mine always seem to do). If there is any armour then I'm going o try and ignore it and keep my commandos away or in cover.
So tactics wise keep the commandos in cover whilst they close with the enemy and then once in position use the up and at em rule and launch assaults where these guys excel. Its a very aggressive playing force and relies on closing with the enemy fast, but the limited amount of numbers means I also have to be very careful how I deploy and advance. Making full use of cover and the behind enemy lines rule will also help to keep these guys safe (ish) until they turn up guns blazing and heading into assaults.

Whilst designing the RM list I've also been having a crack at coming up with a Fallschirmjager force.
I've really struggled getting a list I like, the Germans have so many toys to play with but I'm finding their points cost rather high to be able to squeeze everything I want in it. The standard Fallie comes in at 14 points, veteran yes but no dedicated rules, the standard Commando comes in at 14 points and has Tough fighters, behind enemy lines rules which makes a big difference. Its a shame as the Fallschirmjager were classed as a pretty elite force, rules like the British para's line (stubborn) would be a nice addition. Especially as how these guys fought against the Allies and brought them to a stand still/ stalemate in Italy. Anyways enough complaining about the Germans and onto the force, I've included a Heer Pioneer squad for some flamer fun, the Fallschirmjager had Pioneer units trained from 1940 so I've included a unit in this force 8).

HQ

2nd LT (regular) with assault rifle (AR)
1 para with AR

Troops

NCO with smg
2 x Para's with AR
4 x Para's with Rifles
1 x Panzerfaust

NCO with smg
2 x Para's with AR
4 x Para's with Rifles
1 x Panzerfaust

NCO with smg
2 x Para's with AR
4 x Para's with Rifles
1 x Panzerfaust

NCO with smg
2 x Para's with AR
4 x Para's with Rifles

NCO with smg
1 x pioneer with flamer
5 x pioneer with rifles

Support

Medium machine gun

Medium Mortar

Sniper team

Panzerschreck team

Artillery

150mm Nebelwerfer 41

Transport

SdKfz 251/1 half-track  

I'm still not happy with this force but I think it will give me lots of options and tactical flexibility. The plan is for the 2nd Lt to hitch a ride in the half track with the Pioneers and outflank, with maybe one or two squads of Fallies depending on the mission, the rest of the force will provide supporting fire. Once they come on the table the Pioneers will dismount and flame stuff and the 2nd LT will use the Half-track mmg to lay down the hurt. I could also place the Panzerschreck in the transport to give the assault element some anti-tank capability too.
The Nebelwerfer is there solely to keep the enemy spread out, I have no doubt of its inability to hit anything! But if it does hit then it will be a bonus, its multiple launcher rule also allows a roll to hit on any enemy units within 6" of its target keeps the enemy from bunching up too much and I'm hoping will make things easier for my outflanking force to pick off easy targets (divide and conquer)
I think the key to using this force will be to keep all the troops from being engaged in assault, the firebase support needs to be mobile and if they get threatened then they need to bug out to another position. The Assault rifles will help here with two shots and no movement penalty when rolling to hit. I did want to put a few lmg's in the squads but they are too much of a points drain for what you get which is a shame.
I did toy with having a crack using the Germans but time constraints means I have very little time to paint this force up before the 20th Feb. I want these to be painted to a high standard, a real showcase of an army and tie it in with my Industrial board that I'm working on.
So what do you think? How would you change the two forces?

Comments welcome.

Again thanks for reading.

Thursday, 4 February 2016

A Big Frontage

So this is where I left it in the last post, pretty much left it alone for a week or so as I got a little distracted by starting to paint my Fallschirmjager troops.


Started filling in the second floor and also adding the window sections.






Step by



Step it's getting there.





















All done apart from adding mortar, the other three sides and also the internals lol. Looks pretty damn good though.






















But that's enough brickwork for now and what I'm going to leave you with are a few shots of my Fallschirmjager WIP army that I have just started to give me a break from all these damn bricks. First up is my 2nd Lt. This is my first attempt at painting camo and I'm pretty happy with the way it turned out.

 

 Anyway that all for now, thanks for reading.











Saturday, 30 January 2016

Progress on all fronts.

OK so I've already slipped up in my Blogging this year and its been a few weeks since I last updated. Not a good start I know but I have my reasons for this, even though I've not been blogging I have been busy hobbying so my mojo is still good.
What have I been up to? Well I realised the size of the project that I've taken on with the Bolt Action gaming table is pretty big, just the sheer size and the actual amount of buildings that I can actually fit into this table made me sit down and have a rethink on how to approach the build.
My original plan has now gone out of the window and I'm aiming for something even better, this has also made me realise that this table isn't going to be completed anytime soon. A year? Maybe two years building at this pace but I'm positive that it will get finished and once completed will be well worth the effort.
I went and ordered some additional moulds so I could cast bricks even faster and in greater amounts as I realised the home made moulds that I have manufactured looked ok but you just don't get the same look as the first building and the varying colours of the individual bricks. Building wise the Offices are complete and the power station just needs a few more rows of bricks to complete too but the two buildings look miles apart.
The first thing I did was to break down the table into more manageable chunks, ie 2x4 sections. I aim to concentrate on one 2x4 section and get that completed before moving onto the next section etc, until I have a fully completed table. To get the right amount of buildings for the industrial zone would I realised cost me a fortune, so I formulated a plan and using the existing buildings as a templates (for doors and window layouts) started to make some buildings from 5mm foam board. These buildings will then be covered in brickwork like the MDF ones from Sarrisa Precision and should when completed look no different from each other.
So getting the first 2x4 section I've had this laid out on the dining room table whilst building up the buildings and getting a good layout fixed (roads, pavements and buildings)
First built was a huge Office/ design building which in scale is probably twice the size of the Sarissa Precision factory. I've designed this to have 3 working levels, ground, first floor and roof sections, I've even built some stairs to link the ground and first floors. Internal detailing such as brick support pillars which the first floor rests on will I hope really make this building stand out.

Side section


Front section

Started by building up the internal pillars in brickwork. Had to do this first as it would be a nightmare trying to do these sections when t was fully built.


First two sections completed, (front and side and glued together on the base.

Ground floor with ceiling
First Floor

 Quick and easy stairway made up, the outside will be covered in brick work.



 Once the internal pillars had been done it allowed me to start the brick work at the front on the building. Starting in the corner to ensure the bricks are square

 Then just followed it around to the side until I was happy.

 Next its just a case of continuing laying the bricks


This is how it looked on the board just after I had cut it out


Massive






These pictures show just how big the building actually is in relation to the Sarissa Precision stuff. Once I was happy with this I also realised how much the Factory didn't really look right sitting there, so I designed another slightly smaller office block to fit into the space it vacated. One of the main reasons I decided to move the factory was because of the factory doors were actually opening up onto the pavement. Which is ok but I thought it would look a lot better if the road actually continued up to and then through the actual building and out of the other side. So both of the factories have now been moved to the second section of the table and will be linked together with the block paving road which I'm hoping will link them better to the rest of the table.

Looking better together, fallschirmj√§ger troops form up on the road.

The look I was after is slowly coming together.


This is what the office building looks like now



Well that's it for now thanks for reading.




















Sunday, 10 January 2016

Road sections.


I fancied a change from brick builds so I moved onto making up some road sections for the board. I didn’t really have a plan for this, I had an idea what I wanted it to look like so I just cracked on and went with the flow.

My first issue was that fact my road sections didn’t/ don’t line up very well, this fault was something made by me when laying down the original mould and I will change this in the future if/ when I make another mould but till then I will have to live with it.

I needed a suitable base for the road as I didn’t want anything fixed onto the table so I decided on using plasti-card. I then laid out two sections of road and really didn’t like the gaps when joining these two sections together so I spaced them out to fill the whole plasti-card sheet, this left a gap of around 2 inches. In this gap I placed a sewer/ manhole cover and steadily built up the bricks around this whilst adjusting the spacing so that the two sections of road fitted together better.


 
Along the edges I built up the pavement using some sections of cardboard, in hindsight I should have used something else as when the glue used to do this dried it caused the plasticard to warp and lifted up the edges slightly. Not much mind but enough to make it noticeable so in future I will look at something else, maybe some thicker plasti-card as hopefully that won’t warp. I did try to straighten out the road section but doing this caused some of the pavement flag stones to crack, tbh that wasn’t what I wanted to do but it actually did make the road section lay flat again and it also made the pavement look more realistic.

In the above picture I’ve only filled one side of the gap and below the final piece more or less completed. Once mortar and weathering is added you won’t be able to tell. You may have noticed that I left a slight overhang of bricks on the left side of the road. This overhang will help two sections of road to be able to slot flush together.
Commando’s advancing along the road with Centaur support.

Thanks for reading.

Friday, 8 January 2016

Power Station

Being able to cast my own sections of brickwork has now sped up my ability to create complete buildings. I wanted to start something roughly the same size as the Office and both factories are considerably bigger so the power station would be the one.
Initially I wasn't keen to do this one because of the chimney/ stack was quite thin and I was thinking that I would have to use individual bricks again but as it turns out my brickwork sections are quite easy to break to the required shape/ length and with careful use of file and needle nose pliers you can get the shape you want. It took roughly 3-5 mins to complete the rear and side wall of the power station, it left a thin layer that needed filling with individual bricks.



 The front took another section and more individual bricks but that was always going to be the case with the doors and windows situated there.



 Another couple of hours of work and the building was more or less complete apart from the top of the stack and the sections between the doors and windows.









 Next up I have to fill in the mortar and repair the MDF roof fence which I managed to break off whilst sticking all these bricks.

Thanks for reading.