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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


2Lt with smg
4x Cdo's with smg's

Cdo medic

FFO (Artillery/ Naval guns)


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.


Cdo Medium machine gun team

Cdo Medium mortar team

Cdo Sniper team


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).


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


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


Medium machine gun

Medium Mortar

Sniper team

Panzerschreck team


150mm Nebelwerfer 41


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


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.

Sunday, 3 January 2016


It took a couple of attempts to get the castings right from my home made mould. I realised first of all that I would have to trim back the internal sections of the silicone mould ( the mortar gaps between the bricks) otherwise when I cast the plaster the bricks would come out individually and defeat the whole point of this exercise. Using nail scissors I trimmed silicone back in each mould, leaving probably 2mm sticking out which should just be enough to give me the pattern of the brickwork and also enough depth for me to in fill with mortar and give the brickwork a weathered look once I had glued it to the model.

The first cast was a bit of a disaster removing as I didn’t leave the plaster long enough to set and each brickwork section broke into pieces but it proved to me that the mould worked. I also realised that the mould was too big and it was adding additional strain and caused/ helped break the casts on removal. So using my hobby knife I cut the mould in two separating the brickwork sections from the road section, doing this helped remove the strain and every cast since has come out whole.

These broken sections can be used later as rubble for the damaged factory. 

I’m finding my skills have improved after each cast as well as my measuring of how much plaster/ pigment is needed. I have been producing one or two casts each day to build up stocks. I’m still going to need to cast individual bricks as well due to the complex shapes of the factories but these sections will definitely help with reducing build time.

The road sections don’t join up as well as I had hoped with one side fitting flush but the other side having a noticeable gap but for now it will have to do.
Once filled in with a mortar mix an dirt I think it will look a lot better.
Thanks for reading.