Day 4 - I´m a little late today because I didn´t exactly feel like sculpting or photographing and there where some tweaks to be done for this last insurgent. I finally got around to do it though.
Firing Insurgent.
And all four Insurgents from the last four days. Tomorrow I´ll switch to something different.
Hope you like it so far, seems like I can keep going for another week at least with the figures I´m working on right now - but we´ll see about that.
Saturday, July 5, 2014
Friday, July 4, 2014
A Figure a Day - Day 3: Anton
Back for day three, with another Insurgent.
Probably not as impressive as the last one, but you need regular fighters as well as character figures.
Again, this guy is inspired by some of several pictures of ukrainian nationalists, so I called him Anton, avoiding all the typical cheesy choices for russian names.
As you can see, most of the pictures got flashed again, I´ll have to find otu what the problem is and fix it for the next few pictures.
See´ya´ll tomorrow with the last Insurgent for this week - will be switching to another theatre the day after.
Probably not as impressive as the last one, but you need regular fighters as well as character figures.
Again, this guy is inspired by some of several pictures of ukrainian nationalists, so I called him Anton, avoiding all the typical cheesy choices for russian names.
As you can see, most of the pictures got flashed again, I´ll have to find otu what the problem is and fix it for the next few pictures.
See´ya´ll tomorrow with the last Insurgent for this week - will be switching to another theatre the day after.
Thursday, July 3, 2014
A Figure a Day - Day 2: Babai
New day, new figure!
Today, I´m very proud to present another Insurgent, this time a somewhat more prominent face. I´m very sorry about the quality of the pictures, I tried to remedy what I could with my graphics program so you can see the details, but it´s still too flashed and a little blurry.
This figure is inspired by Babai from Kramatorsk, Ukraine.
One of the picutres of the Original:
And another blurry pic of my version:
See you tomorrow for more Insurgents!
Today, I´m very proud to present another Insurgent, this time a somewhat more prominent face. I´m very sorry about the quality of the pictures, I tried to remedy what I could with my graphics program so you can see the details, but it´s still too flashed and a little blurry.
This figure is inspired by Babai from Kramatorsk, Ukraine.
One of the picutres of the Original:
And another blurry pic of my version:
See you tomorrow for more Insurgents!
Wednesday, July 2, 2014
A Figure a Day - Season 1
Hello folks,
procrastinating can be useful to get other things done! I´m overdue learning for an exam, but not very motivated, so I kept sculpting in the breaks between learning (long breaks to be sure). And I have enough Work in progress on my table to spawn an idea: A Figure a Day.
The idea is very simple - I´ll post new pictures of new sculpts throughout the next week, one figure each day.
For today, we´re starting with another Insurgent, very generic, suitabel for just about any place. Inspired by pictures of ukrainian separatists.
Another Insurgent tomorrow!
procrastinating can be useful to get other things done! I´m overdue learning for an exam, but not very motivated, so I kept sculpting in the breaks between learning (long breaks to be sure). And I have enough Work in progress on my table to spawn an idea: A Figure a Day.
The idea is very simple - I´ll post new pictures of new sculpts throughout the next week, one figure each day.
For today, we´re starting with another Insurgent, very generic, suitabel for just about any place. Inspired by pictures of ukrainian separatists.
Another Insurgent tomorrow!
Saturday, June 21, 2014
FIMP - The Last Building Blocks - Objectives
I´ve some time at hand today, so I´m using it to write down some of my thoughts on my set of Houserules for Force on Force - the Force on Force Improvement Project (FIMP) - as this has been a good way to get some more structure into my thoughts in the past. Sometimes, just writing things down can help a great deal to develop ideas even more.
The Improvement Project has undergone a great evolution in the past few months, from a simple set of alternative rules to resolve firefights to a comprehensive and interlocking set of mechanisms that tranform the entire game. The overall experience of my last games using FIMP has been a great improvement over all the aspects that bugged me with standard FoF. You really have to pay attention to your positioning, how you advance your troops and who´s able to cover their advance. Just shooting at things will usually not kill it, only through maneuver (backed up by enough fire) you´ll make real headway against your opponents.
So after the last revision, my task has merely been balancing and tweaking, the usual finetuning of the major rule mechanisms that are in place and my attention has shifted more towards scenario design. In this field, a lot of aspects are still available for improvement. My ultimate goal is to build a scenario generator that allows you to put together a good and balanced scenario within a short amount of time and without investing hours of playtesting. It´s not supposed to become the usual "build up two lists of equal forces and slug it out", but a more subtle tool that involves objectives as part of the army list. I´m aiming to create a tool that allows the creation of balanced scenarios using imbalanced forces - a small force that defends an objective against a larger formation with the task of delaying it, Insurgents who aim not to hold the ground but inflict maximum casualties before disengaging, and the like - all the while the scenario should be winnable by both sides.
It´s a daunting task, but if I can make it work it will be most valuable for the creation of scenarios. Some of the corner stones are already set, most of the work to be done is more balancing and valuing the objectives.
And another important point - game turn limits. While developing the FIMP-mechanisms, I dispensed with the fixed scenario time limit of Force on Force. One reason was that they where not compatible with the new command and control system that replaces lengthy turns by more shorter turns with less (and a somewhat random number of) activations. Any fixed turn limit would end the game before there´s any realistic chance to win the game for at least one party. So I threw it out.
The result was (predictably) that games tended to run for quite a number of turns until it was very clear that one side didn´t have a chance of winning. Often, the turning point wasn´t very clear at all and with some luck, one faction could have overcome the situation with some luck...
So the more I played, the more I realised why other systems do use turn limits, army breaking points or other clear cut conditions for ending a scenario, because the lack of a clear cut end point stretches the game to a lengthy affair up to a point where it´s not that enjoyable anymore.
Long story short: I think I need to re-introduce the clock. Even if it may feel artificial, it´s an essential part of the suspension in the game. Knowing the game can end before you want it to end can put some real strain on you and forces tougher decisions than having all the time in the world.
However, fixed turn limits still suck, so I needed to devise another method, preferably something that integrates well with existing mechanisms, something players can influence to some degree, with more choices to make...
Of course, anything ending the game should either have some connection to the morale and organisation of either force, or the objectives taken or controlled. I wanted to avoid the usual slugfest and carnage that is encouraged by mechanisms that aim at pinning or destroying enemy units, so my first approach was to look at the objectives to give them more importance.
The basic idea is that objectives generate some kind of token which accumulate over time while you hold them, until you ultimately reach the threshold to win the game. A proper canditate for these "tokens" immediately came to mind: Fog of War cards. In FIMP, they supply a little bonus (a bonus that does matter however small it may seem) and can be collected for later or used outright. Collecting a certain amount of them to end the game certainly adds another twist as there is a conflict between short term needs and long term wants.
So, basic vision: Any controlled objective generates a fog of war card each turn, which can be used in three different ways: Collect them either for later use or to end the game if you have enough, use them for their effect or discard a card to force your opponent to discard one of his (effectively giving you some degree of control over the game length while bleeding you dry of short-term boni). Holding objectives becomes important to force an opponent to attack and holding onto them long enough will automatically end the game.
One problem looms large here: How to handle the different kind of objectives? Simple take-hold stuff is easy, but how about objectives like "X VP per enemy KIA" - they are more like on-off objectives and should not generate tokens on a per-turn basis, as the situation cannot be reversed. Once you have suffered your KIA, there´s no way to bring him back to life. Same with destroyed vehicles, disabled hotspots, evacuated vehicles or dependents. Anything that´s not a terrain feature to be held.
Two ways to handle these are: Award no tokens for them - they just supply VP if you achieve the task, which ultimately decide the game.
The other way: Draw a card each time the objective is achieved - one card whenver a vehicle is blown up for a "per vehicle destroyed" objective, and so on.
I´m leaning towards option two, but I´ll have to test if that makes certain objectives too powerful, as they would not only supply the VP but also the means to end the game when you please. So the effect is doubled up and combined with the usually bad nature for the opponent, this could be just a little too much.
We´ll see. I´ll do some playtest tomorrow and see how it works.
Regular warfare with clearly defined objectives is so much easier to design than irregular warfare scenarios ;)
The Improvement Project has undergone a great evolution in the past few months, from a simple set of alternative rules to resolve firefights to a comprehensive and interlocking set of mechanisms that tranform the entire game. The overall experience of my last games using FIMP has been a great improvement over all the aspects that bugged me with standard FoF. You really have to pay attention to your positioning, how you advance your troops and who´s able to cover their advance. Just shooting at things will usually not kill it, only through maneuver (backed up by enough fire) you´ll make real headway against your opponents.
So after the last revision, my task has merely been balancing and tweaking, the usual finetuning of the major rule mechanisms that are in place and my attention has shifted more towards scenario design. In this field, a lot of aspects are still available for improvement. My ultimate goal is to build a scenario generator that allows you to put together a good and balanced scenario within a short amount of time and without investing hours of playtesting. It´s not supposed to become the usual "build up two lists of equal forces and slug it out", but a more subtle tool that involves objectives as part of the army list. I´m aiming to create a tool that allows the creation of balanced scenarios using imbalanced forces - a small force that defends an objective against a larger formation with the task of delaying it, Insurgents who aim not to hold the ground but inflict maximum casualties before disengaging, and the like - all the while the scenario should be winnable by both sides.
It´s a daunting task, but if I can make it work it will be most valuable for the creation of scenarios. Some of the corner stones are already set, most of the work to be done is more balancing and valuing the objectives.
And another important point - game turn limits. While developing the FIMP-mechanisms, I dispensed with the fixed scenario time limit of Force on Force. One reason was that they where not compatible with the new command and control system that replaces lengthy turns by more shorter turns with less (and a somewhat random number of) activations. Any fixed turn limit would end the game before there´s any realistic chance to win the game for at least one party. So I threw it out.
The result was (predictably) that games tended to run for quite a number of turns until it was very clear that one side didn´t have a chance of winning. Often, the turning point wasn´t very clear at all and with some luck, one faction could have overcome the situation with some luck...
So the more I played, the more I realised why other systems do use turn limits, army breaking points or other clear cut conditions for ending a scenario, because the lack of a clear cut end point stretches the game to a lengthy affair up to a point where it´s not that enjoyable anymore.
Long story short: I think I need to re-introduce the clock. Even if it may feel artificial, it´s an essential part of the suspension in the game. Knowing the game can end before you want it to end can put some real strain on you and forces tougher decisions than having all the time in the world.
However, fixed turn limits still suck, so I needed to devise another method, preferably something that integrates well with existing mechanisms, something players can influence to some degree, with more choices to make...
Of course, anything ending the game should either have some connection to the morale and organisation of either force, or the objectives taken or controlled. I wanted to avoid the usual slugfest and carnage that is encouraged by mechanisms that aim at pinning or destroying enemy units, so my first approach was to look at the objectives to give them more importance.
The basic idea is that objectives generate some kind of token which accumulate over time while you hold them, until you ultimately reach the threshold to win the game. A proper canditate for these "tokens" immediately came to mind: Fog of War cards. In FIMP, they supply a little bonus (a bonus that does matter however small it may seem) and can be collected for later or used outright. Collecting a certain amount of them to end the game certainly adds another twist as there is a conflict between short term needs and long term wants.
So, basic vision: Any controlled objective generates a fog of war card each turn, which can be used in three different ways: Collect them either for later use or to end the game if you have enough, use them for their effect or discard a card to force your opponent to discard one of his (effectively giving you some degree of control over the game length while bleeding you dry of short-term boni). Holding objectives becomes important to force an opponent to attack and holding onto them long enough will automatically end the game.
One problem looms large here: How to handle the different kind of objectives? Simple take-hold stuff is easy, but how about objectives like "X VP per enemy KIA" - they are more like on-off objectives and should not generate tokens on a per-turn basis, as the situation cannot be reversed. Once you have suffered your KIA, there´s no way to bring him back to life. Same with destroyed vehicles, disabled hotspots, evacuated vehicles or dependents. Anything that´s not a terrain feature to be held.
Two ways to handle these are: Award no tokens for them - they just supply VP if you achieve the task, which ultimately decide the game.
The other way: Draw a card each time the objective is achieved - one card whenver a vehicle is blown up for a "per vehicle destroyed" objective, and so on.
I´m leaning towards option two, but I´ll have to test if that makes certain objectives too powerful, as they would not only supply the VP but also the means to end the game when you please. So the effect is doubled up and combined with the usually bad nature for the opponent, this could be just a little too much.
We´ll see. I´ll do some playtest tomorrow and see how it works.
Regular warfare with clearly defined objectives is so much easier to design than irregular warfare scenarios ;)
Friday, June 20, 2014
More Figures on the way!
I just dispatched another set of figures to the caster, including East German Motor Rifles, Cold War SAS and a bunch of African Rebels.
To get a good number of African Rebel figures ready for the shipment to the caster, I´ve been working on a pack of Support Weapons for my African Insurgents lately - see below! Excuse the crappy light...
Furthermore, I´ve been preparing more Rebels with FALs, which seem to be in common use in the dark continent as well - these are the first two. Unfortunately I´ve exhausted my stock of FALs and have to wait for the next shipment to continue on the set, so these will take a little longer.
More work in progress on another front:
More coming soon, I hope to get some painting done over the weekend!
To get a good number of African Rebel figures ready for the shipment to the caster, I´ve been working on a pack of Support Weapons for my African Insurgents lately - see below! Excuse the crappy light...
| One RPG, one PKM, two RPK (incl. 1 drum magazine to the right) |
Furthermore, I´ve been preparing more Rebels with FALs, which seem to be in common use in the dark continent as well - these are the first two. Unfortunately I´ve exhausted my stock of FALs and have to wait for the next shipment to continue on the set, so these will take a little longer.
More work in progress on another front:
More coming soon, I hope to get some painting done over the weekend!
Sunday, June 15, 2014
More pictures of coming releases
Good weather this morning tempted me to take a few more pictures of the new masters that are going into production very soon.
First up, a team of Cold War SAS I made to bolster my own British Forces - as there´s nothing like that out there that I know of (and I know it has been requested) I hope to sell a few in addition to my private use.
There might be more later on, guys with FN FAL and of course support weapons, but this should suffice for now.
And, a little less spectacular, but by no means unimportant: African OpFor. Because all the regulars need some enemies to fight, right? Again, more variety with different weapons in preparation, these will probably be available a little later when I got a few more guerillas finished.
First up, a team of Cold War SAS I made to bolster my own British Forces - as there´s nothing like that out there that I know of (and I know it has been requested) I hope to sell a few in addition to my private use.
There might be more later on, guys with FN FAL and of course support weapons, but this should suffice for now.
And, a little less spectacular, but by no means unimportant: African OpFor. Because all the regulars need some enemies to fight, right? Again, more variety with different weapons in preparation, these will probably be available a little later when I got a few more guerillas finished.
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