Showing posts with label Spectre Miniatures. Show all posts
Showing posts with label Spectre Miniatures. Show all posts

Sunday, April 5, 2020

'Baba Yaga' - John Wick @ 1:05:48


When I saw that Spectre Miniatures had issued a limited edition figure of John Wick I knew I had to snap one up. While I've not been especially enamoured with the overall trilogy (silly assassin meta and increasing bloat), I really enjoyed the first movie's brutal simplicity.


While I was cleaning up the figure, getting it ready for priming, I was trying to recall what Wick's shirt colour was when this scene was shot. I knew he wore a white collared shirt in the earlier bar scenes, but I though he may have changed to all-black later in the film. 

1:05:48

So, for a bit of fun, I decided to spin up Netflix and watch the movie again to see if I could both sort out the shirt colour and also spot the moment where the pose originates. Sure enough, at 1:05:48 he's seen swapping his assault rifle for a pistol wearing his iconic black suit.


For painting him I used thin layers of dark grey over a black base. It should have been easy, but it was actually fiddly as heck.

One more whine: trying to photograph black on black is pure evil. I must have blazed through a hundred shots to get something workable. Thank goodness for digital cameras!


On a related note, a few people have asked what process I use for working on clear acrylic bases. Well, you can definitely use normal superglue to mount a figure, just be sparing with the glue and keep the finished work away from any moisture while it's curing as it will frost the acrylic base. A more fire-and-forget approach is to use this GS E600 glue as it doesn't frost and gives good adhesion. I don't know what it's made of (I suspect ground unicorn horns and distilled pixie tears), but it works. I picked my tube up from GreenStuff World.


Thanks for dropping in!

Thursday, January 2, 2020

Entry #4 to AHPCX: Cartel Gangers and their Hideout


Happy New Year Everybody! 

This is a book-end entry to my SAS post from last week. Here we have a nasty band of cartel members, in the midst of a shoot-out next to their seedy caravan hideout.


Similar to my previous post, these figures are all from Spectre Miniatures. I find them to be  very characterful sculpts and a lot of fun to paint. 


As with most of my skirmishy collection, I sawed off the original metal bases on all the figures and replaced them with acrylic bases supplied by my good friend Byron over at Northern Lights Terrain (as we all know, Byron's both a participant and a long-time Challenge sponsor, bless him). It's a bit of a pain to do, but I like the effect of being able to see the table surface though the bases.


The caravan/housetrailer is from Sarissa Precision. I really like their kits as they are seemingly specifically designed for muppets like me. I managed to put this thing together in under 30 minutes AND without completely screwing it up. Bonus.


I wanted to this to be a really dodgy place, definitely not an AirBnB Superhost location, so I went pretty hard on the weathering. For the siding I wanted an effect of faded, peeling paint which I attempted to convey with various shades of simple craft paints. It's pretty rough, but I think it works at arms length.


I kept the interior fairly basic. As opposed to the exterior these guys must be minimalist neat freaks...

I wanted the skylights to be just as nasty as the exterior so I smeared superglue on the surface and misted it with water to get a frosted, scaled effect. I then drybrushed them both light khaki to convey they being filthy and cracked.




Now for a little tabletop scatter. These trash piles, cardboard boxes and stacks of concrete bricks are also from Spectre. 



I find the piled trash bags to be especially neat additions to the terrain collection. 



The largest pile of bags is cast flat along the rear so it can be placed flush along a building. I think they all help give the tabletop that lived-in, urban-decay look.



The Ford F-150 Raptor was a very late addition and has a little story behind it. It was Sarah's birthday this past Monday and a few days prior I was at a ladies gift shop picking something out for her. After I made my purchase I spied in the children's section a group of diecast vehicles. This truck caught my eye and I plunked down for it thinking that, with a little weathering, it will serve nicely as a ride for my cartel boss. 




Thanks for checking in. Now, I put on my pith helmet and head back to Challenge Island. 


Saturday, December 28, 2019

Entrry #3 to AHPCX: SAS Jungle Operators and a Huey


Hi All!

Today Sarah's Balloon drops me onto Bromley's Butte to challenge its mysteries. 


Dave asks us for: 'An individual figure or squad of tactical stealth troopers.' With this in mind, I present a team of SAS operators (or perhaps private military contractors), kitted out for jungle ops, deploying from an unmarked Huey chopper.


The models are from Spectre Miniatures' SAS range. I'm a big fan of Spectre's stuff and have found myself snapping up almost everything they have to offer. It's a bit silly as, really, how many figures do you need for a modern skirmish-based game? Well, apparently loads if you look at my lead pile! It's a little out of control. 

To be honest I have sort of a love-hate relationship with the modern gaming genre in general. I find that while I really enjoy the figures, gear and kit, I find that to 'do' the period justice, the settings and scenarios need to go beyond the typical 'lets go flatten another Middle Eastern compound' mindset. So when I'm thinking of modern-era gaming I'm often more interested in scenarios that are more nuanced, really gritty and more often than not, morally opaque. 

As an example: The SAS had a presence in Columbia beginning in the late 80s and extending to around 2010, ostensibly to train government forces in fighting the local drug cartels. Nonetheless, there are many analysts who would argue that their deployment was more to protect and project British corporate interests than anything else. In fact it's probably no coincidence that a significant portion of the private security detail at British Petroleum's site in Casanare were ex-SAS members. These personnel were also involved in training Columbian police units - the same units often associated with death squads targeting Columbian civilian leaders, academics and government protestors.  As I say, morally opaque and perhaps an interesting way to turn the accepted roles of Good Guys / Bad Guys on its head. 

Anyway, enough on the civics lesson and back to the minis. I painted these guys using the handy-dandy digital camo tutorial on the Spectre website - a great resource for those like me who have little experience with painting this kind of stuff. To simulate the spooky facepaint you often see these guys sporting, I painted most of their faces in camo as well.





The Huey began as a diecast model that I picked up on ebay a while ago. I remember it being quite inexpensive, probably due to it being in the cherry red livery of the Texaco Company (perhaps a fitting provenance considering how it's being featured in this post). 




The 'red-goes-faster' paintjob was easily fixed with a quick blast of primer and sprayed olive green and dirtied up a bit. It's a little rough around the edges, but I think it's quite serviceable for the tabletop. 

My lame attempt at a rotor wash using a coffee can glued over with spraypainted pillow ticking. Oh well, you get the idea... 

Thanks for dropping in. I hope everyone is recovering from the hustle and bustle of the 25th and is preparing for the upcoming New Years celebrations!


-Curt


Thursday, June 14, 2018

Hellllo Ladies! Modern Female Operators


In the interest of equal opportunity, here are five female operators working towards gender-balancing my ACWII collection.


Similar to the Russians from my previous post, all of these figures are from Spectre Miniatures. 


I quite like the mix of both civilian and paramilitary gear on these figures as it allows them to fit in with a wide variation of settings. 



I also appreciate the sculptor's effort to model these women on realistic forms and poses, as opposed to some of the fantastical spotty-faced-boy-in-the-basement stuff you often see in the market.

They are armed with a variety of weapons including a Glock holdout pistol, PP-2000 SMG,  HK416 assault carbine, a Kriss Vector SMG and a Kel-Tec assault shotgun.  Yup, definitely NOT damsels in distress.



There is at least one more pack of female operatives I'd like to add to these, but they'll have to wait as future reinforcements.

Next up: Some vehicles!

Saturday, June 9, 2018

Modern Russian Urban Assault Team


I needed some Russians for my ACWII storyline and found that this great range from Spectre Miniatures fit the bill nicely.



These are Spetsnaz (Russian Special Forces) in urban assault gear, ready to holiday in the Crimea, Syria or any other vulnerable locale. All of them are wearing heavy body armour with visored helmets. Three of the figures are equipped with ballistic shields for close quarter breaching. 



They are armed in a variety of weapons, ranging from machine pistols,  suppressed AKs to more exotic kit, such as the AS Val assault rifle. Yup, a nasty group of hard cases.



In order to easily pick them out on the tabletop, I've painted them up in the distinctive blue 'Smog' pattern urban camo.

This bunch will be making their debut in an upcoming scenario - so stay tuned for that.

Monday, May 14, 2018

Worst Case Scenario #17: ACWII - Prelude Scenario - Damascus, 2020

Damascus, Syria. December 2020.


The year is 2020 and the Second American Civil War has been raging for almost a year.
 
Ten months ago the POTUS declared martial law due to a crisis threatening the safety of the United States. 

The catalyst to the crisis was the unprecedented flood of chemically tampered heroin,  cannabis, opioids and methamphetamines onto the American street market. These poisoned drugs have caused tens of thousands of deaths within the most at-risk communities in America. A quick investigation by the DEA has asserted that these drugs can be traced back to various drug cartels based out of Mexico.  As a response to this ‘clear and present danger', the POTUS has declared martial law and authorised a military incursion into Mexican territory in an attempt to stem the flow of the drugs and 'bring law and order to that troubled nation'.  


The declaration of martial law immediately sparked a constitutional crisis within the United States, with many blue states rising in revolt. Many Americans considered this as an illegal overextension of federal military power and a thinly veiled plot to shield a corrupt presidency from its legal entanglements. Significant portions of the federal government, including the military, are riven between obeying the questionable orders of compromised presidency, or challenging the legality of martial law.  Accordingly, the governors of several insurgent states decided to meet in Seattle to discuss their political options. 

Tipped-off to an impeding covert strike by third-party POTUS forces (now simply called the 'MAGA Militia'), the governors fled across the Canadian border to Vancouver, requesting political amnesty. The Office of the President demanded that Canada turn over the ‘renegade' governors, but the Canadian parliament demurred, saying that they were merely providing temporary sanctuary to those fearing political repression. 

At this rebuff the POTUS lost his temper and within hours, an American heliborne strike force was sent across into British Columbia with the aim of seizing the rebel politicians by force. Tragically, a CF18 scrambled out of CFB Comox, without authorization, fired a missile at one of the Blackhawks, killing the Seal team and pilots on-board. In response, the increasingly isolated and unhinged POTUS ordered a seize-and-hold action of several major Canadian cities near the border. Vancouver, Calgary, Ottawa and Montreal were quickly subdued and occupied. The Canadian Prime Minister and his cabinet have been arrested and the Canadian military has been ordered to stand-down


Isolated from the instructions of their government, Canadian military units have been struggling to determine what they should do. Several of these isolated commands have been overwhelmed and disarmed by American forces, but others have managed to slip away, or imbed themselves within other friendly forces in the regions they are operating in. 

One such rogue unit is a team from Joint Task Force 2 (JTF2), Canada's tier-one special forces, who until recently had been operating along the north-west Syrian border, training Iraqi Kurdish fighters in their struggle against ISIL.


_______________________________________________________

Three days ago, Al Jazeera reported that two Canadian diplomats who had been based at the consulate in Aleppo, had been kidnapped by forces unknown and taken to Damascus. The reason for their apprehension is unclear and strangely no demands have been issued to facilitate their release. (In reality they are Canadian Security Intelligence Service (CSIS) agents gathering information on the Assad regime.)






Since no channels of communication or negotiation have been opened, the commander of the JTF2 detachment fears that the diplomats are in mortal danger and so has determined to attempt a rescue.

Intelligence gained from Syrian rebel forces friendly to the Canadians have placed the two diplomats in a war-torn neighbourhood at the edge of the capital. A plan has been formulated and eight JTF2 'operators' have hired local guides to take them in three cars into Damascus, near the location of the prisoners.

The mission map


The tabletop reflects the Damascus neighbourhood where the Canadian diplomats are being held. It is late at night when the JTF2 operators have slowly crept into to the area just north of the target. As usual, I have the players cooperating together running the JTF2 force while I run the opposing side.


The street in question has the two diplomats in a fenced holding pen. Both have their hands and feet bound and their heads are covered in sacks. It looks like they are in the midst of being transferred to another location. While they look like they may have been roughed up, they otherwise seem intact. 


The JTF2 players formulating their rescue plan.
At each end of the long street are two technicals armed with twin 23mm ZU automatic cannons. Being a bit lax, as it is late at night, they only have one crewman serving each gun, along with their dozing drivers.

There are two foot patrols of two men each walking the length of the street while another detachment of four guards the prisoners in the holding pen. 


As mentioned previously, it is the middle of the night. Several of the buildings along the street have their interior lights on and the streetlights in this area are operating, with a dim light pools being cast intermittently down the street. These light pools play an important role in the game as figures close to them are illuminated to anyone in line of sight. Otherwise it is very difficult to see anyone past 12" in the dark. As can be imagined, this gives those equipped with night vision optics a huge tactical advantage.





The JTF2 assault group has been organized into four teams of two men each. Anticipating the worse, they are going in with heavy loadouts. As standard equipment they are all equipped with stereoscopic night vision optics, body armour, silenced C8SFW carbines with night scopes and laser sights. They also have a sidearm, a few grenades, a LAW rocket, personal comms and medical trauma kits. A few of the members are also hauling specialized weapons and gear, detailed below.


Team One is composed of the force commander with advanced comms. He is accompanied by a fellow operator who is kitted out with the stock task force arrangement.


Team Two has the 2IC who, in addition to his standard loadout, is sporting long-range coms and a 'Pirate Gun' (a cut-down 40mm grenade launcher named for it's outline which strikes a strong resemblance to a 18th century dragoon pistol). His wingman is equipped with the base setup.


Team Three is the sniper team. The spotter is equipped with long-range optics and range-finding gear. The sniper is armed with a suppressed light sniper rifle loaded with subsonic ammunition. He also caries clips of both amour piercing ammunition and standard rounds.



Team Four has an operator who, on top of his silenced carbine, is also armed with an unsilenced Minimi compact LMG for when things need to go 'loud and proud'. His partner is the team's boffin, who is carrying a laptop and a portable digital satellite uplink. The tech is the team's ace in the hole. He possesses a hack allowing him to gain access to one of the American UAVs loitering near Damascus. There's a hitch though, once he seizes access to the UAV he will only have control of it for a limited amount of time before the Americans will be onto them, so the team has to plan things accordingly. 



__________________________________________

The JTF2 operators deployed along the street, across from where the prisoners are located and towards the T junction immediately to the west. The sniper team established themselves on the roof of a two storey building overlooking the prisoner pen. The LMG gunner and the Boffin are on the roof of the garage nextdoor to the west. The gunner switches to his silenced carbine to maintain the element of surprise as long as possible. The commander and the rest of the group are on the ground on overwatch down the T junction.

The sniper took the first shot, killing the ZU-23-2 gunner on the easternmost technical. The  Canadians on the ground across the street tried to take out the driver, but only managed to wound him. Loosing consciousness, he slides down into the footwell of the truck. One of the teams on the roof killed the roving pair on patrol while they were returning from a light pool so their bodies remained hidden in the dark.

As the OPFOR is still unaware of the attack they continue their patrols.

The next turn sees the Canadians dispatch the patrol to the west, but the sniper botches his shot and only wounds the other ZU-23-2 gunner down that end of the street. The wounded gunner's shouting alerts the rest of the opposing force and so the jig is up.


The Canadians retain the initiative for the next turn and start laying down fire on the wounded gunner and the guards overlooking the prisoner holding pen. 

While on overwatch, the sniper's spotter notices several bodyguards coming up from the bunker behind the pen. Two or three are in suits, while one is wearing a red cap - very strange. A few seconds later, a member of the Syrian ruling family emerges from the bunker. As this individual has been identified as being complicit in the chemical weapon attacks on Syrian civilians he is acknowledged as a priority target. Hmm, options, options...




Also, the JTF2 teams to the west notice engine noise and lights coming down the street from the south, just offboard. Things are beginning to get interesting. The Canadian commander doesn't like how things are unfolding so orders the Boffin to get on his laptop  and satellite uplink to see what he can drum up . He calls on the force's gunner to get on his LMG to start laying down some suppressive fire on the guards. Finally he tells the rest of the teams, excluding the sniper, to get ready to advance on the prisoner compound.

The OPFOR gets the initiative and things start to hot up. The engine noise manifests itself into a BMP2 armoured personnel carrier advancing down the side street towards the center of the action. While the operators' eyes bulge at this, the surviving guards get reinforcements from surrounding buildings and start returning heavy automatic fire at the rooftops, with a few shots getting disturbingly close to a few of the JTF2 teams. Things are starting to get tense for the Canadian operators.  


In the midst of the growing firefight, the 2IC notices in one of the lit rooms across the street are a group of military contractors wearing red hats - it's the MAGA Militia! But what are they doing here in Damascus? It's agreed this is not good and they need to be dealt with.


The next turn the Canadians get back the initiative. With the aid of some illegally acquire passwords and illicit codes, the Boffin manages to hack into the American drone network and calls in a Reaper. I remind the players that they will only have access to the UAV for a limited amount of time as the Americans will be frantic to regain control of their hijacked asset. 


The players have a quick huddle to decide the Reaper's fireplan. They opt to call in Hellfire missile strikes on the bunker, the BMP-2 and then to drop laser-guided bombs on the building holding the MAGA force and another building suspected of holding reinforcements.

(I'll compress a bit of the narrative here in order to move things along, suffice it to say that much mayhem ensued in the intervening turns.) 

Hellfire Target A

Hellfire Target B

GBU-12 Paveway Target C

The Canadians hunker down as the first Hellfire makes its run on the bunker. The Syrian VIP and his guards are almost at the gate of the prisoner pen when the missile impacted. After the dust and debris settles, a guard is dead, the VIP is grievously wounded and the remaining two guards try to bundle him to cover.

One thing the players discern from this strike is that a mysterious gas begins to emerge from the wrecked bunker. What can it be? Some sort of chemical agent? Perhaps the two prisoners will have some information if they can be saved.



The second Hellfire is slightly off target with the BMP-2, but still manages to flip it over in the explosion. Two female FSB agents bail out of the APC's rear hatches and begin to orient themselves to what's going on. They exchange fire with one of the JTF2 teams, but being only lightly armed, decide to take cover and wait for reinforcements.


The 500 pound laser-guided bomb hits dead center on the building holding the MAGA operators, causing catastrophic damage. Nothing emerges from the wreckage.


After these three strikes the Reaper UAV is taken offline by its owners. Nonetheless, just as it begins to gain altitude and pull away, an insurgent climbs to a rooftop and fires a Stinger missile at the retreating drone. The players don't know if the drone was hit or not - it doesn't matter as it's done its job.


In the shocked silence of the Reaper attack the Canadians lay down heavy covering fire and rush the compound to secure the dazed prisoners.  They then rendezvous on the street and quickly load up in one of the abandoned technicals. This all happens not a moment too soon as another BMP-2 arrives on the scene to hasten them on their way into the night.

 __________________________________________


So the Canadians have achieved their mission in releasing the prisoners, but they now have to figure out a way to get out of Syria so that the intelligence gathered by the two 'diplomats' can be given over to the appropriate authorities to be made use of. 

The prelude concludes, now on to the next chapter...