Have been painting some 25mm WWII figures for Bolt Action;
I have about 50 of them and I think I have painted 30. Also have some MG teams, mortar and a T-34/85.
Tuesday, March 11, 2014
Marder IIIh
I have started a new hobby....building plastic models. Normally i just paint my 15 or 25mm figures for wargames but I wanted a change in pace so i thought I would get back into plastic models. My goals are to improve my painting techniques and get me otivated to branch out into more research opportunities.
Modeling has sure changed since I was a kid. Not only has the quality increased but nobody builds out of the box anymore. There is an array for after market items to add details and parts that are not included in the kit. My first attempt is from Dragon and it is a 1/35 scale Marder IIIh. It came with an aluminum gun barrel (no mold lines to sand), photo etched brass parts, tracks made from individual links and probably 400 pieces to build from. Back in the day this kit probably would have had 100 pieces max.
I am almost finished at this point. Still have the painting and weathering to complete. i am going to focus on chipping and adding pigments to simulate mud and dust. Probablt take me a couple of months to complete.
Next will probably be adding some details like spare tracks, and the main tracks themselves.
Modeling has sure changed since I was a kid. Not only has the quality increased but nobody builds out of the box anymore. There is an array for after market items to add details and parts that are not included in the kit. My first attempt is from Dragon and it is a 1/35 scale Marder IIIh. It came with an aluminum gun barrel (no mold lines to sand), photo etched brass parts, tracks made from individual links and probably 400 pieces to build from. Back in the day this kit probably would have had 100 pieces max.
I am almost finished at this point. Still have the painting and weathering to complete. i am going to focus on chipping and adding pigments to simulate mud and dust. Probablt take me a couple of months to complete.
Trying to fit the gunner in place. Very crowded!
Gun shield in place
Finished painting the base coat
Next will probably be adding some details like spare tracks, and the main tracks themselves.
Saturday, October 19, 2013
Monty's Gamble; Playthrough Game 2, Turn 2
Monty's Gamble Game 2
Turn 2
Impulse 0
Turn 2
Impulse 0
- Germans activate Hussien and move a unit to Nijmegan
- Allies activate Valkenswaard and take Eindhoven
- Germans activate Bimmel and move a unit to Elden
- Allies activate Valkenswaard and take Woensel
- Germans activate Best and reinforce St Oedenrude with a single Battalion. This move is simply to delay the rebuilding of the Son bridge. The battalion is expendable.
- Allies activate Woensel and successfully repair the Son bridge. So much for the delaying tactic!
- Germans activate Zone G and reinforce Best
- Allies activate Valkenswaard and eliminate Germans in St Oedenrude.
- Germans activate Helmond and move to block the road at Uden
- Allies activate Eerde and attempt to repair the bridge. Bridge repaired; the engineers have their act together.
- Germans activate Ede and successfully assault Ginkelse Heide causing 3CP.
- Allies activate Valkenswaard and attack Uden with single recon unit. Stalemate result
- Germans activate Pannerdern and bombard Arnhem with no result.
- Allies activate Valkenswaard and attack Uden with single recon unit. Stalemate result
- Germans activate Pannerdern and cross the Rhine into Hussien and Bemmel.
- Allies activate UK and bring on 1AB reinforcements to Ginkelse Heide. Two battalions move to reinforce Wolfheize.
- Germans activate Zone B and move units to Pannedern and an Flak unit to Lichtenbeek. This move tightens the cordon around Arnhem. Because of the powerful defense in Arnhem the best move is to prevent the 1AB from getting to the south side of the Rhine. A direct assault on Arhem is not likely to succeed.
- Allies activate Eerde and attack into Uden and are unsuccessful.
- Weather change! The Germans have been waiting for this to attempt some infiltration.
- Germans
- Allies activate UK and bring on 82 AB reinforcements to Groesbeek and 101st unit to St Oedenrude.
- Weather change again...back to clear skies.
Thursday, October 17, 2013
Monty's Gamble Playthrough Game 2, Turn 1
Monty's Gamble Game 2
Since I made so many mistakes in the last game I am going to try this again.
D-Day Opening
Impulse 2
Impulse 4
Impulse 6
Since I made so many mistakes in the last game I am going to try this again.
D-Day Opening
- Very successful air bombardment, but Eindoven FT not flipped
- Not vey successful XXX Corp artillery bombardment...only 4AP
- Airlanding segment sees only one AB unit flipped. Overasselt bridges to Grave and Hatert siezed, Grave FT destroyed and assault in St Oenrude against FT fails.
- Gds assault causes 4CP leaving 2 fresh Germans in Zone F
- Germans attempt bridge demolition from St Oedenrude and blow the Dommel River and Wilhelmina Canal bridges
- British take Arnhem and assault in Zone F. As a change from Game 1 three units are moved to Arhem instead of 2. However, this means Dreil was not occupied.
- Germans activate Osterhout and move 9SS recon to Driel to block 1AB from crossing the Rhine. This is a change in tactics from game one. Allies can't assault Nijmegan this turn so the recon unit is not needed there.
- 1 AB successfully assaults Wolfheize and fails to eliminate the last German in Zone F.
Impulse 2
- Germans activate Cleve and reinforce Wyler with 2 battalions.
- Allies use air bombardment on Valkenswaard to weaken defender. Successfully disrupt both units.
- Germans activate Veghal and blow the canal bridge.
- Allies activate Mook and occupy Groesbeek Heights and Beek. Use free impulse in Zone F for an assault resulting in a single CP. Germans still holding.
- Germans activate Veghal and blow the canal bridge.
- Allies activate St Oedenrude and fail to eliminate the FT. Free activation in Zone F sees destruction of the defenders in Zone F and Valkenswaard, but the Eindhoven bridge remains in German possession and XX Corp is done. However, Allies did gain a sunrise modifier for eliminating 3 German units.
Impulse 4
- Germans activate Eindhoven, but fail to blow the bridge.
- Allies activate Overasselt and eliminate the FT in Hatert.
- Germans activate Zone B and move 2 units to Pannerdern.
- Allies activate St Oedenrude and fail to eliminate the FT.
Impulse 6
- Germans activate Eindhoven, but fail to blow the bridge.
- Allies activate St Oedenrude and fail to eliminate the FT. Turn ends.....
Sunday, October 13, 2013
Monty's Gamble: Game 1, Turn 4
Monty's Gamble, Turn 4
Weather Clear
Impulse A
Impulse 1
End of Turn 4 views;
Weather Clear
Impulse A
- Germansactivate Lichtenbeek and assault Arnhem causing 4CP. this only leaves 1CP remaining.
- Allies activate a bombardment and send the planes to Velp. This is the area from which the Germans will attack Arnhem next. In fact with an excellent result the Germans will only have 2 strength mechanized infantry left to assault with. Bombardment inflicts 3 CP and "spends" the 6 strength armor.
- Germans activate Velp and assault Arnhem with an attack strength of 6 vs a defense of 5 and lose badly. Frost holds on for another impulse.
- Allies activate UK and bring in the Poles to Driel. One of three battalions is interdicted by Flak.
- Germans activate Arnhem and assault with single mech. infantry with artillery support (3 vs 5). Another miserable result for Germans (rolled a 2)
- Allies activate Hatert and bombard Oosterhout with XXX artillery (Strength 14 vs def 8) causing 6 AP. Germans cannot reinforce Nijmegan now.
Impulse 1
- With the fall of Arnhem, the Germans pass and will wait to react to Allies impulses if necessary.
- Allies activate an air bombardment on Nijmegan and succeed in getting 2 AP flipping the German mechanized infantry.
- The Germans pass and will wait to react to Allies impulses if necessary.
- Allies activate Nijmegan and attack with 2 Guards unit with artillery support. Attack strength of 11 vs defense of 8. 3 CP result.
- The Germans pass and will wait to react to Allies impulses if necessary.
- Allies activate Nijmegan and attack with 2 Guards unit with artillery support. Attack strength of 11 vs defense of 7. Dismal failure....
- The Germans activate Huissen and bombard Driel with II SS corp artillery (A8:D4). 6AP will flip 3 units.
- Allies activate Groesbeek Heights and attack with 1 82nd AB with artillery support. Attack strength of 7 vs defense of 4. 6CP result; eliminating resistance. Use final MP to seize bridge; seizure is successful.
- The Germans activate Reichswald and assault Groesbeek (A8:D8) and fail.
- Allies activate St Oedenrude and assault Best (A11:D3). 8CP result capturing Best. German mistake not to defend better as this will giive the Allies 10VP.
- The Germans place air interdiction in Driel.
- Allies activate Hatert and assault Oesterhout(A9:D6). 7CP result capturing Best. Germans retreat a 6 units to Elst, but hold the area with a few remaining units.
- The Germans activate Gemert and assault to Veghel (A9:D9). Successful but 0CP.
- Allies activate UK and drop 101 AB artillery into Erde and the turn ends.
End of Turn 4 views;
Wednesday, October 9, 2013
Monty's Gamble: Game 1, Turn 3
Monty's Gamble, Turn 3
Weather Overcast
Impulse B
Impulse 1
End of turn snapshots from Arnhem and Nijmegan;
Weather Overcast
Impulse B
- Germans infiltrate from Lichtenbeek to Oosterbeek with 10SS Flak. Thus cutting off Arhem from reinforcements again
- British successfully assault Nijmegen causing 6CP. Germans absorb casualties and retreat one spent unit to Oosterhout. Still have a fresh FT, spent SS recon and 3 Disrupt 1 infantry battalions in Nijmegan
- Germans bombard Arnhem with SS Corp artillery and flip one unit.
- British successfully assault Nijmegen causing 4CP. Germans absorb casualties and by increasing disruption levels on existing units. No retreats.. Germans still have 9 CP worth of units in Nijmegan
- Germans assault Arnhem with 3 SS division units causing 2CP. Fresh 1AB unit becomes spent and spent unit becomes disrupt 1.
- British unsuccessfully assault Nijmegen Allies will wait for the weather to clear before making another assault.
Impulse 1
- Germans activate Arnhem and move one unit to Wolfheze and Oosterbeek. This will reinforce the cordon around Arhem. Germans will go in for the kill tomorrow.
- Americans unsuccessfully assault Best (looking for a VP). Arhem sector is best to defend as it will save supply. Nijmegan needs some bombardment prior to the next assault. Realistically the Germans cannot supply Nijmegan so the situation will not get any worse.
- Germans bombard Veghel with no effect.
- British activate Wolfheze and successfully assault into Oosterbeek causing only 1 CP. 1AB is trying to open the way to Arhem.
- Germans activate zone B and advance Flak to Pannerdern and artillery to Lichtenberg.
- British activate Zeeland and advance XXX Corp and Guards artillery to Hatert.
- Germans activate Ede and advance a battalion to Renkum. Allies left it undefended because it was though to be unneeded area. however it is an area eligible for air supply counter so we will see at the end of the turn if it was wise to let it go.
- Pass. holding units in reserve in case of German assault against the road areas.
- Germans activate Zone A and move flak and armor to Lictenbeek
- Activare Hatert and assault Nijmegan with a single tank battalion. Assault fails and turn ends.
End of turn snapshots from Arnhem and Nijmegan;
Monday, October 7, 2013
Monty's Gamble: Game 1, Turn 2
Monty's Gamble, Turn 2
Impulse 0
Impulse 1
Impulse 9
Impulse 0
- Germans place interdiction in Ginkel Heide
- British repair the Son bridge.
Impulse 1
- Germans activate Cleve and move two units to Nimegen
- British activate UK and bring in 1AB reinforcements loosing one to interdiction
- Germans activate Panerden and bombard Arhem "spending" one 1AB battalion
- Allies assault Best causing 1 CP. Spend German infantry battalion
- Germans activate Panerden and move units to Huissen and Bemmel using the ferries
- Allies activate Woensel. Move XXX Corp recon battalion to Overasselt linking XXX to 82nd airborne areas.
- Free activation of Zone F. Use highway movement to move units to Overasselt. Gain XXX Corp reinforcements for crossing ihe Maas.
- Germans activate Reichswald and move all units to Nijmegan.
- Allies activate K and bring in 101st reinforcements to St Oedenrode. unit move to Woensel.
- Free activation of Zone F - move infantry to Eindoven and EErde.
- Germans activate Lichtenbeek and attempt infiltration into Oosterbeek. Armor succeeds infantry fails and is thrown back Disrupt 1.
- Allies activate Overasselt and attempts bridge repair and succeed. 82nd battalion assaults across the canal and defeats the FT taking Hatert.
- Free activation of Zone F. Use highway movement to move units to Hatert.
- Germans activate Zone B and move to Arnhem.
- Allies activate Groesbeck and assault Wyler with to 82AB battalions eliminating the Flak tower.
- Free activation of Zone F. Move 43rd division artillery to Veghel.
- Germans activate Arnhem and move mech. infantry to Pannerden.
- Allies activate Renkum and assault Oesterbeek.
- Germans activate Zone A and move to Arnhem
- Allies activate Ginkel Heidi and assault Wolfheinze.
Impulse 9
- Germans activate Ede and assault Ginklese heise causing 1 CP
- Allies activate UK and bring in 82nd AB artillery to Groesbeek.
- Weather change!
- Germans activate Delen and infiltrate FLAK into Wolfheinze
- Allies activate Vaalkenswaard and move artillery up the road to Uden. Turn Ends
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