Showing posts with label Call To Arms. Show all posts
Showing posts with label Call To Arms. Show all posts

Saturday, 30 August 2014

Building a Technical

As requested, here is a bit more information about the technical that my Taliban force had for Call to Arms.

To cut a long story short, a technical is:
a type of improvised fighting vehicle, typically a civilian or military non-combat vehicle, modified to provide an offensive capability similar to a military gun truck. It is usually an open-backed civilian pickup truck or four-wheel drive vehicle mounting a machine gun, light anti-aircraft gun, anti-tank weapon, or other support weapon. (Wikipedia)

Like this:

There are some good technical models out there- Empress do a nice resin one with a variety of armaments. So one could assume that I had one lying around ready to go?

Well, no. I didn't actually.

What I did have, was this kit from Airfix:


I bought this kit to go with my Irish force actually, the Snatch Landrover is 3/4 finished in a stunning shade of white for UN duties(which one day I will finish, honest!). Which leaves the WMIK, which I had always planned to turn into a technical.

I thought I would share some of the ideas and tricks I found while converting the Landrover WMIK into a Taliban Technical.

The first few steps are to simply build the chassis of the WMIK, making sure to not include the V underarmour, and removing any upper superstructure for the vehicle. With my technical was loosely based on the one above, I wanted to keep the whole vehicle structure low.

The first challenge comes in the back tray of the landrover. The back of the vehicle has next to no detailing, it is all covered by the upper superstructure of the WMIK. To correct this, I used some plasticard which had striations on one side. I think it was designed to be used to make roofing tiles, but it works perfectly as the grooved rear tray. I chose to also build up the sides as well, to make it look like a more interesting ute (pick-up) back.


Once you are happy with the plasticard, the next step is to use Greenstuff to smooth out the joins, making it look like it was always meant to be there! While the green stuff is drying it it time to make some crew.

Craig and I have always been in agreement that vehicles look cooler when they have crew. Especially when it is going to be an open-topped technical!

Luckily for me, I had a couple of spare Taliban lying around. The gunner comes from Eureka Miniatures, from the 14.5mm DsHK gun team, but had sadly lost his gun (he donated it to the ANP technical). The driver is a bit more complex. I started with an Empress Miniatures Taliban, who was last seen fleeing from Jose the Military Working Dog in Despatches 1 (page 62). Unfortunatly through the course of gaming, or maybe because of Jose (either the real one, or the model one), he broke at the ankle. So instead of trying to rebuild his ankle, I made him into my driver.


Step 1 is to remove the paint from the two of them. So into the Simple Green to soak, then cleaned up with a scalpel and an old toothbrush.


The gunner is the easier of the two conversions. The basic Eureka model is great, but I don't like how he has the gun pointed at the sky. To change the angle of his arms, using a scalpel I carefully removed his arms, keeping them as intact as possible. At this point I would recommend to remove his base, you will need to remove it for him to fit nicely on the back of the landrover.


Then it is a simple matter of using greenstuff to reattach the arms, in the lower position. You may find it useful to remove some cloth from the arms, to make it a more natural pose. It is up to you, it's just to make you happy with it. I also tended to test fit them on the bed of the vehicle too, to make sure that I wasn't pointing the 50cal at the ground, or at the driver or something odd like that.

The 50cal is the one from the WMIK kit, with a few of the optics removed (based on my dice rolling, this Taliban doesn't aim). I used a spare metal pike (I use these a lot) to form the strut to attach the gun to the landy. I deliberatly cut it longer than I needed, that way I could check it off against the gunner, and to the height of the vehicle. Once I was happy with the location, it was a simple case to drill a hole in the landy. The hole was wider than I needed, so that I could use Greenstuff to make sure I had a nice join. I glued the gunner on at the same time.

So while the gunner is easy, the driver is a bit more involved. First thing to do is to cut the poor guy in half. I used a hacksaw to do it, while I held it in place with pliers.

Brutal but effective.


The Empress Taliban that I am using as a base had his left arm moulded on at his side, and the right arm as a seperate piece. This was perfect for me, so I left the left one on, and put the right arm into the bits box for the future.

The lower half and the right arm for my driver both come from the Academy MH-6 kit. One of the more odd things about that kit is that it contains 4 pilot figures, for a two pilot aircraft. It is even more odd when you think of all the number of 1:48 helicopters which come with no pilots (I'm looking at you Italieri). Crew rants aside, the spare pilot figures are great to make the seated drivers. Simply cut the pilot in half. You will need to lop the feet of the model, it just makes him sit better in the vehicle. The driver's right arm will also come from this kit.


While it may seem a simple case of a+b+c= driver, getting him to fit nicely into the technical, as well as looking right. Green stuff is your friend here again, I added a dishdash to cover up a few of my sins in the waist join, and did need to do some sculpting around his right shoulder.


Remember to keep test fitting him in the vehicle. I attached the steering wheel to the driver, and made a length of wire (from a spare pike) to connect it to the dash. It just helped to make the whole process easier, it was one less thing which I needed to make align nicely! I found that the driver sat much too high to use the steering wheel as moulded by Airfix, so creating my own attachment really helped me out in this process.

My first test fit of the two crew, without any green stuff.

One you are happy with the driver, I chose to add doors to the landy. Now the WMIK kit doesn't have doors, but the Snatch does, and it conveniently comes with two sets, open and closed. Getting them to fit is a bit trickier- you need to remove the top of the door (the bit that has the window) and also to remove a 2mm (ish) strip of the back of the door. It seems finicky, and to be fair it is a little bit, but not having the doors to me looks a bit odd. It is important to do that after the crewman, as it is a lot easier to test fit him without the door. Although, make sure you don't put his arm in the way of the door.

The fully assembled land-rover looks like this:



Note that the driver is not glued in, but the gunner is glued.

I chose to paint up the technical in a lovely pastel blue, which I then attacked with a whole lot of weathering.

This is the finished product:




The technical will hopefully be the first of a few of these models, I have a couple more vehicle kits which I plan to convert into Taliban vehicles.

But for now, more Auzzies!

Pooch

Wednesday, 20 August 2014

Call to Arms- Armies done and dusted!

Well, I managed it, finishing the last bit of basing on my two forces for Call to Arms on the night before the event (well timed that!). The weekend went very well, I had three tough games, achieving the distinction of being Most Mortared by the end of the weekend, my forces being subjected to no less than 5 scarily accurate 81mm mortar barrages in their three games! Needless to say, this had a very negative impact on my force's ability to fight the enemy!

Mortars aside, I did have a great weekend, you have already seen a few of my photos as part of the overall pictures for the weekend, but I also wanted to share a few close ups of my two forces for the weekend.

This is how they came out:

My Taliban:


More on the technical soon, in case you want to build one of your own!.

My Australians:



Even the Javelin team that got left behind got to make an appearance!

Next on the painting table for me? I am going to finish the remaining 10 or so Australians, before I forget how I did them. Plus they have a few transports (you know which one Spyros!) so I am going to get them all off my painting table.

That is, unless I get distracted by a set of our brand new Taliban that I got over the weekend too!

Pooch

Tuesday, 5 August 2014

Call to Arms Preperation- Javelins and Maths

We are just finalising our Insurgent competition, it will be up here on the blog by the end of the week!

Today's Call to Arms post is a look at the Javelin missile, and at a bit of simple maths.

The FGM-148 Javelin Missile is a US made, man portable anti-tank missile. Guided by a laser, the Javelin is a fire-and-forget weapon, once it has it's target the operator does not need to continue to guide the missile as they would with earlier missiles such as the TOW or Dragon.

You made the sound effect, didn't you.....

One of the cooler things about the Javelin is that it either can be used in a direct attack mode- flying straight into the target, or it can use a top attack mode, flying high, then coming down vertically onto the target. The top attack is designed to defeat the weaker top armour of a tank, as opposed to trying to take on the tank's heavier frontal armour.

According to the fountain of all knowledge, known to mortals as Wikipedia, the Javelin has been used in Afghanistan to:

During the War in Afghanistan, the Javelin was used effectively in counter-insurgency (COIN) operations. Initially, soldiers perceived the weapon as unsuited for COIN operations due to its destructive power, but trained gunners were able to make precision shots against enemy positions with little collateral damage. The Javelin filled a niche in U.S. weapons systems against DShK heavy machine guns and B-10 recoilless rifles; weapons like the AT4 and M203 had good effects but insufficient range, medium and heavy machine guns and grenade launchers had greater range but insufficient effects, and heavy mortars had good range and effects but poor precision. The Javelin, as well as the TOW, had enough range, power, and accuracy to counter standoff engagement tactics employed by enemy weapons. With good locks, the missile is most effective against vehicles, caves, fortified positions, and individual personnel; if enemies were inside a cave, a Javelin fired into the mouth of the cave would destroy it from the inside, which was not possible from the outside using heavy mortars. The psychological effect of the sound of a Javelin firing sometimes caused insurgents to disengage and flee their position. Even when not firing, the Javelin's CLU was commonly used as a man-portable surveillance system

So that is the Javelin, on to the simple maths.

The Javelin has an effective firing range of 75 to 2500 metres. In the Skirmish Sangin rules, the range equates to a maximum range of 1250" and a minimum range of 35". It was Craig who pointed out that the tables we will use at Call to Arms are 4 feet square, or 48" by 48". If you look at the minimum range of the Javelin compared to the table size, it looks like this:


The yellow spot in the corner is the Javelin gunner, and the grey area represents the area on the board which he is unable to target the enemy with the Javelin, due to it being within his minimum range! So in short, if you bring a javelin to a knife fight, you aren't going to be shooting it!

Now, what does that mean for my Australian list?

Well, primarily that I don't think I will bring a Javelin. To use it with any effectiveness on a smaller table like the 4x4 ones at Call to Arms will take a serious amount of forward planning on my part, and no small amount of luck. Plus, now I have put it's major weakness online on a blog which I assume is read by all of the people entering the competition, who now all know exactly how to defeat the weapon in a game of Sangin.....

But what to replace it with?

Looking at my Australian figures, there were a few options.

Option One:
Drop the quality of some of my Australians, and bring a third fire-team. Tempting, because it would give me a lot of numbers, which would more than shock a few of these Taliban forces who are counting on outnumbering the ISAF forces!

I am not so keen on this one, mainly because it is another 4 guys I would need to paint. Could I do it? Probably. Is it the best option? Probably. Am I going to go for it? No.

Option Two:
By dropping the quality of some of the Auzzies, it would free me up some points to bring their transport, a Bushmaster vehicle. A bit of armour, some firepower, but like the extra fire team, a bit more painting than I think I can do before next weekend. Plus my Taliban are already bringing a technical, so I don't want to be accused of repetition!

Pictured: Option One and Two, looking completely unpainted! Crikey that Bushmaster is a bright white resin....

Which leaves Option Three:
I could replace my two man weapons team, with another two man team. Heavy machinegun is an option, but I lack a good fixed MG model, one that looks different than my 2 Minimi gunners (because I will forget it is a gun team if it isn't!).
The most appealing option for me is to replace my 2 man javelin team with a 2 man sniper team. For those who were looking closely yesterday, they would have actually spied the sniper lurking in the background of the photo. I have got the camo done, and last night I did the undercoat on all the Auzzies' boots and skin. And did no painting on the Taliban. But I am still making progress right?


The sniper is the standard figure from Empress, but I was short a single Auzzie helmet (even after the guys at Empress gave me some more!), but with a brain wave, I remembered I had some spare USMC heads wearing boonie hats! While it is not a slouch hat, it looks more than suitable for an auzzie sniper in my mind!

So the Sniper Team will be Two Veteran Australians (150) wearing Body Armour (20) with a Sniper Rifle (10) and an Assault Rifle (10). I had ten points spare in my basic list, so I have enough points left to give them both a grenade each as well.

Right, back to painting. Hoping to have some progress with these guys tomorrow, and really need to have some progress with the Taliban. And wasn't I building a technical?

Pooch

Sunday, 3 August 2014

Call to Arms preparation- Progress?!

The Insurgent painting competition has closed! We are collating all of the images which were sent in now. We will show them off, along with announcing our winners later this week. A big thanks to all those who entered, keep an eye out for the images!

As for my Call to Arms forces....

All of the Australians had made the painting table, unfortunately the two fire-team leaders have lost the aerials for their backpack radios.

As a simple solution, I used a drill, greenstuff and a spare metal pike from one ancients army or another (I mainly use these to pin with), to make some radio aerials for my fire-team leaders.


While not as perfect as the aerials that Empress provide, these will be a whole lot less fragile, and will still look the part.

Now as to painting, this is where I have got to so far on the Australians:


All of them have their camo done, now it is just skin, weapons, detailing and basing.

Here is a close up of one of the squad leaders, showing off how the Crye camo currently looks:


I am hoping to get the detailing done this week.

And as for the Taliban?


Well, progress is being made, all of them have got the base colours done on their clothing, now I need to ink/highlight that, then do the skin, weapons, webbing, beards etc.

And I still haven't started on the technical.

But still, progress is progress!



Thursday, 31 July 2014

Call to Arms preperation- Pooch's Taliban Army List

Time has almost run out on the Insurgent painting competition, last chance to get your entries in!

Yesterday I posted up my plans for my Australian force for the first Skirmish Sangin Tournament at Call to Arms in just two weeks time.

For the tournament, you have to provide both an ISAF and a Taliban force, to game over the weekend. With my ISAF sorted, I need to sort out my Taliban list.

I find making a Taliban list a lot harder than making an ISAF force- basically because an ISAF force writes itself! With strict fire team organisations, high points costs and limited options, the 1000 point lists all have a similar base.

Not so for Taliban. The only impositions Colin put on me were:

- 1000 points
- No off table assets

All in all, pretty darn flexible!

Colin also sent out the forthcoming Taliban ORBAT to the competitors (released very soon in Despatches II), but I have decided to keep my force simple and from the main rule book. Don't worry, I am sure during the reports of the tournament some snippets of what is in the forthcoming ORBAT will be revealed!

I decided to give myself one more rule- that I am not going to include any IEDs or Booby Traps. Mainly because last time I had a game with Colin, he told me a Taliban force needed them to win. Wanting to prove Colin wrong and because I am an argumentative sod, they are out.

After all of my self imposed restrictions, what does that leave me with? Well, lots actually. When making a Taliban force, I like a mix of qualities, and a mix of cool upgraded guys, as well as having some novices with AKs (who can be scarily effective, as Craig H found out!).

But the first step I need an inspirational leader for the force.

I have opted for a Veteran, with an AK and the Warrior Imam upgrade package.

The other Taliban upgrade package I will use in the force is the Sword of Allah, giving a massive bonus to rifle skill to one of my fighters. I will put this on a veteran armed with a Sniper Rifle. Hopefully I will roll a high BODY rating, giving him a very high Rifle skill, combined with a 4d10 damage weapon will help me punch through the ISAF Body Armour!

Next, I will add some heavy weapons in the form of two Average Taliban with RPG's. No Taliban force would ever leave home without an RPG or two, they are just so darn effective! With 6d10 damage if it hits, 1 d10 damage if it hits near you, the RPG is one of the great levellers that the Taliban have against the ISAF. After adding another Average Taliban, this time with a PKM, it will give me another guy firing with a 4d10 damage weapon.

Not wanting to have lots and lots of heavy weapons, it was time to bulk out the force with some normal Taliban with the good ol' AK. 1 Veteran, 2 Average and 5 Novices will fit the bill nicely!. While you might look at the humble AK you may think that it will only have a limited effect (2d10 damage against 1d10+4 body armour) especially in the hands of a novice with a rifle skill ranging between 32% and 50%. But, this is a dice game, and having a lot of AKs will have a much greater effect. They might not all the time, but sometimes, they will! (That's right. 50% of the time, they work everytime....)

The last thing I am going to add to the list is a technical. The technical should give my Taliban a mobile firebase, capable of zooming around and causing mayhem with the heavy machine gun mounted on the back. Either that, or it will get slotted by a Javelin or AT-4 before it gets an opportunity to do anything. Either way, it is going to be entertaining! The technical is also a good opportunity for me to finish a piece of modelling I started a while ago, converting up one of the Airfix Landrovers into a Taliban technical. I am going to put a .50 cal HMG on the back, mainly because that is the weapon I have spare!

Now, I eluded to yesterday how much painting I had left to do on my Australians. Now, if I was intelligent, I would use my already painted Empress Miniatures Taliban. But given I am clearly not intelligent person, I have decided that this is a good opportunity to get my Eureka Miniatures Taliban painted.

So, this is where they are at:

Yep, definitely ready to go

Plus I haven't built the technical fully yet.

Hopefully tomorrow I will have an update with some painting. Right, enough blogging, now I really have to paint!

Pooch

Wednesday, 30 July 2014

Call to Arms preperation- Pooch's ISAF Army List

DON'T FORGET TO SEND US PICTURES OF YOUR INSURGENTS FOR A CHANCE TO WIN A SET OF OUR BRAND NEW TALIBAN MINIATURES! ENTRIES CLOSE VERY SOON.......

The first Skirmish Sangin tournament is only a few weeks away at Call to Arms in Wellington, New Zealand. I managed to win the rock/paper/scissors competition between the three writers, and so get the opportunity to play, while the other two are being the generals for the ISAF and Taliban sides and have to organise the whole thing, while I just get to have fun playing games (suckers).

In keeping with my traditional style with tournaments, I have only organised myself two weeks from the start. Having now sent my entry, the first port of call is making a list.

Deciding on which ISAF force to take was difficult, too many cool ideas, too many cool lists, Royal Marine Commandos, Afghan National Police, SAS, Kiwis, DEVGRU, Parajumpers..... But in the end, I have opted to bring my Australians. It will be a good wee kick to get them done, the Empress models have been sitting half done on my table for a while, so getting them finished will be a double bonus.

An Australian armed with an HK417 with some locals in the Urzgan province

This is what I plan to bring for my 1000 point list....

Veteran- F88,1 Grenade
Average- F88 with UGL, 1 Grenade
Average- Minimi, 1 Grenade
Veteran- HK417, 1 Grenade

Veteran- F88, 1 Grenade
Average- F88, 1 Grenade
Average- Minimi, 1 Grenade
Veteran- HK417, 1 Grenade

Veteran 2-man Javelin Team

So two standard fire teams, and support from a Javelin team. With a mix of Veteran and Average soldiers this would represent an Auzzie force towards the end of their deployment, supported by the Javelin to do some serious compound clearing! To make it easy on myself to remember, I gave everyone a grenade, otherwise I would very quickly get confused as to who had thrown what.

The HK417 is a Designated Marksman Rifle, so I will use the stats for the Light Support Weapon (LSW) found in Despatches I, doing 3d10 damage at a range of 600m (300").

And with that, I have a list.

But how ready are they to go? Er... Let's just say they aren't painted.

The two fireteams have got most of their camo done, the Javelin team is undercoated. All of them need a fair bit more work done. So I had better get cracking! Tomorrow, I will show my plans for a Taliban list, and hopefully will have done some painting on these Australians....

Pooch

Thursday, 17 July 2014

Game last night

Last night as part of the preparation for the Wellington Warlords - Call to Arms narrative competition Chris, Craig H and I had a game of..... yes you have guessed it Skirmish Sangin.

Craig H fielded his Germans, a group of hardened Bundeswehr troops on a mission. While I sneakily prepared the Taliban for Chris to play.

Having promised Craig, the Taliban would cheat and take a gun to knife fight, Craig came ready to do battle. The terrain looked like this:




The scenario was:

ISAF acting on Information has been received and confirmed by ICOMS chatter that the Taliban in the village of Musa-musa has hid an arms cache. ISAF decides as to launch a raid against Musa-musa, knowing that any raid carried out over land will result in the Cache being moved before they can close the answer is to chopper a squad into Musa-Musa to find and hold the cache until vehicle assistance can arrive on the scene.

The Taliban in the mean time seeing the Mosquito (Pashtun slang for Helicopter) race back to protect their cache.

Basically a meeting engagement with a difference.

Now I only have Pooch's pics at the mo and as he played Taliban we only have the Taliban side of the story.

Below: The game started with the Taliban sprint champion of the world piling across the board and running through the tall poppy field, I can almost hear his giggling as he ran with his RPG into the cornfield closely followed by a few others. This guy later, went on to kill the German sniper with his RPG.




 Below: Other Taliban raced for the high ground with their heavy weapons (PKM)


Below: The above shows the concerted effort to move up by the Taliban. It was a running counter bonaza




Below: The best shot of the game came from a running German, he spotted and fired while running, for a successful hit. Scratch one T.


Taliban reinforce the high ground.


Below: Towards the end of the game the Taliban bring out their novices knowing full well that only numbers will count.


Hopefully more pics to follow when Craig H sends me his pics which I presume will tell Germans side of the story.

So in the end it was a small victory for the Taliban, although the smaller german force really held there own right to the end.

Monday, 2 June 2014

Skirmish Sangin Competition – Call to Arms 16/17 August 2014

Call to Arms, Wellington New Zealand -  16/17 August 2014

Firstly our apologies to all those who read this living in places other than New Zealand, we realise its frustrating to read about event you can't attend (Of course if you can get here, you can play, we'll make sure of that) but as other events happen globally we will put that information out  - Colin

Introduction:

Welcome to the first Skirmish Sangin competition. Our aim is to provide a narrative competition, the over arching scenario called “Operation Civilisation” this has ISAF trying to dislodge the Taliban out of the green zone, a contested area somewhere in the Helmand province.

The success or failure of this mission will be decided by your results as commanders on the ground with your results contributing to the success or failure of the ISAF mission. Narrative elements will come into play and we will work hard to make this competition as much fun as possible. This is the player’s pack, which will contain important information; specialist rules and any other additional information we think may be useful.


Overview:

All current forces - so that's all forces listed in Skirmish Sangin and Sangin Despatches no.1 are allowed.

A short note on force building
Skirmish Sangin is a narrative based game and while the rules will allow someone to turn up with 16 Novice Taliban all armed with RPG’s (16x25 = 400pts + 16x35 = 560pts for a total of 960pts) this is not in the spirit of the game and the force will be refused.

This competition is not for players who want to win at all costs but for players who want to have fun both winning and losing, and who bring forces that accurately reflect the battlefield of modern Afghanistan.


Each player will be asked to develop two forces:
  • An ISAF force
  • A Taliban/Insurgent force
If you could indicate which of the two is your preference for the tournament we will try to accommodate your first choice as much as possible. We will have spare miniatures available for those who do not have an alternate force.

Each force can be up to 1000 points each and cannot include any off table or advanced rules elements; these will be allocated for at the beginning of each game, depending on the narrative.

All forces must be WYSIWYG, your miniatures need to accurately represent the primary weapon that the figure is using and must be painted.

ISAF players must adhere to ISAF structures for their Fire-team and the Taliban are limited to 3 RPGs per force. Please note that all character BODY rating will be rolled before the start of the competition on Saturday morning.

All forces must be submitted at least a week prior to the event for approval.

If you also have suitable Afghanistan terrain that we could use for the weekend, please let us know.

Registration and Cost

See Wellington Warlords website:


How will the competition run?

The competition is limited to 10 players and each player will play 5 games over the weekend with either their Taliban or ISAF force.

The results of your games will decide the success of Operation Civilisation. Craig and I will be updating you before each game and throughout the day on the availability of off table assets.

As each game will be scenario based, in some instances the different tables will interact with each other e.g. a mortar fired on one table may well hit on another table. Requests for a MEDEVAC chopper may be delayed if the chopper is already rescuing someone on another table. The idea is that each game forms part of the battlefront and have the issues for each commander dictated by the overarching battle.

Scoring

Games are scored by the victory points earned per game, with all victory points going towards the ISAF and Taliban totals. At the end of the final game the side with the most total victory points will decide the success of Operation “Civilization”.

Players will also have an opponent score card and these will confidential and handed to the referees.

Score
Description
0
Your opponent more than occasionally displayed behaviour you would classify as borderline cheating and was not what you expected to face when playing a narrative game.  The opponent played against the narrative, e.g. moving figures towards unseen opponents, were argumentative or unpleasant to play against

1
Your opponent's behaviour clearly detracted from your ability to enjoy the game. They refused to resolve rules disputes amicably or displayed an unsavoury attitude throughout the game - whether too much gloating when winning or too much bitterness when things didn't go their way. PLEASE NOTE calling over an Umpire for a rules dispute is regarded as an amicable outcome and should not be punished.

5
Your opponent gave you a decent amicable game or better
Your opponent was essentially in line with, or exceeded your expectations of another player's behaviour. Rules queries were decided amicably. Nothing they did detracted from your ability to enjoy the game, other than maybe having beat you but you can hardly hold that against them...


We expect all of the games to be scored at a 5, people should come to the games wanting to enjoy the game with their opponent and roll some dice. At the end of the day, this is toy soldiers; we are here to have fun!

There will be a number of prizes, which will be based around the narrative aspects of the campaign, rewarding those who are really getting in to the narrative of the games.

What you need to bring

Any gaming material that you require to play, including:
  • Your army!
  • At least two copies of your Army Roster
  • Pen and paper
  • Main Rulebook and Sangin Despatches No.1 if relevant
  • Tape measure
  • Some d10 and d6
·      We also recommend you have a set of tokens, and a copy of the grenade template

Time table

Saturday 16th August

9.00am – Briefing

9:30am – 11.30am     Round 1
1.00pm – 3pm            Round 2
3.30pm – 5.30pm       Round 3

Sunday 17th August

10.00am – 12.00am   Round 4
1.00pm – 3pm            Round 5
3.30pm                       Prize giving

Friday, 31 January 2014

Where we will be this Summer/Autumn

Well we are going to be at SALUTE 2014 this year.



Yes myself and Craig are making that ridiculous 33 hour flight  to visit you guys in blighty. We will have a store and be running a demo game. So you can come along and ask questions and pick up the latest releases. See below for an idea of SALUTE.


Not to be left out while Craig and I are at Salute, Chris is headed South to Christchurch for NATCON at Easter Weekend, and will be running a demo game over the weekend. Naturally he will have copies of the main rules, Despatches and our range of Kiwis with him.

Natcon 2014

April 
18-19-20th
St Albans Shirley Club, Christchurch NZ

But don't feel down hearted if you live in the north we are going to Battlecry in Auckland for the first time, see the detail below. Again we will be running a demo and have all the new products for sale.

Battlecry 2014

February 2014
Friday 14th, Saturday 15th, Sunday 16th
ASB Stadium, Kohimarama, Auckland, New Zealand

and of course we will be going to Wellington Warlords Call To Arms(CTA) but I have no details about that yet.