Sunday, 5 March 2017

Bolt Action: Stalingrad Soviets (Paint Guide)

Hi guys, after a few hours research on google (how did we cope without it) for uniform colours the first thing to note is that the Soviet Army uniforms come in a wide range of colours and shades. At the time they came from various sources and the Soviet Union was a vast area with millions of soldiers. Hmm, what to go for then.

I guess the classic "look" is greeny yellow sort of Khaki colour but the photos on Warlords Infantry box shows a more yellow/brown colour.

So I decided to just make something up! I knew I wanted a yellowish colour so decided to prime with a black primer rattle can (GW) then used Desert Yellow (Army Painter) rattle can which gave me a dark yellow base.

The plan was to use a wash over the entire model after painting all the base colours. One wash to rule them all.... 

So as far as the bulk of the models goes the yellow base was perfect. I then blocked in the flesh, weapons, helmet and straps. I then highlighted the flesh but at this point decided to leave the helmet the base colour and not highlight. It looked better darker.

If you plan on doing this or any other wash technique be sure to make the painted areas lighter than you want as the was will darken the areas as well as add definition to the piece. In terms of washes I made my own magic blend...

Gone are the days of making your own washes (thank goodness) and I like the GW range of washes but the following would work with any wash based product. I did not use inks. These radically alter the colours and would not suit what I wanted to achieve.

I started with 1 part Nuln Oil (GW), 1 part Baal Red (GW old name), 2 parts Flesh Wash (GW old name) and 4 parts Earth Shade (GW old name). I used an emply pot and made a full pot to use for the army. I even used it on the stone bases to break up the grey.

The final effect is great and I am happy with it. I plan to grubby up the units except the inexperianced squad to show they are new to the field.

I did plan on an all over light drybrush of Khaki but the models just do not need it. If it aint broke why fix it.

With the above techniques I can knock out a squad in two hours. To the standard achieved I am happy with that!

I have put some photos below including a paint list. I did use a metallic on the metal areas before washing as am after thought.

Any how 60 more dudes to paint so I will do another blog in a few weeks when more progress it made.

Enjoy.

Sunday, 26 February 2017

Bolt Action: Battle of Stalingrad Army List and Hobby update

Hi guys,


Below is my finalised list for my soviets. I am using the Stalingrad force selector meaning I can take double the amount of snipers and anti tank teams.

Having 15 dice in the bag should enable me to get the jump on Veteran armies but manovability will be my weakness. It should be a good army to play. Very different to my American army and very different to a planned half track German army...

I have modelled them based on the film Enemy at the Gates. Enjoy



The 62nd Order of Lenin Army  (1001pts)
Battle of Stalingrad:
August-November 1942

Generic Reinforced Platoon (Armies of the Soviet Union)

Free Units
315th Rifle Division 3rd Squad
Rifle Squad
11x Inexperienced Soldier
Inexperienced NCO

Headquarters (138pts)
Commissar Danilov - High Ranking Officer
Inexperienced
Inexperienced Soldier SMG

Lieutenant General Khrushchev - Platoon Commander (116pts)
First Lieutenant SMG Veteran
Red Army Banner Bearer - Veteran Soldier
Veteran Soldier

Infantry (240pts)
315th Rifle Division 1st Squad - Guards Squad (120pts)
8x Regular Soldier
Regular NCO Rifle
Regular Soldier with LMG

315th Rifle Division 2nd Squad - Guards Squad (120pts)
8x Regular Soldier
Regular NCO Rifle
Regular Soldier with LMG

Infantry Support

Anti-Tank Teams (96pts)
160th Infantry Division: 1st Squad - Anti-Tank Rifle Team Regular (30pts)

160th Infantry Division: 2nd Squad - Anti-Tank Rifle Team Regular (30pts)

160th Infantry Division - Dog Mines' Anti-Tank Team (36pts)
Handler with rifle
Regular NCO (18pts)

Anti-Tank Teams (267pts)
160th Infantry Division: 3rd Squad - 'Tank Hunters' Anti-Tank Team (89pts)
Panzerfaust, 3x SMG, 3x Soldier (Veteran)

160th Infantry Division: 4th Squad - 'Tank Hunters' Anti-Tank Team (89pts)
Panzerfaust, 3x SMG, 3x Soldier (Veteran)

160th Infantry Division: 5th Squad - 'Tank Hunters' Anti-Tank Team (89pts)
Panzerfaust, 3x SMG, 3x Soldier (Veteran)

DSHK Heavy Machine Gun Team (80pts)
Gun Shield, Pintle-mount, Regular

Vasili Zaitsev - Sniper Team (50pts)
Hero of the Soviet Union
Regular

Viktor Koulikov - Sniper Team (50pts)
Regular

Artillery (80pts)
95th Artillery Division - ZIS-3 Divisional Gun (Regular)

Saturday, 18 February 2017

Bolt Action: MDF Terrain

Hi guys,

Long time no posts. Sorry about that!

A quick update for you guys. The Soviet army is starting to take shape with nearly all the squads made except four infantry squads. More on them in the next post.

I have also been expanding my Bolt Action terrain after picking up some mdf 28mm building kits on ebay. They came together easy with some wood glue and painted up really nice. I converted one to a shop which looks cool using some online photos ad referance.

Any how. This is just a quick one as I said so check out the photos!

Capt Tycho.

Sunday, 11 September 2016

Bolt Action: Stalingrad Soviets

Quick little update. I have begun work on a Soviet Army just in time for the new rule book. Going for a massed troop list with dog mines, heavy machine guns and loads of SMGs.

For starters I have done a basic 1k list and started on my Zis3 and dog mines...

Enjoy.

Wednesday, 29 June 2016

Bolt Action: A brave new world for a 40k player PART 4

After a few hours every weekend and a few weekday evenings I have finished my American Army for Bolt Action.
I have the bases to paint but thats a minor thing that will take me a few minutes one night.
Enjoy.
Capt Tycho

Wednesday, 1 June 2016

Bolt Action: A brave new world for a 40k player PART 3

Hi guys,

A quick update from my American Bolt Action force...

I have finished my 1/48 scale M8 Greyhound and painted it up. I base coated in black then hit the top with white to give the next base coat some fading. Avoiding olive drab as I much prefer the dark green look, which is pretty close anyway once olive drab weathers, so I used gw spray paint dark angels green then dry brushed a few times with a touch of olive drab and military green. Added some rust, weathering and mud and I am a happy camper.

I have also done a test model for my infantry and to keep me from spending too long on each model I basically primed white then gave myself for 5 minutes to paint all the base colours on. I am relying on the two washes to bring in the details. The first a heavy red-brown then a black. I will go back and highlight the flesh and paint weapons to finish it off but I am pleased with the result.

I am hoping to batch paint these in large batches to get them done. I will do a more detailed post and list my colours etc when I do.

I also have an M4 Sherman to put together. Again, it is 1/48 scale and I will do a review of the kit when I assemble it and post it up.

Photos below!

Happy Gaming.

Capt Tycho.

Sunday, 15 May 2016

Bolt Action: Review from a 40k gamer

Hi guys,

I had my first game of Bolt Action last night pitting my American force against a German force. We went infantry heavy at 500 points a side and we got in two games in 4 hours and we both loved it.

The things we like:

1) Order Dice mechanic - is amazingly simple and keeps the pace flowing much more realistically than the you go I go mechanic of the likes of 40k. If you are unfamiliar with Bolt Action, for each unit in your army you get a coloured dice, yours and your opponents dice go into a bag and you draw a dice randomly. The owner of the drawn dice then gets to activate a unit. This continues until all the dice are used then you put all the dice back in the bag and the next turn starts.

Each unit can be told to advance (move and shoot), run (double more and assault or just double move), Fire (stand still and fire), Ambush (Overwatch), Down (Go to ground) and Rally (pass test and remove D3+1 pin markers).

It sounds too simple doesnt it? However,  in game it is quite tense while you decide which unit to activate. Do you gamble you will get the next dice of do you really not want to activate yet to see what your opponent does? Either way its one of the best things in the game!

2) Simple weapon stats - All weapons fall into specific groups. That have the same range, dice and penetration. No paragraphs of rules or AP or blast markers which means no looking up every time you fire and you know exactly what each of you enemies weapons can do meaning you dont get caught out by not knowing your opponents army book inside out.

Basically you have:
  small arms (can not hurt armour) - smgs (sub machine gun), pistols, rifles, assault rifles, light machine guns, medium machine guns.

  Anti Tank (can hurt armour) - light AT (anti tank) gun, medium AT gun, heavy AT gun, bazooka, AT rifles and so on.

In the rule book every weapon from every army is listed in one small table. They are able to do this because as an example a Thompson machine gun is an SMG as is its German equivlant the Maschinenpistole 35. Both very different weapons in real life but both SMGs so they get the same stats. Simples.

3) Pinning - When your unit is hit by an enemy unit it receives a pin maker. This reduces the squads leadership by 1 for every pin marker. When a unit needs to take a test. For example if a unit has at least one pin on it then it must test before it is issued an order and is this is failed the unit instead goes down. Meaning they do nothing.

For example a squad of regular troops have a leadership of 9. They have 3 pin markers and we want to tell them to Fire. To issue the order we must roll under their leadership on 2D6 as we are pinned. So we have leadership 9 - 3 pins = 6 is required. Other modifiers  an effect this like being within 6" of a command section (+1 or +2 etc to leadership) but pinning a unit is massive in this game and it plays well.

It is what wins and loses you the game.

4) Three leadership values for everything - Again a simple case of selecting if you want to take inexperianced (leadership 8), Regular (leadership 9) and veteran (leadership 10). All units have to be selected as one of the above with incremental points. The leadership values also dictate how easy or hard it is to wound said unit. So you can have few veteran units (and dice) or you can go nuts with loads of cheap inexperianced units (and dice). Most people will find a happy medium.

5) No damn tables to consult - to work out the to hit and to wound rolls. To hit a unit is very much like 2nd edition 40k. Its a basic roll of 3+ with modifiers such as over half range +1, soft cover +1 and hard cover +2. We found most shots were needing 5's to hit as we both hugged cover. Simple and clear.

The to wound roll is even easier! This goes off the infantry leadership. Inexperianced are hit on 3+, regular on 4+ and veterans on 5+.

For vehicles you roll to penetrate instead and this is easy as each vehicle is given an armour value. As an example: jeeps and trucks are +7, small tanks, +8, medium tanks +9 and heavy tanks +10. All weapons are given penetration values which is added to a D6 to work out penetration.

So rifles have no penetration values so to damage a Sherman medium tank we get a d6 for each hit and this value is compaired to the tanks armour value which is 9. You cant pen or glace it.

Same example only a bazooka team is firing which has a penetration value of 5 means we get D6+5 to penetrate. So a Sherman is glanced on a 4+ and 5+ is a pen.

6) Close Combat - is risky, bloody and decisive. There are combat phases. Much like 40k. However, there is no initiative so the attacker goes first. There is no rolling to hit so you simply roll one dice for each member of the squad unless there are any assualt weapons which add an extra dice. You then roll to wound like you would shooting. So 3,4 or 5 depending on the leadership of the troops being attacked. Models are removed and the defender attacks. Count the number of casulties each side and if its a draw (i.e equal number of casulties) then do another round until there is a winner. The loser is destroyed. Awesome.

7) No pre-measuring. Ever. So no procrastinating over endless placement. God that irritates this crap out of me in 40k. Just move your damn dudes! Aaaaaaaagh! Ahem. Sorry.

Things we didnt like:

1) Rulebook - As this is the first edition and we have to be realistic BUT with such heavy weights of the gaming world behind it I would of thought we would have something a bit easier to find specific rules. Its well written but finding rules specific to what you encounter is difficult. The summary at the back helps but endlessly searching for something really held up our games.

The problem with the rulebook is an easy fix. Having more than one place for a rule to be means endless flicking from section to section. Hopefully, this will be address in the 2nd edition.

2) Scenarios - Id like more ways to play the game. More ways to setup and more missions would be cool. I have to give 40k the edge here. Multiple deployment and missions make for more varied games and Id think the missions in the book would only keep us interested so many times.

3) The fact its not 40k.

Overall thoughts:

Bolt action is a triumph and even us hardcore 40k players found its approach simple yet incredably fun.

There is alot to be said for a simple game that demands such a high level of stratagy. I know some people wont understand it and claim it is too random. My counter to this is chaos. A battle is chaos. Its random. Its bloody and thanks to Bolt action its damn good fun to dip into.

Happy gaming,
Capt Tycho