Daily Archives: July 17, 2017

Brain in a Jar: Bones 3 Figure

Chris Palmer

    This past week I worked on the Brain in a Jar figure from the Bones 3 Stoneskull Expansion.  This was one of the figures that most draw me to this expansion set, as I saw uses for it in everything from Fantasy, to Victorian Sci-Fi, to Pulp, to regular Sci-Fi.
     It also reminded me very much of my own Brain-in-a-thing creation I had done several years ago with my “They Saved Hitlers Brain” project. 
     I prepped this figures in the usual way; soaking the parts in a dish of water with a couple drops of dish-soap added, then giving them a light scrub with a soft toothbrush, and then rinsing and drying them.
      I was first concerned that the figure’s three legs might sag under its own weight, I took a black primed 2" fender washer on which I had glued a piece of card over the center hole before priming, and glued a small section of sprue from one of the clear  weapons sets to the center with a little Aleene’s Tacky glue.  This would act as a support for the center of the figure.  I then glued the three legs to the washer with the Tacky glue.  I then used Gorilla superglue to glue the brain to the top piece and the clear chamber bottom to the leg piece.

     I began by painting the bottom and top all Black, and when they were dry, I drybrushed them with  Folk Art Metallics “Gunmetal Grey”.  Next, I passed over the pieces with a lighter drybrush of Ceramcoat “Metallic Silver”.  I then noticed the bad mold line running across the top of the chamber (visible in the below photo), and so took my hobby knife and trimmed it off; then did my best to repaint the section and blend it in.

     I first painted the small circular shape behind the crosshatch on the front panel.  It looked like the mouthpiece of a speaker to me so I painted it Black and did some Americana “Neutral Grey” highlights on it.  I then painted the little light in the upper right corner of the panel with Crafter’s Acrylic “Deep Red”, and then added highlights with Reaper MSP “Holly Berry” and Crafter’s Acrylic “Daffodil Yellow”.  I also used the “Holly Berry” to some reflected light effects along the edges by the little light.  Next I painted all the little ovals running around the edge of the base with Ceramcoat “Bronze”, and then added Ceramcoat “14K Gold” highlights.

     Next, I painted the brain with Crafter’s Acrylic Cherry Blossom Pink", and when dry gave it a thinned wash with some Iron Wind Metals “Red” ink.

     When the ink was dry,  I drybrushed the brain with some Folk Art “Milkshake”.  I then painted all the cables attached to the brain with Black.  I then went back and paint the front ones with Ceramcoat “Copper, and the rest I simple added some Citadel "The Fang” highlights too.

     Next, I flipped the top over, and painted the little panels in the lights on each side with Reaper MSP Bones “Dungeon Slime”.  When it was dry, I gave the lights, and a small area around the base of the lights, a wash with some thinned Iron Wind Metals “Mid Green” ink.  When it was dry, I went back and added a central highlight to each panel with, first, the “Dungeon Slime”, and then a little White.  Next, I lightly drybrushed an area around the lights with Nicole’s “Neon Green” to look like reflected light.
     Lastly, I painted the washer base with Americana “Neutral Grey”.
      I let the parts dry overnight and the next day I gave the top of the jar, and the base of the walker a coat of Americana “DuraClear Matte” varnish.  Another overnight dry, and I sprayed the two pieces with Testor’s Dullcote".  When the Dullcote was dry, I glued the pieces together with the clear cylinder using Gorilla Superglue.

     I’m happy with how the model looks in general, but I wish I had been more careful making sure everything was straight and aligned before doing any gluing.  The legs are a bit more wonky than I would have liked (though in all honesty getting all three legs straight while steaming and reseting would have been a miracle.  This would have been a good candidate for the stiffer grey Bones material.) , and the brain is a little tilted.  The saving grace is that when it’s on the table and in a game things like that won’t be really noticed.

via All Bones About It http://allbonesabout.blogspot.com/2017/07/brain-in-jar-bones-3-figure.html
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Combat Patrol Games Run at Historicon 2017

Buck

There were several Combat Patrol™ games run at Historicon 2017.

French vs. Italians 1940

The first was a Thursday game run by Eric Schlegel set in southern France in 1940.  It involved the Italians attacking the French.  I only managed to get one poor picture of this game.  You can see that the Italians had to advance across open ground to get to the French positions or slog through the woods.  Despite some success on the Italian right flank, the game was judge a French victory.

Italians attack French positions in 1940.

The Bocage

I then ran two bocage games on Friday.  Don and I set up the bocage table and then ran three games on it.  I ran Combat Patrol™ in the morning and evening.  In the afternoon Don used to table to run a game using “brand X” rules (Battleground WWII).  In both of my scenarios the Germans were allowed hidden setup, and the Americans were tasked to clear the road.  Unfortunately I was busy running the game and didn’t remember to take very many pictures.  The ones I have don’t tell a coherent narrative, but you can at least see some eye candy.

An American halftrack has a bad day.

Germans along a hedge row managed to knock out one or two American vehicles and withstand some infantry close assaults.

After the first scenario, every US vehicle had been knocked out, and the Germans had taken few casualties, so it was a decisive German victory.

Don’s “brand X” game on the bocage table. This is the only long shot I took of the table that he and I used all day.

American halftracks advancing during the second running of this scenario. The Pz II survived to the end of the game despite a jammed turret and repeated infantry close assaults. The Americans attacking the Pz II had no anti-tank weapons, so they were forced to try to throw grenades in the hatches, which is tricky business.

A longer shot of the American advance

The Sherman advances and the Pz. II drops back under close assault from American infantry.

The first running of this scenario was a decisive victory for the Germans.  The Americans attacked across a wide front, weren’t very aggressive, and never were able to mass on a decisive point.  The second instance was much closer.  The Americans massed on the German right flank and enjoyed initial success.  Then they got bogged down fighting for the farm house in the center of the table rather than bypassing it.  The game was a marginal German victory.

Action around Pomme du Terre

We then set up a French village, called Pomme du Terre, and ran four games on it to amortize the effort of laying out all the buildings.  We ran three Combat Patrol™ games on the terrain and one with “brand X.”

The town of Pomme du Terre being set up for four scenarios. The town is almost exclusively Crescent Root buildings with a Sally 4th corner cafe and flagstone road, and Battlefield Terrain Concepts trees.

Another view of the town

1918

Duncan used the town for Germans vs. Americans in 1918.  I was running one of the bocage games while this game was going on, so I only snapped two quick pictures.  Apparently the American platoon was pretty badly shot up trying to take the town from the Germans.

In these pictures you can see that Duncan uses flat disks from Fantasy Flight Games to mark morale checks.  You can also see that Duncan printed unit cards with colored circles on them.  These circles corresponded to colors on the figures’ bases and made it easier for players to figure out which troops were theirs when the fighting got close.

1940

Saturday morning I ran a German assault to capture Pomme du Terre from the French in 1940.  The French were supported by an AT gun and three FT-17s, only one of which was equipped with a gun rather than a machine-gun.  There Germans were supported by two Pz. II’s

German infantry advances to the outskirts of the town.

Advancing German armored support

Close cooperation between German armor and infantry. In this picture you can see the command dice on the units that are used in the Double Random ™ activation mechanic used in Combat Patrol ™.

The Germans advanced steadily through the town but then got bogged down trying to clear the town square.  Had they advanced around either flank, rather than right up the middle, they might have gotten to the French AT gun and cleared the road.  The result was a French victory.  All the players seemed to really enjoy themselves.

1944

My second game in Pomme du Terre was an American attack on the town.  It was more of a meeting engagement as the Germans weren’t prepositioned in the town, but the onus remained with the attacker to clear the road.  The Germans had a Panzergrenadier platoon with halftracks, two Pz. IV’s and a Marder.  The Americans had an armored infantry platoon with halftracks, a Sherman, an M-10, and a Stuart.  The Americans had a bazooka as well as several captured Panzerfausts.  The forces were of roughly equal size.

The Sherman advances

The Germans lost a Pz IV early in the game from a shot from the M-10.  The Marder was knocked out by a long-range bazooka shot.  On the other side of the table, the Germans got THREE shots off at the Sherman but rolled very poorly and didn’t knock it out.  They did damage the main gun, turning it into a mobile machine-gun platform.  The Americans handled their vehicles aggressively.  The combination of the Sherman, M-10, and Stuart kept the remaining German Pz. IV busy but didn’t knock it out by the time the game ended.

Marder knocked out by a long-range bazooka shot

Both the American and German infantry advanced into the town and got into close quarters combat in and around the town square.  Despite heavy casualties, neither side managed to get a clear upper hand.

The Sturt and a halftrack advance through the town

A funny moment came when, after the left-flank Pz. IV was knocked out, an American halftrack dashed around the flank, dodging Panzerfaust shots, and circled behind the Germans.  Big surprise for Herman as their infantry started taking fire from three directions.

Though the Germans didn’t knock out any US vehicles, they did knock out the 75mm gun not he Sherman.  The objective was for the Americans to control the road through town.  They didn’t manage to do this by the time the game ended, so we called it a marginal German victory.

We had one player who struggled to get his head around the card mechanics of Combat Patrol™ and another who wanted to argue the ratings of guns and armor for some of the vehicles, but otherwise the weekend was a big success.  Many new players had a chance to try Combat Patrol™, and several went down and bought copies from the dealer hall — or at least said they did.   I also had quite a few players who came back from either previous conventions or from previous games this weekend.  Every one of my games was completely full, and I even added a couple of extra players who really wanted to try the rules.

from Buck’s Blog http://bucksurdu.com/blog/?p=6596
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