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Dr Porsuk was annoyed to be disturbed when he’d left specific instructions that nothing of the sort should happen.
“But, doctor,” said the nurse, “It’s Squirrel. You must come see immediately.”
The doctor made a mental note to have the nurse’s pay docked if the news she’d brought turned out to be routine as he followed her through the corridors.
Squirrel, or ‘Miss U Squirrel’ as she was known in the register, was found six months ago in an abandoned quarry with severe head injuries. She was unconscious. There were no forms of transportation nearby; the nearest town was several hour’s walk away. Her identity tattoo had been lazered off and she carried no electronic devices . The only clue to her origins or identity was a charm bracelet with only one charm remaining, a squirrel, and that was how she became Unknown Squirrel. The authorities placed her in the care of the hospital while investigations continued. For every day of those six months she had lain in a coma, breathing but unresponsive. Until today.
Even before he entered the room Dr Porsuk could tell that something miraculous had happened. Squirrel lay as she had lain every other time the doctor had done his rounds. She was remarkably healthy, except for the cranial injuries and these had healed themselves fairly well. Her eyes were closed; her arms collapsed and impassive as ever, but she was speaking.
Her voice was clear and precise, as if she was repeating a checklist, “15 degrees azimuth. Level at 35,000. Burn rate 68 over 440. Open shutters 10, 10, 23. Refab. 11cc’s per MCU. Don’t forget to breathe…”
Her voice droned on, barely pausing for breath. She was unresponsive as the doctor pried open her eyelids and flashed light into the empty space beyond.
“What does it mean?” he asked no one in particular.
“She was giving the weather report a few moments ago, doctor. That’s why I called you. Today’s weather: I remembered from hearing it on the way in this morning.”
Irritated, the doctor waved the nurse to silence and concentrated on the coma patient’s monologue. After another minute or two his eyes widened. He reached for his phone and stroked up a recorder. Holding it to squirrel’s mouth he captured what she said for another five minutes and then dashed from the room.
Dr Porsuk’s brother-in-law was settling in to a quiet afternoon of paperwork at the 64th Flugzeugbatterie where he commanded the group with calmness and patience. Protecting the capital was a great honour, but unlike many of his compatriots did not relish the idea of having to fire his missiles in anger. Let the alien-lovers stay on their side of the border and we will stay on ours, he thought. These thoughts were shattered when his phone hummed. Thumbing the answer he was confronted by the outpouring of the agitated husband of his sister.
“Honestly, Lothar. You cannot be serious. I cannot go to alert on the hearsay of a vegetable.”
The blood drained from his face as he heard the recording the doctor replayed.
At 10:04 Inguhaut Central time the 64th Flugzeugbatterie battery sprang to life in what the crew thought was a live fire training exercise. At 10:16, 10:17 and 10:19 hypersonic Bloodhound missiles shrieked from their housings and arced northwards, matching pace and then pursuing a tracer blip that had not been there at the moment of their launch. At mach 7.5 the missiles had a hard chase after the black shielded raider, but their pre-emptive launch gave them enough of an edge. Detonating almost at the moment they ran out of fuel, fragments from one missile peppered the spy plane.
The Rabbit engine stalled, smoke trailed, and the spy plane lost speed and fell towards the arctic north.
Sources supplying the Mandanin intelligence community had painted a picture of enhanced activity by the Nar of the Crucis Union on Guerzim. This planet was only one of the many kept under close observation following the Nar’s invasion and subsequent defeat. Agents placed deep in the Crucis Union, both as active information gatherers as sleepers, allowed the Mandanin a good view of their perennial foes. But no amount of smuggled rumour could substitute for trained professionals with eyes directly on specific locations.
In order to gain more specific information the mission was created. A small ship, unmarked and with a falsified IFF beacon, dropped in system at Guerzim well of the established routes. With its power functions set to minimum, the crew in cold-sleep and the IFF off it tumbled gently in a six month arc that it was hoped would mimic an asteroid. When close to Guerzim the dedicated medical robot revived the crew, a platoon of marines, a pair of spy plane pilots and the three person main crew.
The spy plane detached and swept low over Guerzim, photographing and gobbling up data transmissions. On its third sweep as it passed over the Northern hemisphere it was either detected and successfully engaged, or a fault occurred. The tiny plane suffered a catastrophic failure and crashed.
One of the pilots survived to advise the main ship. Immediately the marines were prepped and dropped to rescue him. By good fortune the spy plane came down on the polar land mass where population was slight and only token militias would be encountered. The pilot made for the nearest habitation and took shelter.
The nearest Nar militia platoon was roused and dispatched to capture the spy, or at least hold off the rescuers until a regular unit can arrive to take the situation in hand.
This is the background story for my Crucis Margin setting to the Lost & Found scenario in Tomorrow’s War.
The units statted for the USMC are taken by the Mandanin marines. The DPRG forces as described in the book are played by the Nar faction militia of the Crucis Union. All stats are exactly as they appear in the book. The only changes I’ve made is to mount the 15mm figures in their fire teams on group bases.
Figures for the Tomorrow’s War scenario Lost & Found are now complete.
On the left we have the Marines of the Mandanin Co-Dominion, dropped onto Guerzim to rescue a downed pilot. And on the right are a local militia group of the Nar faction of the Crucis Union. In all ways these models conform to the descriptions found on pages 98 and 99 in Tomorrow’s War – just in 15mm and on group bases.
Mandanin troops, I’ve decided, have equipment broadly similar to Eastern European, and the Crucis Union has equipment broadly similar to Western European.
I’m not real happy with the basing and may pop them off and redo them. But they’ll do for now. In reality, at eye scale, it’s not that noticeable.
Every time I write 1701 I have a little chuckle, and now 1701c is just too auspicious… at least it is for any dyed in the wool Trekkie.
Anyway, planet Guerzim is part of the Crucis Union, a political body that sounds a bit Federal, that has at least four different political factions. I’ve decided (since I like to base both fantasy and science fiction on historical models), that the Union is roughly analogous to NATO. This means that their equipment will be Western European and American inspired. The Mandanin Co-Dominion, the Union’s most obvious foe, is therefore going to be based on Soviet equipment.
With that in mind I have decided the figures that need to be painted. This is a 15mm exercise, with the resulting squads being mounted on FoW bases. The figures shown are a mix of FoW guys I picked up on sale – I’m pretty sure they were designed for the Arab-Israeli conflicts: but importantly some of them have AK’s and some have the typical M16/SLR look. To fill the specialist roles of SAW and SLAM I’m using some of the excellent Eureka Miniatures Soviet and Australian troops. They really are superior to the FoW guys: not that the FoW guys are bad, far from it, but there is a surprising amount of detail on Eureka for 15mm. Here they are divided into the squads.
I’ve also built some N scale buildings from Metcalfe Models. There was some interesting chatter on the interweb about scales for 15mm. There seemed to be a strong body of opinion that going down a scale (from 15mm 1:100 to N Scale 1:150) was a good thing to do. There were also many contrary opinions. So the experiment has to be conducted and we can see how it all looks when it comes together. The buildings themselves were a delight to put together. Honestly, I could just make them all day.
When it comes to buildings in a science fiction setting we really at at the mercy of other people’s imaginations as there is no reference work. We’re not talking about hasty Mars-Habs here, this is Traveller: people have been living full and productive lives on planets for many hundreds of years. And with that in mind I decided that technically there is no reason why something could not be made of locally made bricks and morter. There was no reason why it couldn’t look like and ordinary house. It also fits my theme of basing the future on the past.
When I got back into miniatures after a long break of working and making a family, I started with 15mm. Way back when I thought 15mm was where the action was and I bought a complete painted army of the Sudan (1890’s). Pretty soon I found that a group of 12, 24 or even 36 figures shoulder to shoulder does not look like a battalion, even though that’s what they were supposed to represent. I tried to rectify this by going to 10mm and making the groups bigger. This still did not work and the abstractions of ‘battlefield intelligence’ (I’m the general on a hill but I can see absolutely every man in this battle and I can command groups individually to change formation) took a lot of the fun out of it. I turned to 28mm and skirmish and have generally never looked back.
However the 15mm urge has always been there and I was momentarily tempted by Flames of War until it became painfully obvious that it was just a set of rules for Ancients, and the cavalry were models of tanks. My painted Falshirmjagers and support never saw action.
And in another corner of my mind was science fiction. Over the ears I have been on the search for a set of rules that would allow me to play ‘reinforced platoon’ level games (like Crossfire and Poor Bloody Infantry did for WWII). Most rulesets I have read do not really cover the kinds of advancements and therefore changes in tactical doctrines that I want to see. No one knows what the future will hold and new technologies will make old tactics futile and present new ones unimagined today. However you can be pretty sure that enhanced battlefield surveillance (drones, possibly robotic, with live feeds to command posts), guided and precise range detonated munitions, and improved communications are going to play a part.
At present Tomorrow’s War by Ambush Alley Games seems to have all the elements I need. The models shown in the book, and most of the games I see in other people’s blogs are 28mm. However, no model moves in isolation: they are all part of a fireteam. And as it says on page 55, ‘Many Tomorrow’s War players may already have figures based on multi-figure stands for use with other games. This basing method works perfectly well with Tomorrow’s War, so there’s no need to rebase your existing armies or replace them with new figures. Simply treat each stand as a fireteam and keep track of how many casualties it has taken.‘
This is the green light to proceed with Flames of War basing techniques in a sci fi setting. And so we get to the first project of 2017:
Project 1701 – Lost & Found
Overview: I don’t know if 15mm figures based in fireteams is actually fun to play. I don’t know if Tomorrow’s War is fun to play. This project is about testing those two unknowns.
Goal: to play out the scenario in the book from page 96, with as much as possible following the example, in solo mode.
Tomorrow’s War in 15mm is one of the projects for this year. The key setting information is that it will be in a classic Traveller framework, with the action taking place in the old Judges Guild product Crucis Margin.
All eyes are on Guerzim (1626), where the Nar faction of the Union Crucis has a major base and is on high alert for attacks from the Mandanin Confederation. And perhaps they should be, as it was the Nar that attacked first some 200 years ago and then were beaten back.
More work on the political story as I develop it. This is, typically, a project that will span story-telling games, and wargames so there is some painting and modelling to be done using parts from a variety of sources.
Here are the first two heavy vehicles in 15mm. They are grav-tanks and represent the pinnacle of what the Nar can field. Let’s say they are Tech 11 in Traveller speak. Not sure of their name yet, but they are equivalent (in TW game terms) to the Leopardo II, or the Dear Leader 2 Heavy Tank (pp. 216).
The parts for these beasts came from eBay. Since I do not read Chinese characters I do not know the company name (link). Several of these models were cut up and reassembled to make the tanks, doing away with the tracks, of course.
The paint job is a simple tan with hull red lower portions and corners, and then heavily dusted with earth colours – my planets are dusty. I few details have been picked out such as metal dings on corners and metallic blue for sensors.
The final image shows some 15mm troops for size comparison. It’s a big battle machine, but I feel this fits with the way things go. Everything gets bigger in each new generation of technology and so a grav-tank ought to be a monster.
The lad has been at home after having had all four wisdom teeth out. This has me on nurse duty but that is not a full time job. All I have to do is check him regularly and make sure he’s drugged up, eating (custard and yoghurt) and keeping warm and rested.
To fill in the rest of the time I decided to do a story telling game using the Typhoon Maiden background. The story bit can be found in the link. After a while I got to the part that I couldn’t be bothered narrating and so decided to go for a solo war-game.
This was an ad-hoc thing and nothing that I had been building scenery or collecting miniatures for. I used some Star Wars plastics and paper maps, supplemented with a few pieces of 3D terrain to lift it a bit. I’m using the FiveCore and Five Parsecs from Home rules, and I used some simple randomisers to control the antagonist force.
The heroes, if they can be called that, were Phesigns, a junior gangster trying to make a mark for himself; Pårole, a soldier without his regiment; Locum, a street kid just trying to get ahead; Lantedo, a hacker; and Gnosticos, an ex-military robot that just happened to be sitting on a shuttle that the team could use because things are so confused aboard the Typhoon Maiden that no one had asked her what she was doing.
The mission was to interrogate the security system of a seedy bar in a once prosperous city Phoenix Park on Cadiz. Read more about this in the story section. Suffice to say the table action started as the heroes arrived in the general location to find that a government security team were already there doing exactly the same thing.
And so ends the first story set on the Typhoon Maiden. The survivors, Phesigns, Locum and Pårole (should he survive in a third world hospital), are under arrest by Decados heavies and as aliens that have broken and entered, and then killed an official, it seems unlikely they’ll be seeing daylight again for a very long time.
From a story point of view we know that the conference that was to have occurred with the Vau so long ago was an embarrassment for House Decados and that there are secrets still hidden. Whatever was in that security system is now in the hands of House Decados and not the people that hired the team of amateurs from the Typhoon Maiden.
The Typhoon Maiden itself, that monstrous city, will move through a gate to a different planet for the next story, and a new team will be generated.
No particular connection between these pieces other than they have all been waiting to be finished for too long.
First is a Reaper Miniatures Marilith that I felt fitted the Mediterranean/Arabian Nights/Greco-Roman/Byzantine feel. Handsome girl.
Next is a mashup figure, one of Eureka’s that I added a huge Kite shield to and a sword. Unfortunately I cannot remember what range he was from and searching the site doesn’t get me there either. I seem to recall he was some kind of stone age guy and his heroic posture made me convert him to fantasy hero. He’s one of my barbarians for Frostgrave/Sandtomb, for sure.
Then I have a statue. The original piece came from one of the collectable pre-painted miniatures games – the one that had something to do with dreams? Anyway, I thought it had a good general shape and scale for this game. The pillar is a wooden block that I carved a couple of nicks in before dabbing grey & white daubs with a heavy brush so it left texture. Along with this I have an old GW Lord of the Rings piece that, while the columns do not automatically fit, it is generic enough to pass.
Finally I have another tropical fish shop find, a Chinese temple/library/tomb. Again, this doesn’t fit into an Egyptian ruin setting. But my setting is Parsantium which has connections to fantasy China. My ruined city has been wandering around in space and time for a thousand years. Any old shit could have gone on there.
Everything, naturally, has a base (and coating if terrain) that is wind blown with the red dust of the desert.
Completed Zulus from the lead pile. Know the green is non-historical, but these guys will be used primarily in a fantasy role anyway.
The shield effect I created with an old larger brush. I cut the bristles square with a scalpel to created a blunt end. Then I used first almost-black and dabbed it on, trying to not make the patterns regular or neat. Then I added a red-brown to the black and dabbed in the centre of the pattern. Shield stitching was first done on black, then white.
As usual I finished with wattle stain-and-varnish and then picked out some details afterwards. Of particular note is the white of the stitching. This came out particularly well with a final highlight white dash, I think.
These guys are what I am currently calling the Iklwa, from the cattle plains below the great desert.