I’ve finished bridges for Timecast’s river system and had a bit of fun with the camera.
Minondas’ adventures and mishaps in a world of historical tabletop wargames
September 28, 2017
August 19, 2017
Timecast latex rubber rivers
Since this article is a ‘pure’ review of a commercial product, let’s start with the mandatory declaration of independence – I am in no way associated nor sponsored by Timecast Models. Thus, this review is an expression of my personal opinion as private consumer and wargamer.
Allright, with these rather official preliminaries completed, let’s get on with it.
Couple of years ago I’ve decided to ‘migrate’ my terrain from GHQ-s styrofoam hexagons to ‘conventional’ DIY terrain boards. Major reason for this move was my wish to simplify the setup and keep as much of it (hills, woods, rivers, ditches, hedhes and so on) as removable, flexible stand-alone pieces.
At the same time, Timecast Models released their roads and rivers system, made out of silicone rubber. That in itself wasn’t anything spectacular, many companies make similar terrain pieces. But two things caught my attention in regard of this particular product range. First, Timecast Models made rivers came in four different widths that could be connected together with dedicated ‘connector’ bits into integrated waterway system. Second, Timecast complemented their product with variety of resin bridges and fords. In other words, their product line struck me immediately as a complete and expandable solution for waterways. And that, ladies and gents, isn’t something one can often say when it comes to wargaming terrain.
My first (and so far only) order included enough straight and meandering river sections of smallest width to provide continous river of about 2 meters. I’ve also ordered all available sets of fords, connecting bits and river bends. Samples of what came in the box are shown below.
As can be seen in the pictures, the rivers and fords are made of brown, flexible rubber-like material. You can easily cut and trim individual pieces with a pair of scissors.
Before painting and flocking, I washed the whole lot in lukewarm water with some dishwasher detergent. Every bit was gently scrubbed with a toothbrush, rinsed in cold water and left to dry. It was probably a bit of an overkill, but better be overly cautious than running into problems later on with some chemical residues left-over from mouldning process messing with the paint.
On with the painting then… I kept things extremly simple here and started with painting the riverbanks with dark-brown acrylic wall paint from Flügger. Water surface was painted with dark-blue acrylic artist’s paint from Amsterdam. I know, I know, not very realistic, but I like my rivers and ponds blue. Next, I tried to add some shine to the water surface with help of blank acrylic varnish, but I can’t say this step had a lot of effect. Finally, I’ve stuck some flock on top of river banks with thinned PVA glue. And that was that.
Couple of comments about painting process. First and foremost – the paint seems to stick to the rubber material used for these terrain pieces… and stays there! This is more than I can say about my silicon roads from Total Battle Miniatures. Yes, you can peel it of if you scratch it forcefully with fingernail or something sharp, but the paint doesn’t peel of on its own if you bend the ‘bands’. That’s a good thing. Second, the flock I’ve glued on with the PVA will probably rub off with time. But that’s no biggie, I’ll just reflock if I feel it’s necessary. Finally, I feel it’s a good ocassion to repeat the advice I keep hammering on this blog – if you value your money, do not use modelling paints for your terrain pieces. Vallejo, Army Painter, Games Workshop, it doesn’t matter which brand you use, their pricing is insane and wasting their product on terrain pieces will cost you a pretty penny. For large terrain pieces, use artist’s paints that come in huge tubes, or better yet, take a trip to your DIY market and find their paint section. They usually sell half litre sample jars that will last you forever, for price of two GW paint pots and carry color ranges that will make all modelling paint ‘systems’ look puny.
Oh yes, one last thing. I’ve included couple of resin bridges that were suitable for those rivers. I still haven’t painted them, but I think it’s only fair to included couple of snapshots of how they fit together with the rest of the ‘system’.
Overall, my initial impression of Timecast’s river system is very positive. They’re made of what seems to be durable, flexible material. Acrylic paint and varnish sticks well on them and they look the part once painted. Addition of dedicated bridges and possibility to integrate different river widths into single ‘system’ is in my opinion a stroke of genius and was the factor that convinced me to go with this product. So, for the moment at least, I can’t but enthusiastically recommend it to anyone in need of simple but effective representation of rivers on wargaming table.
September 06, 2015
First taste of Charlie Don’t Surf
And so, more than two years after I decided to dive into this project, the day finally arrived – yesterday, I’ve run my first game with ‘Charlie Don’t Surf’, Too Fat Lardies’ company level ruleset for Vietnam war. T. took charge of Americans, L. run the local VC forces, while yours truly took upon the ungrateful role of game-master.
While ‘Charlie Don’t Surf’ has a full-fledged scenario generator, I’ve decided to keep things to bare minimum for this first try and put together a simple scenario without any bells and whistles – a reduced strength U.S. company with 3 x platoons with two squads each and a weapon platoon of two M60’s was to perform a search of a village suspected to contain a VC store. Local VC company of two platoons (3 squads each), an MG and a recoilless rifle stood for the opposition.
The game
Once again, I’ll rely on the pictures for the ‘meat’ in the AAR, with supplementary text providing the details. Quick comment about the pictures; for this first game I wanted as little distractions as possible, so I didn’t take any pictures while it played out. Instead, the pictures were ‘arranged’ today, while my memory of the game was still fresh. Mistakes were however committed, the most serious one consisting of me forgetting to deploy MG bases that were attached to two of U.S. squads, thereby augmenting their firepower. Furthermore, I didn’t bother with placing the ‘shock’, ‘pin’ or ‘suppression’ markers that were present during the game.
The picture above shows the terrain where the engagement took place. Once again, with goal of keeping things as simple as possible, the jungle was designated as ‘light terrain’. Clumps of vegetation are also ‘light terrain’ although they do block LOS. Elephant grass is designated in CDS as ‘light terrain’, but I’ve read multiple personal memoirs of how exhausting it was to get through them, so until further notice I’ll regard it as ‘hard terrain’. Rice paddies, hills and houses are self-explanatory.
The game started with L. deploying his forces. 1:st platoon and recoilless rifle took up position in the woods and on the height above the village. 2:nd platoon was deployed in the woods on the other side of the road, while the machine gun was placed on the height nearby, guarding the flank (I guess).
In CDS, units of platoon size initially have to be placed under so called ‘blinds’, effectively disguising the type and strength of the units. Furthermore, each terrain feature can act as a ‘blind’, thereby making units placed in such manner totally hidden – so in our game, initially there was no indication of 1st platoon and recoilless rifle at the beginning of our game.
Additionally, each side has the right to deploy a number of dummy blinds. Number of such dummies varies depending on ‘fraction’, with local VC being the extreme case. They’re authorised to deploy one dummy blind for each real unit in their OOB. Transparent red rectangles indicate where L deployed his dummies (although I do believe there weren’t as many as in the picture! :-).
Finally, L. marked a grand total of five tunnel entries on the board, or rather on a snapshot of the board I took before the game and printed out for this very purpose; isn’t modern technology grand?!! Four of those secret entries were in the area where his 1st platoon was hidden. One entry was placed just beside the lone house near the road.
With L. ready to receive his ‘guests’, we were ready to start! Events of initial four or five rounds are shown in the picture – T. entered the board from the right, with two platoons above the road and one below. T. had to spend some time on spotting and removing of fake blinds L. placed in path of his advance. This was done without problems, but T. had to disclose content of his own blinds while doing it – false blinds can spot as well as real ones!
Meanwhile, the local villagers minded their own business, doing their best to ignore American patrol.
Contact! In fifth round, L. took advantage of the fact that T.’s 1:st platoon came into close range of his own 1:st platoon hidden in the woods at the end of the turn. This gave him the right to open fire and he blasted forward squad of T’s exposed platoon with massed fire from two squads that were in range. This could have had fatal consequences, but luckily for T., L.’s ‘famous’ bad luck with dices restricted the casualties to one KIA and some ‘shock’ points.
T.’s luck held in round that followed, with his 1:st platoon being activated before its assailants. His return fire managed to cause several ‘shock’ points on one of VC squads, but no casualties. Next, he called on 2:nd platoon for support – the rushed at top speed into the woods, their goal clearly being the flank of VC position.
L. had opportunity to continue the engagement, but decided that discretion was the better part of the valour. When his platoon was activated later in same turn, he broke contact and directed his troops to the tunnel entrance conveniently placed behind his position. In subsequent round T. managed to drop one of the retreating opponents , but that was all he managed to achieve before the VC platoon disappeared from sight.
With VC vanishing into thin air, T.’s 1:st platoon headed for the edge of village. As soon as one of the squads got inside the hutch, L.’s recoilless rifle pumped couple of 57mm shells into it. Yet again, the results of the fire were limited to couple of points of ‘shock’, although one of the civilians taking cover inside the hutch was instantly killed.
T:s response was rapid and similar to that of the reaction to the initial VC attack – concentrated fire from two squads suppressed the gun’s crew and caused two casualties. Next, 2:nd platoon came into firing position, opened up and killed two more crew members. With single VC soldier remaining standing, we removed the gun from the play, even though there are rules in CDS for handling such situations with a bit more detail.
This ended the game in this sector, even though T. took advantage of the lull in combat and tested the rules for interrogation of civilians. The peasant in question was however, as the ruleset expressed it, ‘not interested in conversation’. :-D
Meanwhile on the other side of the road, T.:s 3rd platoon advanced slowly forward against one of L.’s dummy blinds after another, until they unwittingly got in range of L.’s hidden machine gun. It opened up on one of the squads and managed to kill one American soldier before extremly effective return fire from his comrades almost instantly eliminated machine gun’s crew to the last man.
With 1:st VC platoon skulking in the tunnels and 2:nd never being able to get into position, we decided that it was quite enough excitement for this time and called it a night.
Musings after the battle
What did the ‘combatants’ think of this first experience with ‘Charlie Don’t Surf’? Well… T. has never been a big fan of rulesets from Too Fat Lardies and ‘I Ain’t Been Shot Yet, Mom’ in particular has become something of his pet peeve during the years when we used it for our WWII games. So, considering the fact that CDS is a derivative of IABSM, it’s hardly surprising that his impression of the ruleset was lukewarm. As far as I understood it, his initial opinion could be summarised with single word –overcomplicated.
L.’s initial impression, while restrained due to the basic character of the scenario, was definitely more positive.
As for me, the goal of this game was for me quite simple and clear – I wanted to get familiar the core rules for command and control of troops, basic infantry combat mechanics, and if we managed it, get a taste of some of the rules specifically designed to handle peculiarities of Vietnam conflict. I feel that this little scenario gave me what I was looking for, but at the same time it hadn’t provided me with enough ‘data’ to form a definite opinion about the ruleset. Of course it won’t stop me from writing another, more detailed post about my initial thoughts of ‘Charlie Don’t Surf’ in next couple of days, so stay tuned! :-)
December 13, 2014
Jungle Terrain–Vietnam huts from Timecast Models
I'm one of those wargamers who really don't like working with terrain. I love painting minis, but terrain has always been the 'necessary evil' part of this hobby. It is therefore a bit ironic that at the moment there are no minis on my work table. Instead I'm knee-deep in two terrain projects for Vietnam and have revived what I'd like to call a 'sleeper' project that is also terrain-centric (more about it later this month!).
Anyway... the first of those Vietnam projects is obviously the jungle terrain bit. It chugs along at rather slow pace and I must say that the old platitude 'practice makes perfect' isn't entirely off the mark. The other terrain segment for Vietnam consists of huts - after all, no table will be complete without some hutches to defend, storm or burn.
When it comes to Vietnam buildings, there is some choice on the market, but I didn't find the selection overwhelming. JR Miniatures has some pretty cool-looking, but rather expensive huts on stilts. Flashpoint Miniatures sells a set of rather miserably looking straw huts. Also, Battlefront sold a set of two very basic, prepainted huts during their brief engagement in Vietnam, but they seem pretty hard to find now that the company lost interest in that particular conflict. And finally, there is stuff from good old trusty Timecast Models, my go-to place as soon as I need anything that includes words 'resin' and 'building'.
Now, the peculiar thing with Timecast for me is that they always seem to have enough stuff in their range to make a good start, but not enough to provide real variety. Their 15mm Vietnam buildings range is great and to my knowledge the most extensive in this scale on the market - hutches, shacks and town/colonial buildings. Still, there is just a couple of each type of building, leaving you craving for more!
All right, that's enough of introduction to the fascinating topic of resin buildings in 15 mm for Vietnam conflict; let's move on to what I've actually finished so far. The logical starting point were the hutches... of course. Timecast sells two sets of two buildings of that type - straw hutches and clay hutches. All buildings are of similar size and layout and are made of brownish resin-like stuff with some heft - they will certainly stay in place once you put them on the table. Unfortunately, the material also seems prone to chipping while in transit. Also, they're one piece models - there is room for miniatures inside, but the roofs are not removable.
My paint job is pretty basic; not a fan of terrain making, remember? First off I washed the kits in warm, soapy water and let them dry overnight. Next, I primed them with cheap primer for plastics from one of local DIY shops, which turned out to be pretty bad idea - the paint run and pooled, making general mess. After another emergency scrubbing session in cold water (apparently, warm water makes acrylic paints harden), I gave priming another shot, this time with Vallejo's grey acrylic primer. The result was much more satisfactory.
All straw sections (two hutches and the roofs on the other two) were based with GW Steel Legion Drab and then drybrushed in two steps with GW Tallarn Sand and Karak Stone. A short side note - GW:s current paint system strikes me as ridiculously overworked and unnecessarily complicated, but I'm pleased with the paints from 'base' and 'layer' ranges. Good coverage, flat finish, hopefully they won't dry out 15 minutes after I popped opened the jar lids.
I deliberated a bit over the choice of color for the mud huts. From pictures available on the net one draws must draw the conclusion that they were mostly either brown (natural color) or white-washed. In the end I choose to base the walls in light grey and then give them a heavy drybrush Vallejo Off White. Once that was done, I took care of bare wood parts (always a bit of a problem for me) and that was it. They seem to look the part and personally I'm quite pleased with them.