poniedziałek, 23 marca 2015

Wrzesien 1939 numer 23! / September 1939 issue 23!

Juz w czwartek nowy numer gazetki Wrzesień 1939 a wnim polskie dowodctwo i bron wsparcia!
Oprócz dowodctwa najważniejsze dla mnie beda drużyny z rusznicami przeciwpancernymi wz. 35. UR!! TAK!! Byle do czwartku!! Oczywiscie zamieszcze inbox!



On Thursday a next number of Wrzesien 1939 magazine will appere - and inside a Polish command and support weapons!! YES! Wz. 35 anti-tank riffle teams!! Yes , yes, yes!! And some mortars as on the picture...man cant wait for at teams!! Will post an inbox ofcourse!! 

sobota, 21 marca 2015

7TP - WIP

Jak powiedziałem tak robie. Generalnie zapowiada mi sie modelarski weekend. Czolg skleja sie naprawde bardzo przyjemnie i w miarę szybko. Tylko jedno ale...jak ma sie ponad 185cm i ponad 100kg to sklejanie kol jezdnych bez pencety jest masakra!! :)

Ok gonna be gluing and painting whole weekend! The tank is going well, no big holes in the main body - no putty needed! 
There is one thing that bugs me...if you are over 6.2 and over 200lbs...gluing the tiny wheels together is a nightmare! ;) 



piątek, 20 marca 2015

7 TP recenzja / 7 TP review (1/72)

Trochę czasu mnie nie było - zwale to na karb wiosennego remontu mieszkania, wstawiania nowych mebli i generalnie wiosennych porządków (mycie okien....)
Ok generalnie wczoraj wybralem sie do mojego lokalnego sklepu modelarskiego w celu kupienia...now lasnie sam nie wiem czego :) Po prostu poszedlem...z czym wyszedłem?
Oprócz kleju do plastiku z igla, folderu farb lifecolor (bede je testował) wyniosłem tez (płacąc oczywiście :)) model czołgu 7TP. Pomyślałem ze będzie fajnym wsparciem dla moich polaków do kampanii wrześniowej.

Pudełko jak pudełko, przyjemna grafika z przodu, na bokach krotki rys historyczny po pl i eng (milo), dane firmy i inne standardowe duperelki. FOTO 1

W pudelku 2 woreczki z wypraskami oraz instrukcja z przypiętą kalkomania w woreczku.
Warto zaznaczyc ze kalki mamy do 2 wersji czołgu - polskiej wrześniowej jak i zdobycznej niemieckiej FOTO 2

Instrukcja na dobrym jakościowo papierze formatu a4, jasna i przejrzysta. Na "pierwszej" stronie rys historyczny czolgu a na koncu przykłady malowania i polecane farby. Instrukcja czytelna i dwujęzyczna. FOTO 3

Ramki z częściami wykonane zs solidnego plastiku w 2 kolorach, jasnym i ciemnym. Te jasne to glonie czesci "gorne" czołgu, ciemne "dolne". Dla czego tak? nie wiem...
Ilość części nie odstraszy nawet typowych graczy, może jest ich więcej niz w modelach quick build...ale mnie cieszy np możliwość wymodelowania podwozia. Detale sa naprawdę wyraźne i czyste. Po pomalowaniu model bedzie prezentował sie naprawdę ładnie FOTO 4,5,6,7

Gasienice i lina....guma, guma...nie lubie gumy...
Mam co do tego zle przeczucia, gaski wyglądają trochę jak ze starych modeli airfixa, a tamte mnie przerażały. Zobaczymy jak wyjdzie w praniu. Foto 8

Generalnie model na + pomimo dość wysokiej ceny jak na swoja skale (39zl...) Jutro siadam do skladania, wiec czekajcie na wpis.
Pozdrawiam wiosennie!

***

Ok i was not around for a while. Blame the spring cleaning, apartment renovation and....windows cleaning in the entire apartment!! 
But, yesterday i went to my local hobby shop to buy...what? I didn't know it in the time, but i walked away white plastic glue whit needle (imho way better in gluing plastics then superglue type), a lifecolor color chart (gonna test the paints soon) and a 1/72 scale 7 TP polish tank for my September Polish force! 

Ok box is ok, i like the graphic on the cover, some technical info about the tank on a side (in pl and eng), and usual stuff (not for children...bla bla bla) FOTO 1

In the box we will find 2 bags white sprews inside, manual, and some transfers for the tank - both for polish September version and captured German version FOTO 2

Now the manual. Its both in eng and polish. Its printed on a nice (semi-glosy) paper in a a4 format. Got some technical notes on the "front" side, a clear manual on the inside , and painting shames and paints recommended on the "back". FOTO 3

Now the tank...looks nice. not to meany parts. The details are crisp and clear. Plastic looks and feels ok. What i can ay, looks to be a decent model! Just remember - its a scale model for modelers, not wargamers...so dont be thrown of by the number of parts in the box. Judging by the manual its simple build :) 
FOTO 4,5,6,7

Tracks and a steal rope...god how i hate rubber tracks!! The material looks like an old airfix rubber tracks, and i hated thous!! I hope this one is better! 

Im gonna to build it during the weekend! 









czwartek, 12 marca 2015

R.I.P. Sir Terry Pratchett

Zmarł w wieku 66 lat - jeden z moich ulubionych pisarzy. Mort i jego odwiedził w koncu! Dziękuję za świat w który stworzyłeś...


Sir Terry Pratchett, fantasy author and creator of the Discworld series, has died age 66. Mort finally came to him to. Thank You for the fantastic world You have created! 

piątek, 6 marca 2015

Weekend!

Blisko, blisko coraz bliżej!! A w weekend testowanie eksperymentalnej listy EIR do Eagle Rampant - i tu muszę sie pochwalić --> dostaliśmy oficjalne błogosławieństwo od autora systemu aby kontynuować prace nad dodatkiem!! - malowanie polskiej piechoty, dalsza mordega z samolotem i weekendowe piwko :)
Ahhh no i kolega Nathan z bloga natholeonsempires robi maly givaway z okazji 100 obserwator ; chesz dolaczyc subskrybuj bloga - warto!
Do poniedzialku!


Its almost here!! Weekend! At last! Will have some time to playtest the rules for my EIR units from Eagle Rampant - oo and btw - thx to Nat now we have an OFFICIAL blessing and a green light of the rules author to continue the project! - to paint my 39 Polish, and work on the "plane"
O and another thing - Nat from natholeonsempires hits his 100 subs so his doing a giveaway! Wanna join? Sub the blog (Its worth it!) and click the upper link! 
Best and see you all on Monday! 

czwartek, 5 marca 2015

Eagles Rampant! - Galowie / Eagles Rampant - The Gauls!

Nathan przesłał mi kolejna porcje swoich prac - tym razem Galowie!! Czas zabierać się za testy! Powiem szczerze ze wsiąkłem w projekt na całego! Juz niedługo lista do Early Imperial Romans! 

***

Nathan send me more of his work - its the hairy Gauls!!  Enjoy - and playtest the rules!! I must say im soaked in the project! In few day first units from my Early Imperial Roman list :] 




GAULS
WARRIORS

Gallic warriors love to get into battle where they can hack and slash their way through the enemy and collect a few heads along the way. They are relatively lightly armoured – some will have chainmail armour but many will simply have their shields.
UNIT NAME
Warriors
POINTS
3
Attack
6+
Attack Value
4+
Move
5+
Defence Value
5+
Shoot
-
Shoot Value
-
Courage
4+
Maximum movement
8”
Armour
2
Special rules
Wild Charge
Models per unit: 12
SPECIAL RULES:
·         Wild Charge: If a unit is within Attack range of an enemy unit, you must test to activate an Attack; this is the only order the unit can be given. Wild Charge may not be used if the unit is Battered.
UNIT UPGRADES:
·         Expert @ 2 points per unit. Armour is upgraded to 3.



GAESTATI

These chaps know how to make an impression. Charging wildly, butt naked, they are a terrifying sight on the battlefield.
UNIT NAME
Gaestati
POINTS
4
Attack
5+
Attack Value
3+
Move
6+
Defence Value
6
Shoot
-
Shoot Value
-
Courage
4+
Maximum movement
8”

Armour

1

Special rules
Ferocious; Wild Charge; Counter-charge versus infantry; Fleet Footed
Models per unit: 12
SPECIAL RULES:
·         Ferocious:  This unit uses its normal Attack/Defence profile when fighting in rough terrain. Their Defence value remains 6.
·         Wild Charge: If a unit is within Attack range of an enemy unit, you must test to activate an Attack; this is the only order the unit can be given. Wild Charge may not be used if the unit is Battered.
·         Counter-charge against infantry: When an enemy has successfully diced to Attack this unit, but before it moves, this unit may test for a counter-charge. This is an attack order at 7+. If it succeeds, the two units meet a proportionate movement distance between their start positions, and both count as attacking. If it fails, it stands in place for the enemy’s charge. This rule does not apply versus mounted units. Counter-charge may not be used if the unit is Battered.
·         Fleet Footed: This unit does not halve its movement in Rough terrain.
UNIT UPGRADES:
·         None: all they need is to let it all hang out.



NOBLE CAVALRY

The richer sort of Gaul rides a horse and wears good armour. Even Caesar likes to hire these guys to fight for him, so you know they have to be good.
UNIT NAME
Noble Cavalry
POINTS
4
Attack
5+
Attack Value
4+
Move
5+
Defence Value
5+
Shoot
-
Shoot Value
-
Courage
4+
Maximum movement
10”
Armour
3
Special rules
Wild Charge;
Counter-charge
Models per unit: 6
SPECIAL RULES:
·         Wild Charge: If a unit is within Attack range of an enemy unit, you must test to activate an Attack; this is the only order the unit can be given. Wild Charge may not be used if the unit is Battered.
·         Counter-charge: When an enemy has successfully diced to Attack this unit, but before it moves, this unit may test for a counter-charge. This is an attack order at 7+. If it succeeds, the two units meet a proportionate movement distance between their start positions, and both count as attacking. If it fails, it stands in place for the enemy’s charge.  Counter-charge may not be used if the unit is Battered.
UNIT UPGRADES:
·         None: They’re pretty hard as it is.



LIGHT CAVALRY

These Gauls can afford horses but like to throw javelins from them and harass the enemy rather than charge headlong into them.
UNIT NAME
Light Cavalry
POINTS
4
Attack
7+
Attack Value
5+
Move
5+
Defence Value
6
Shoot
6+
Shoot Value
5+/6”
Courage
5+
Maximum movement
12”
Armour
2
Special rules
Skirmish;
Evade; Hard to Target
Models per unit: 6
SPECIAL RULES:
·         Skirmish: As an ordered activation, successful on a 6+, the unit may choose to make a half move and Shoot either before or after this movement takes place. All models in the unit shoot with -1 to their dice scores.
·         Evade: When an enemy has successfully diced to attack this unit, but before it moves, this unit may test to evade at 7+. If it succeeds, it immediately carries out a skirmish action targeting the Attacking unit only, may not move closer to the Attacking unit, and must avoid other units by 3” as usual; casualties inflicted in the skirmish action cause a Courage test or Lucky Blow only at the end of the Attack. The charging unit then moves its full charge distance following the Evading unit; if it makes contact it Attacks with the evading unit reducing its armour to 1, and if it cannot contact it must move as close as possible. If the evade test fails, the unit stands in place and awaits attack without moving or shooting, and its armour drops to 1 during the Attack. Evade cannot be used if the unit is Battered.
·         Hard to target: Light Cavalry count as Armour 2 versus Shooting and may only be targeted within 12”.
UNIT UPGRADES:
·         Expert @ 2 points per unit: Will skirmish without the -1 shooting penalty.



SKIRMISHERS

The Gauls have lost of young warriors who like to use bows, slings, and javelins to harass and harm the enemy. Regardless of armament the range remains the same as Gallic warriors do not like standing off too far from their enemies.
UNIT NAME
Skirmishers
POINTS
2
Attack
7+
Attack Value
6
Move
5+
Defence Value
6
Shoot
6+
Shoot Value
5+/12”
Courage
5+
Maximum movement
8”
Armour
1
Special rules
Hard to target; Skirmish; Evade; Fleet Footed
Models per unit: 6
SPECIAL RULES:
·         Hard to target: Skirmishers count as Armour 2 versus Shooting and may only be targeted within 12”.
·         Skirmish: As an ordered activation, successful on a 7+, the unit may choose to make a half move and Shoot either before or after this movement takes place.
·         Evade: When an enemy has successfully diced to attack this unit, but before it moves, this unit may test to evade at 7+. If it succeeds, it immediately carries out a skirmish action targeting the Attacking unit only, may not move closer to the Attacking unit, and must avoid other units by 3” as usual; casualties inflicted in the skirmish action cause a Courage test or Lucky Blow only at the end of the Attack. The charging unit then moves its full charge distance following the Evading unit; if it makes contact it Attacks with the evading unit reducing its armour to 1, and if it cannot contact it must move as close as possible. If the evade test fails, the unit stands in place and awaits attack without moving or shooting, and its armour drops to 1 during the Attack. Evade cannot be used if the unit is Battered.
·         Fleet Footed: This unit does not halve its movement in Rough terrain.
UNIT UPGRADES:

·         None

środa, 4 marca 2015

Eagle Rampant - skirmishing in the age of Rome and its enemies! !!!WIP!!!

Mam przyjemność przedstawić pierwszy fanowski projekt dodatku do gry; Lion Rampant.
Projekt ten powstaje przy współpracy Nathana z bloga NATHOLEON`S EMPIRE 
Projek będzie obejmował 2 części; pierwsza bardziej szczegolowa to kampania Cezara w Galii (za ten projekt odpowiada w większej czesci Nathan) druga to bardziej ogólna część obejmującą Imperium Rzymskie w czasach swej największej chwały (1AD/117AD)...ale nie tylko
Na początek - sily Cezara w Galii

W przygotowaniu;

  • Imperial Legioneries
  • Auxilia Legion
  • Exploratores
  • Imperial German Bodyguard (plemię Batavi)


Ok....im pleased to sheer with You our first unofficial fan made supplement for Lion Rampant - EAGLE RAMPANT! The project is run by me and Nathan from NATHOLEON`S EMPIRE
The supplement will focus on 2 things (time periods?) firs one is more specific - its Caesar in Gaul (Nathan is the head designer here) and one is more, let say open - its Roman Empire "in full glory" (1AD-117AD - not only...) - i`m the head of this project
I bring You, Caesar legions in Gaul! 

In development;

  • Imperial Legioneries
  • Auxilia Legion
  • Exploratores
  • Imperial German Bodyguard (Batavi Tribe)

***
Sily Cezara w Galii \ Caesar forces in Gaul





LEGIONARIES
Legionaries form the backbone of the Roman army. Well trained, well equipped and well led they are expensive in points but rock solid on the table. As they are a drilled formation they usually fight in a two-deep line with bases touching together, but this affords them a +1 armour bonus when attacked. When in danger from shooting the legionaries can form a testudo, or tortoise, which gives them extra cover from missile fire. Finally the Legions have a nasty surprise for any would be attackers with their pila.
UNIT NAME
Legionaries
POINTS
6
Attack
6+
Attack Value
4+
Move
5+
Defence Value
4+
Shoot
6+
Shoot Value
5+/6”
Courage
4+
Maximum movement
6”
Armour
3
Special rules
Testudo; Pila; Drilled
Models per unit: 12
SPECIAL RULES:
·         Testudo: There needs to be 6 or more models to form a testudo. On a move order form the unit into a three rank formation with equal numbers in each rank or as close to it as you can get. A testudo cannot form in Rough terrain or in cover. Testudos increase their Armour by 1 point against shooting attacks, but decrease their Defence value by -1 if Attacked and contacted by enemy.
·         Pila: All legionaries are armed with two pila that can be thrown at enemy as a shooting order. When Attacked the legionary unit may test to throw its pila just prior to contact as a charge reaction. Pila may be used twice by a unit in a game, after which they are exhausted. Pila may not be used by a unit in testudo formation.
·         Drilled: So long as their bases are touching and they are arrayed in a two deep line legionaries gain the benefit of close order training. This enables them to gain a +1 armour advantage in Attacks when defending as the men protect each other with their shields.
UNIT UPGRADES:

·         None.

NUMIDIAN LIGHT HORSE
The Numidian cavalry are some of the finest skirmishing horsemen in the world. Their ability to evade is legendary, usually on the heels of a hail of javelin throwing.
UNIT NAME
Numidian horsemen
POINTS
5
Attack
7+
Attack Value
5+
Move
5+
Defence Value
6
Shoot
6+
Shoot Value
5+/12”
Courage
5+
Maximum movement
12”
Armour
3
Special rules
Skirmish; Evade
Models per unit: 6
SPECIAL RULES:
·         Skirmish: As an ordered activation, successful on a 5+, the unit may choose to make a half move and Shoot either before or after this movement takes place.
·         Evade: When an enemy has successfully diced to attack this unit, but before it moves, this unit may test to evade at 7+. If it succeeds, it immediately carries out a skirmish action targeting the Attacking unit only, may not move closer to the Attacking unit, and must avoid other units by 3” as usual; casualties inflicted in the skirmish action cause a Courage test or Lucky Blow only at the end of the Attack. The charging unit then moves its full charge distance following the Evading unit; if it makes contact it Attacks with the evading unit reducing its armour to 1, and if it cannot contact it must move as close as possible. If the evade test fails, the unit stands in place and awaits attack without moving or shooting, and its armour drops to 1 during the Attack. Evade cannot be used if the unit is Battered.

NUMIDIAN SKIRMISHERS
Numidians don’t just ride horses. Some of them run around and throw javelins too.
UNIT NAME
Numidian skirmishers
POINTS
2
Attack
7+
Attack Value
6
Move
5+
Defence Value
6
Shoot
7+
Shoot Value
5+/12”
Courage
5+
Maximum movement
8”
Armour
1
Special rules
Hard to target; Skirmish; Evade; Fleet Footed
Models per unit: 6
SPECIAL RULES:
·         Hard to target: Skirmishers count as Armour 2 versus Shooting and may only be targeted within 12”.
·         Skirmish: As an ordered activation, successful on a 7+, the unit may choose to make a half move and Shoot either before or after this movement takes place.
·         Evade: When an enemy has successfully diced to attack this unit, but before it moves, this unit may test to evade at 7+. If it succeeds, it immediately carries out a skirmish action targeting the Attacking unit only, may not move closer to the Attacking unit, and must avoid other units by 3” as usual; casualties inflicted in the skirmish action cause a Courage test or Lucky Blow only at the end of the Attack. The charging unit then moves its full charge distance following the Evading unit; if it makes contact it Attacks with the evading unit reducing its armour to 1, and if it cannot contact it must move as close as possible. If the evade test fails, the unit stands in place and awaits attack without moving or shooting, and its armour drops to 1 during the Attack. Evade cannot be used if the unit is Battered.
·         Fleet Footed: This unit does not halve its movement in Rough terrain.

CRETAN ARCHERS
These men from the island of Crete were used throughout the Roman world as auxiliary support.
UNIT NAME
Cretan Archers
POINTS
4
Attack
7+
Attack Value
6
Move
6+
Defence Value
6
Shoot
6+
Shoot Value
5+/18”
Courage
4+
Maximum movement
6”
Armour
1
Special rules
-
Models per unit: 12
SPECIAL RULES:
·         None
UNIT UPGRADES:
·         Expert @ 1 point per unit. Shoot value becomes 4+.