Thursday 4 December 2014

Barrages - A Mixed Month......

So, it's been a busy few weeks.

I had a great trip down to Rivermead, Reading for Warfare with Bob, Paul & my son Connor. Purchases were obviously made including the start of my Empress Miniatures Nationalist force for the club CoC Espana project, casualties (shock markers) for my 15mm Russians and Americans from Peter Pig, a 28mm Minairons Chevrolet Truck and some lovely terrain for Spain. All of which will feature in upcoming blogs.

Jon's Churchills move off their start line in support if the attack.
Then I travelled the short distance up to Studley to meet up with an old gaming mate I'd not seen in a long while Jon Sword (ex of Britannia Miniatures). He's now back in circulation for wargaming after real life had intervened and has pulled his beautiful collection of 20mm WW2 out of storage, setting up a fantastic bespoke gaming room at his new home. Invited via Facebook I went up for an enjoyable game of Jon's own WW2 rules "Hit the Dirt". I played the Germans defending in a scenario based on Hill 112 with Jon as the attacking British. The rules are set at "company plus" level (somewhat of a change from what I'm used to) and use varying dice depending on troop quality. As I said, I really enjoyed it, with my nebelwerfer battery in the end taking too much toll on the advancing infantry and blunting the assault. Not missing an opportunity to #Spreadthelard, we've arranged to game again next week when I'll be introducing Jon & another old buddy Spike to their first experience of Chain of Command. I look forward to seeing what they make of the rules and running a game with some top quality kit.

A Panzer IVH lies in wait.



Immobilised, This tank crew bailed and went "into the bag".
Next up came another game of CoC, this time on a Wyvern Wargamers club night. I had decided to run a BigCoC scenario based on the battle near Rauray, Normandy at the end of June '44. Maximum Bob and Phil would take the role of the attacking British troops, an infantry platoon (Phil) & a Sherman platoon (Bob) supported by an extra Firefly, FOO + 3" mortar battery and a pre-game barrage. Up against them would be Ian and Matt with two weakened platoons of SS panzergrenadiers supported by a Panther representing part of Kampfgruppe Wiedinger.
 
The Germans would be defending this key crossroads against an attack from the top of the picture.
 All began well, with both sides orchestrating their strategies, rolling up Force Morale and playing out a cagey Patrol Phase ending with the Germans with the option to deploy in strong advanced positions.
Phil's infantry deployed from a flanking Jump-Off Point in the cornfield on the right.
 
While Bob's armour advanced up the road, with the 75mm armed pushing on to assault while both Fireflies covered their advance.
Meanwhile the Germans played their trump card at the first opportunity placing the Panther on overwatch on the first three rolled. 
While the Panther moved through the shattered village
infantry deployed into the left most ruins to counter the flanking British.
Drawing to a halt, the Panther awaited the opposing amour's appearance.
It was at this point things began to unravel for the defenders. A missed shot from the Panther, followed swiftly by successive lucky strikes by both Fireflies which first immobilised and then killed the gunner in the turret of the Big Cat.

It got worse. With neither side particularly racking up many CoC dice, the British (Bob mostly) began a sequence of rolling multiple sixes, maintaining the phase to push on and close from all directions with combined arms. But the killer punch was......
 


Seizing their opportunity, the British called down fire from the supporting battery of mortars.
 
 Having decided to "fire for effect" and only deviating by 3", the full weight of the mortars landed on the centre of the village. Pinning the panzergrenadiers in the ruins and already-suffering Panther also denying the Germans deploying from all but one of their Jump-Off points. The double sixes continued, with an inordinate amount of kills and shock being registered on the defending force, while they could only look on incredulous at their poor luck.

Eventually the Germans, concluding that any further resistance was futile on this occasion, called time on proceedings and the evening ended a little prematurely.

Definitely a case of Friction deciding matters. (Grimace) I blame Bob. 
 

 
Finally, not put off by the slightly disastrous events of the club night, Bob and I were back in the saddle with Bob hosting another different look at the game mechanics with a play-test of the modern version of the rules.

I would be commanding a well supported Russian platoon ordered to assault an enemy village, where known insurgents were believed to have hidden an arms cache in the local mosque.
 

A few phases in, still only a sniper and FOO had deployed to overlook the impending assault & hoping to keep the locals off the roofs.
 
Knowing that Bob would opt to keep his defensive options open by not deploying until he had to, I had decided to wait until I rolled the right hand of dice to be able to mount a quick push on one point & if possible capture his left-most Jump-Off Point.

A sound plan.....in principle. The problem being that by the time I eventually managed to roll a double six, Bob had already accumulated TWO whole CoC dice to my solitary, single roll of a five!
 

 
Undaunted, I raced a squad down the table in the relative safety of a BTR60 knowing that I had the next phase.
My APC raced into cover (the look on BoB's face!) & de-bussed a squad with the intention of "kicking in the front door". My plan by this point was to quickly move a Jump-Off Point up to close behind this squad and be in a position to shoot the first squad in. My lack of CoC dice scuppered that idea, so I'd moved a second squad up on foot through the high crops which was in a position to support the lead element.
Threatened by ambush with a RPG, the BTR moved to safety on the flank. Unfortunately by this point the infantry in the high crop had decided to move only 3"!
Bob had been no slouch. Setting up a "welcoming committee" covering any emergence from the alley on overwatch from both sides.
I desperately wanted to call in mortar support now, but knew Bob would end it (& the turn) with a CoC dice while I STILL hadn't managed to get anywhere near having one of my own to continue the barrage. A brief lull in activity while I waited to roll fives, was swiftly followed by an impatient Bob lunching TWO ambushes on my exposed forward squad.
Appearing between the containers, Bob poured lead into my flank. Two dead Russians later I managed a phase of my own and luckily wiped his entire team out in one go!



Although I was tactical, a hail of LMG fire killed one man and wounded my Junior Leader. I would lose him until the end of turn. Curses!
With Bob now out of CoC dice I decide the time was right for those mortars. I desperately needed to cause a distraction as much as anything to allow a regrouping of my failed first probe. As it turned out, firing for effect immediately paid off with the barrage landing directly on target, hitting the Afghans on my left hard.
 
The mortars rained death on the squad an a half of remaining defenders.
With the luck briefly but definitely turning towards me, I rolled a couple of double sixes. Combined with the ability on 1's to "walk" the barrage up & down Bob's exposed troops causing irreparable damage his Force Morale plummeted. After only one true exchange of actual gunfire the game was up. With only one functional element remaining and his Force Moral teetering on three, Bob's insurgents hit the trail.

Another excellent game! Interesting to see how well (adapted) CoC coped with a forty year jump forward from it's intended period. Looking forward to more Modern CoC for certain. Cheers Bob!

Footnote:

Much has been said on both the TFL Forum & Yahoo Group about the efficacy of mortar barrages. When you stop to consider however that such a HUGE percentage of casualties in modern warfare are attributed to either them or artillery, my opinion is that they're represented very well indeed in CoC.

I readily accept that the use of mortars, if accurate, will produce a game likely to cause ENORMOUS frustration to one player. That could be me, my opponent or someone in a game I'm umpiring. To try to represent 20th-21st century warfare without them would be ridiculous. They cause FRICTION.

If that's not for you fine. Other games are available.





Wednesday 12 November 2014

Huzzah for Warfare!

I can't wait 'til Saturday.

I'm in a bit of a "Wargamers Funk" at the moment. It happens to us all from time to time. Enthusiasm for a project wanes, time & circumstances conspire against plans, life in general intervenes. These things are sent to try us.

Despite a substantial improvement in my health, the publication of my favourite EVER set of rules  and having without doubt the best fun in this hobby over the last 18 months, I find myself in need of a "bump up".

I know where the problem lies. I know what needs to be done. I know that in a short space of time normal service will resume.

I've managed very little in the way of actual gaming at home (the last miniatures game here was shamefully the 1st of AUGUST! I have managed a few very enjoyable bashes at of all things X-wing, Marvel Dice Masters, Settlers of Catan and the Stalingrad Card Game from DVV. But the lack of miniatures gaming is definitely at the root of the problem. Efforts have been (and continue to be) made to rectify that issue with varying results. Regular visits to Maximum Bob's have yielded games of Muskets & Tomahawks and I've managed a good outing at CoC on a club night against Phil (who's AAR is available here: http://infrequentwargamer.blogspot.co.uk/2014/10/aar-chain-of-command-at-wyvern.html and a first go at Through the Mud & Blood with Bob at the club too.

Next Tuesday, I've lined up a visit to an old opponent I've not gamed against for nearly 15 years! I'm off to game against John 'Dagger' Sword (ex of Brittannia Miniatures) up at his purpose-built wargames annex up the road in Studley. John's an ex-tankee and has a hugely impressive collection of WW2 kit - albeit in the wrong scale of 20mm. He's also had a hand at writing his own rules but I'm secretly hoping to #spreadthelard and give him an introduction to Chain of Command. If nothing else, I'd be extremely interested to hear his opinion on them! I'll be sure to take plenty of photos of that one and write up what went on. There's the chance (circumstances permitting) that I may even attempt a little "live tweeting" of any game too. That will be on my Twitter feed at @AdeDeacon

The following Sunday at the club, we're hoping to roll out a "Big CoC" game with four players. I have a scenario in mind allowing for a 2 on 2 British vs. Germans battle set in Normandy. I'll run that past the participants.......

Also not helping is the fact that a lack of miniatures gaming has led to a "bitty" approach to my painting. After spending the last 18 months painting almost exclusively 15mm WW2 figures, scenery and vehicles (with fantastic results in terms of output-for me), I've been lacking focus. The result has seen everything from Woodland Indians to Space Orks (the latter in encouragement of my sons - honest!) meandering across the paint table. With little of substance to show for it.

Thank goodness that seems to be slowly rectifying as a fresh new platoon of 15mm Peter Pig & Battlefront British Infantry plus supports is forming up before the brushes as I write, with one eye on that club game in 10 days.

I'm hoping that this weekend's pilgrimage to Reading will provide me with that nudge to give some planned projects fresh impetus to see me through the winter.

I've done the obvious thing and made a shopping list. I'll be hoping to pick up Russian and American casualties for my CoC forces, some more trees from Last Valley and my 28mm Nationalist platoon (plus limited supports) from Empress for next year's club project of CoC Espana. We'll see how much I stick to that list eh?

Well, that's enough waffle for now. Apologies for the lack of photos. Stay tuned for a more colourful post in the next few days!


Thursday 16 October 2014

Injun Interlude

See! It's NOT all WW2 and not even all Lard (that's a technicality - more of which later).
 
After a recent visit to Maximum Bob's for an intro/educational game of the excellent Muskets & Tomahawks against Martin, I was inspired enough to forage in the garage on my return to seek out the box with my French & Indian Wars stuff in it. This was another subject which I has rushed head-long into when M&T was first published. Having always enjoyed the film Last of the Mohicans and spent hours viewing all the blogs which were suddenly festooned with beautiful pictures of Indians, colonials and the armies of Wolfe & Montcalme, I promptly marched out of my stockade and "went large" on yet another new period.

Savage & godless. Heading to a settlement near you soon?
Back then Warlord Games had just negotiated a deal to supply the exquisite line of Conquest Miniatures, thus making their comprehensive range easily and readily available over here for the first time. Another very comprehensive range was available from Redoubt, but the figures were quickly discovered to be quite large and therefore incompatible with any other lines whereas I found that the civilian types and Woodland Indians offered by Foundry & Perry's would combine very nicely.
I was unsure at first on painting war paint. In the end I just dived in and was pleasantly surprised I didn't ruin the test batch of figures.
Within no time at all I had done my usual trick of accumulating an appropriate lead-mountain, visited Amazon for some histories, snapped up the relevant Ospreys (including a rare copy of Montcalme's Army) and used up some credit at Grand Manner for some log cabins. Then the project fell flat on it's face until recently.
I'd acquired some autumn leaves too
Realising I'd racked up quite a large number of figures for a skirmish game I decided I'd experiment with the painting to try to speed up my glacial turnover of 28mm sculpts. I decided that I'd settle for a look that "did the job" rather than being overly fussy. There would be opportunity to jazz things up with the basing and the war paint. As there was such a prevalence of browns and earth tones I decided I'd give the figures a coat of Army Painter Strong Tone and matt it down after.
"Here among the undergwothe"
Using Foundry's triads and Citadel reds & yellows for their vividness, I managed to paint all 20 of my first Indians from quite a limited palette. Fortunately it's left me with enough enthusiasm to tackle the next batch almost immediately without the anticipated immediate  return to WW2.

Using the points system in M&T this still leaves me with some way to go.
I've really enjoyed the change and combined with the knowledge that there's a Sharpe Practice adaptation for this too I know this little project will run and run.

Between compiling Americans for the recently released "29 Let's Go!" CoC supplement, preparing everything for the Winter Storm project and now a renewed vigour for this, I predict a busy winter ahead.........

I blame Bob.

Tuesday 7 October 2014

Boom! Boom! Boom! Boom!

No, this is nothing to do with Basil Brush (Brits only I suspect), or the collected works of the eminent war poet Private Baldrick and not even a "How To" but more of a "How I".

After their use attracted comments in the recent CoC game, I decided to go about making my own barrage/explosion markers. There are any number of useful tutorials on the web (I know because I looked them up), but they all use slightly differing approaches so I cherry-picked and added a bit and this is what I came up with.

All you'll ever need.....
After gathering my materials I made note of the following:
1) Don't use the best Milliput.
2) Don't worry about the colour of the clump foliage
3) Don't use good superglue (my stuff was the 5 for £1 that you can get from Super Savers etc.)
 
 
First step was to make some rough armatures by pushing bamboo skewer into the centre and varying lengths of cocktail stick into the sides of the Milliput at differing angles.


Next is the most laborious part. After the first couple I settled on a technique of skewering small clumps of clump foliage and building up rings. I deliberately left up to 5mm of the cocktail sticks at the ends as I had a plan.


Next I sprayed them thoroughly with Halfords matt black primer. When they'd dried out I dry brushed first a mid-grey tone in strokes from the top down stopping short of the lowest parts and followed with a lighter grey, again stopping even higher up.


After raiding my son's 40K paints I picked one of the thick pigment "Base" colours and wet brushed quite vigorously into the base areas of each plume and painted the ends of the cocktail sticks.

I repeated the same process with a lighter red in sparser amounts and further up the tips again.



Then I repeated the first red stage with a "Base" yellow. All the time trying where possible to keep the brush strokes vertical up the plumes.


And again with a lighter yellow.


Finally the tips of the cocktail sticks were whitened. I wanted to represent shards of white hot metal/earth or whatever projecting out of the smoke. I'd decided if the idea didn't work, I'd just go back and foliage up to the ends (but I actually think it looks OK!) 



Very soon I'd finished all ten (the tenth was out of shot for the next picture)



Very happy with the final result, I'll be more than happy to use them for vehicle explosions as well as just artillery blasts.
After putting off making them for so long, I'm likely to add a few more in the near future. Next time I'll maybe try attaching the foliage before inserting the sticks into the Milliput to see if that makes thing easier.










Friday 3 October 2014

Wyvern Wargamers Big CoC with Big Rich 27-09-14 (part 3)

......of a trilogy :^D

Although I had unintentionally ended my own mortar barrage in the middle of that run of seven phases, the devastating effect it had already had on Rich's position was beginning to weigh heavily on the Paras. Repeated activations had left his 2" mortar team dead, his section next to the gun routed due to shock and the gun abandoned by it's remaining crew who were running for the board edge.
Heavy and accurate mortar fire devastated the paras on the hill.
Those accumulated losses had pushed Rich's FM to a perilous FOUR with his loss of a command dice also impacting upon Paul's FM too. I had luckily managed to reacquire the mortar support first time.

Rich re-crewed the rallied gun and added his remaining infantry sections in the as yet un-deployed trenches on the front of the hill. Needless to say, at his first opportunity he ended the barrage again by surrendering another CoC dice. I wouldn't manage to get it back for the rest of the game, but with it having left his sections encumbered with shock and cowering in the bottom of their slit trenches, it would be a blow from which he would struggle to recover. With his FM now at only TWO(!) he'd lost another command dice and the effect had again spilled over to reduce Paul's to five.

Meanwhile, back on the farm, Paul had introduced his remaining infantry sections and senior leader, deploying at nine inches within the garden from their jump off point hidden in the orchard (which I'd forgotten about). Obviously with the scent of blood in his nostrils, he wasted no time in assaulting my remaining weak force who were licking their own wounds in the house. The result was a bloody affair. The ground left littered with dead as the Germans were wiped out to a man and the paras taking another twelve casualties in the process.

Paul's sections advance to a VERY bloody second close quarters affair at the farmhouse.

Now it was my turn to teeter as my FM had fallen to only five also. Luckily for us, a second random event had seen Bob's FM recover to seven as his grateful troops downed bottle after bottle of Chateau Neuf de Pape they'd discovered in the factory cellar. How Rich howled! To think that their task had just been made harder by the GERMANS getting the booze! :^D

With the remaining Panzer IV's pumping HE round after HE round unchecked into the house and trenches on the hill, it was only a matter of time until Rich's FM dropped again. This time it was to demonstrate the catastrophic effect when supporting troops' morale cascades taking down each other in turn. First Rich lost another command dice, the resulting effect was to reduce Paul's by one, which in turn took that last remaining point from Rich.

In conclusion, although we had won in game terms we would have found it impossible to hold the ground as my foolhardy infantry assault had left us with insufficient forces to consolidate the gains.

In reality, this particular German attack was ended when concentrated defensive artillery barrages from Third Infantry Division west of the Orne and the guns of HMS Arethusa in The Channel broke up the assaulting force, leaving Panzer IV's knocked out as close as just THIRTY YARDS in front of the paras positions! According to both Werner Kortenhaus (in his book Combat History of 21st Panzer Division) and Hans von Luck (in his book Panzer Commander) it was this defeat that so heavily demoralised the officer cadre of the division and bought about wide belief that the war was indeed lost.

To the victors the spoils! SIEG IST UNSER!
A great game! My thanks to Rich for making the trip up to Borsetshire and to Bob & Paul for making it happen in true Lardy spirit. Let's hope we get to do this again soon........

Thursday 2 October 2014

Wyvern Wargamers Big CoC with Big Rich 27-09-14 (Part 2)

So with the scene set, briefings given and battle plans drawn up, we rolled for force moral. Big Rich disastrously (for him) rolled a '1' (FM8), while Paul rolled '6' (FM11). That made Paul overall commander for the Brits and although it would be his dice dictating turn ends etc. he slyly passed over the patrol phase to Rich!

Although we both ended up with FM of 9 I was overall commander for the Germans by default as Bob had chosen to command the armour.
German view before the patrol phase. Bob and myself had already decided that priority must be given to denying the Brits a jump-off point in either of the mid-table wooded areas. After that, as our armour was deploying from the road entry points, we'd be happy jumping off from the hedge line and the factory if we could claim it.
The scenario we were playing was number three, a straight forward attack-defence and unfortunately I rolled a paltry two patrol marker moves before the Paras got to attempt to pen us in. In the end neither Rich or I attempted to claim the woods between the wheat fields and all our markers became locked down in the open ground or near the road. I'll admit I lost concentration at one point which could have proven costly, but in the end Bob and I were happy with our lot.
"Lock Down". Neither side had the central woods, while we'd achieved the factory as our furthest point forward.
We'd decided to pile on early and Bob's panzers quickly approached the hedge line.
Rich and Paul (eventually - the Pre-game barrage caused delays) deployed snipers to pick at our infantry escort. Although Rich forgetting they hit on three up did mean they weren't very successful for a number of turns :^D
German infantry appear round their armour and adapt overwatch to catch those snipers out. Equally unsuccessful, they failed every attempt at spotting!
The German attack was proceeding nicely, with the lead infantry and armour elements reaching the wooded area ahead of the factory on our right flank. Then things began to unravel. The Allies were racking up inordinate amounts of '5's and collecting CoC dice like they were going out of fashion. They ended the turn - and thereby our Pre-game barrage, with it having had little effect. There was little point in our FOO deploying when they had the ability to end any other barrage immediately.    ....Then disaster struck!
Rich's TFL dice (highly recommended purchase) rolled this! All those '6's bought about the first random event of the day. A stray mortar barrage would randomly hit the battlefield for one phase.
 
Would you believe it? Our lead units copped for the lot! Four (total) dead and shock to both infantry sections really put a crimp on things. Slowing us down and reducing our threat.
The random barrage ceased and the smoke cleared, allowing the Germans Mark IV's on the road to advance and take up positions to support an infantry attack on the farm house ahead. Then all Hell broke loose as Rich and Paul decided the time was ripe for cashing in some more of their hoarded CoC dice.


Rich's dug in A/T Gun and an infantry squad take up position on the hill front. 

Paul ambushed a PIAT from the out house widow at the farm, damaging the engine of one tank, while Rich, having deployed a Six Pound A/T Gun in a pit on the slope cashed in TWO CoC dice as interrupts to take out his target. Bob's FM took a plunge, dropping three points to just six.


Panzer 422 goes up in smoke after two hits from the 6Lb A/T Gun

Our intention to attack the farm house on our right flank to attain a base of fire near to the hill was hampered as Paul took advantage of our delay to deploy a section into the back garden. Then Lady Luck swung the balance back in The Fatherland's favour. I began a run of SEVEN consecutive phases (including a turn ending three sixes). Taking advantage I quickly rallied off the shock from the panzer grenadiers and moved both depleted sections to assault Paul's position before he could reinforce further. Not knowing how long I could push my luck, I chose to get stuck in without pinning him first. The result was a Pyrrhic victory. I took more casualties but managed to wipe out Paul's section entirely, holding the ground with two VERY poorly looking sections by default. I'd also been forced to cash in a CoC dice to avoid the morale test for my senior leader dying in the assault! Although I'd bought down Paul's FM to seven, my own had dropped to join Bob on a precarious six.

During this run I took advantage of the sudden lack of Allied CoC dice putting our FOO and mortar battery into action, calling down immediate fire on Rich's Paras and gun on the hill from the factory windows. Direct hit!

Stay tuned tomorrow for episode three! (if it's good enough for Peter Jackson) ;^)

Wednesday 1 October 2014

Wyvern Wargamers Big CoC with Big Rich 27-09-14 (part 1)

 
 
On Saturday we at Wyvern Wargamers held one of our all-day gaming events and were lucky enough to have guest visitors Paul from Kallistra & Big Rich Clarke from TFL among the club members gaming for the day. Paul was involved in a very large WW1 game using rules and 10mm figures from the Kallistra ranges while Rich took part in my four player CoC scenario based in Normandy with Paul, Maximum Bob and myself.
 
Our game would represent the right of the two blue arrows.
I'd chosen to depict part of the attack by 21st Panzer Division in the evening of 9th June (D-Day +3) when elements of 125 Pz. Gren. Batt. supported by MkIV tanks of 4 Kompanie 22 Pz. Batt. were ordered to attack from Escoville via Hérouvillette and on to Ranville from where they would hold ground with a commanding view of the bridgehead at Bénouville.
 
Ze Germans! Maximum Bob took control of the Panzer IV platoon while I (mis)handled a platoon of panzer grenadiers. This view towards the south, is from the raised ground at the British end of the table. Escoville would be in the cupboard over Bob's right shoulder, while Hérouvillette village would be about 6 feet behind the camera. 
The Brits (two platoons of The II/Ox. & Bucks Light Infantry) would be played by Big Rich and Paul. With Rich taking charge of the 6 pounder and ALL of the entrenchments as it turned out!
Orders of battle
The German attack would be preceded by a preparatory barrage (as in real life) and would be across well observed open ground with the tanks sometimes providing the only cover for the advancing panzer grenadiers. We'd be relying on those guns from Sturmgeschutz Abteilung 200 and the mortar battery to keep Tommie's heads down!
 
After a quick historical background to set the scene and 10 minutes for each side to discuss a battle-plan, we were ready for the off at about 10.15am.......... 


Wednesday 24 September 2014

A Life in Ruins?

 
 As previously mentioned, I had been inspired by Derek Hodge's work here http://dereksweetoys.com/2014/07/even-more-ruins/ and had decided that as lovely as my Normandy scenery was looking it all looked a little too 'nice'. While Normandy is indeed very beautiful (a lot like Cornwall but with more interesting stuff to see), it didn't look quite as quaint once the war-waging nations of WW2 had thrown frankly enormous quantities of munitions at it for 3-4 months. What I set out to depict was something more akin to the look of Villers Bocage AFTER shots.

I gathered together all of the suitable ruins I'd had secreted away in the garage for over 5 years
My little hoard was going to be enough to enable me to put out a decent little ruined hamlet at least. There would be a total of 9 houses and a church. Pictured above are six multi-based houses from http://www.fieldworks.org.uk/ (which honestly could have been left as-is but I was aiming for an overall more unifying look), a single storey shell which came with a Jagdpanther kit by Battlefront & the small church donated by my mate Garry (manufacturer unknown). Added to these would be a pair of buildings from Tiger Terrain (I've heard a whisper that these may be making a return with a proper website soon!)
All the buildings were washed in soapy water then got a customary basecoat with Halfords Grey Primer.
I had a rummage in my bits box and turned up some old Missing Link craters and varying pieces of wall left over from when I built the in-tact versions. I scrubbed the grass scatter off the craters and cut fibre board bases for the varying groups of ruins.
Two of the now singly based Field Works buildings with Tiger ruined walls & ML craters.
Same combination. This time with a Tiger crater and the start of some home-made rubble .
Battlefront & FW buildings with Tiger walls and crater
FW buildings (from the multi-bases) Tiger walls & ML craters.
The two Tiger buildings with Landmark Low Walls & ML crater
I magnetised the roofs of these two building to prevent them wandering during games. I took the Dremel to the wall and spayed the inside of the downstairs of both buildings black before attaching them to their base. All of the items were fixed down with NO More Nails. The rubble was made by using Rich Clarke's mix of tile grout and PVA to make a fairly thick paste. Piling that around the buildings and craters before pushing in large pieces of Gale Force Nine rubble, some granulated drain pipe (available from Sgt.'s Mess) then varying grades of Talus (a form of lightweight railway ballast apparently) and finally sprinkling a layer of fine sand to marry it all together.
 

 
The church base after rubble and filler to the walls
 The next step was to base all of the buildings with a thorough coat of chocolate brown acrylic floor paint. This was a tip I was given by old pal Dave Bodley of Grand Manner. I must admit, they looked awful after the brown coat & I panicked a little that they were literally ruined!
Much happier after I'd added some colour!
Then began nearly three days of dry-brushing frenzy. Although I ended up using a palette of six different shades of stone and earth, the end result isn't that apparent in the photos. After looking very 'samey' initially, they really took on a more lively appearance after the grass was added.
 
 
The luckier side of the village!
That alley will no doubt make a great ambush point.
The not-so-lucky side.
The unluckiest place. That's SOME crater!
The whole bunch comfortably take up 2x3 feet square. Enough for CoC or IABSM.
I'm all together quite pleased with how they've turned out. I'm still going to add a little soot in the pock marks in the walls and may keep an eye out for any additional buildings to add while I'm at Derby show. I'm looking forward to giving them a run out in the next couple of weeks at a club night.