Showing posts with label 28mm. Show all posts
Showing posts with label 28mm. Show all posts

Wednesday, August 12, 2026

Trumpeter Salute 2025 - Close Quarter Battle AAR (VIP extraction BARRIO)

 In the continuing theme of close quarter battle, I decided to post some long overdue photos. Trumpeter Salute happens in April in Burnaby (part of Greater Vancouver, BC, Canada). This was the first time I played CQB, and was encouraged by my friends to play it if I had a chance as Darren (the writer) puts on a good game. 

 

This will be fairly description light as it's been 16months since I played the game. Darrens tables are good for eye candy photographs though. The buildings are 3dprinted from corvus (I think) and were (possibly) a gift of some sort to Darren. The graffiti  does SO MUCH for the terrain and I loves it. I sent my brother some photos as we was really into graffiti art when he was younger. 

More after the jump.... 

 

Wednesday, August 5, 2026

Trumpeter Salute 2026 - Close Quarter Battle AAR (Narco Terrorist Port Raid

April 2026 Trumpeter Salute occuring in Burnaby BC at the Bonsor Community Centre. I had the fortune to get into another game hosted by Darren (of strategies hobby store & the author of Close Quarter Battle). Darren runs the games with his own published ruleset probably as a mix of funnsies, as well as advertising for the game and it's associated minis. 

 

 

insertion via clipping the wire
 

He runs a good game. He know the rules and has devised some challenging, convention friendly, scenarios. They usually is a time crunch, in terms of terms/action economy, and it's very easy to get bogged down and over extend. The agents are much (MUCH) better than their opposition, but the opposition is plentiful. It's really the threat of the timer which is the biggest constraint, unlimited turns would really only see very unlucky agents getting taken down. 

 

This particular mission had the agents infiltrating a local port that is under the influence of a drug cartel. There is a cartel boss on site, but the local army base is on call to assist. The agents have a certain number of turns to achieve objectives AND LEAVE THE TABLE before the army arrives. Should the Jefe manage to make a phone call the number of turns available decreases quite a bit. 

 

 

 

Objectives included: search the sea cans and find 1/. drug money (and blow it up) 2/. drugs (and blow it up) 3/. refugees getting trafficked (and get them off map) 4/. Russian weapons (take an example weapon and blow up the rest). Also, assassinate the Jefe OR abduct the Jefe for interogation back at base. It's basically impossible to acheive everything. 

 

 

 

Insertion is via a boat or the road. Chainlink fences must be cut through. Sea cans must be picked (or cut if you use your equipment slot to have bold cutters). The area is lit, though the generator can be blown meaning show sight ranges (and you can use an equipment slot for night vision goggle making you a lethal hunter in the dark). Vehicles can be hot wired. Lots of interaction is possible with the scenery.  Also, each agent is run by a different convention player, so it's easy to have imperfect communication and planning. I love friction in games, so this is wonderful to me. 

 

Prior to the alarm being raised the GM's and players would dice off for each cartel members, high roll would control where they talked.  

 

 The alarm would be raised if the cartel members saw the agents at the beginning of their turn. So the agents had a whole turn to react and try and cap anyone who saw them. Explosions would raise the alarm (and did). 

 

 

 

 

Bodies also needed to be dragged out of site of cartel members which was pretty dicey at the beginning. We went for the generator early, which was good and bad. Line of sight went down, alarm went up (explosion), engagement range went down (safer), the jefe started walking towards the phone with intent (more dangerous). 




The jefe and his bodygaurd (more competent and dangerous) were on the boat. They walked towards the construction office (sea can with stairs on the left). 

 

Meanwhile the agents were searching sea cans, struggling with picking locks, and queuing up more explosions. We almost got blown up more than once. The explosives have a timer which is slightly counter intuitive (I didn't use them but it's a set one turn and it counts down at a weird time, so it's easy for you to short yourself the time needed to get clear).  

The guards at the front gate I think were a touch more competent, and EVENTUALLY, there was a firefight across the open area. 



 

 Count down timer seen on another sea can. It was awesome as the agent just got far enough away, but the cartel members swarming like vermin towards another agent mostly were blown up. 

 

 

 

 

 

 

 

 

 

 Refugees were found. My agent managed to hot wire the truck and back it up close enough to load them up. As the jefe approached the office all the agent were running for the slowly departing truck. 

 

 

 

 

 

 

 

 

 

 

 

 We ended up doing a driveby shooting of the Jefe, one of the agents in the front cab was wounded during the firefight, but we were racing out under the wire. 

 

 

 

 

 

 

 

  There was a moment of collective breath holding as we hit the barriers. It was entirely possible to whiff the damage roll and mess up the truck enough it wouldn't move anymore (or worse). It would take catastrophic unluck to roll that bad......and thankfully it didn't happen. 

 

 

 

 

 

 

 

 

 Victory picture! 5 of 6 objectives achieved (no kidnapped jefe). Wounded agents but no deaths. Lots of fun. 4 stars, would recommend. 

 

 

 

 

 








Wednesday, July 29, 2026

Close Quarter Battle AAR Intro Mission: Assassinate

While Brian was visiting in May, I broke out my copy of Close Quarter Battle, The war on drugs. The publisher is Strategies Games Labs (based out of Strategies Hobbies in Vancouver BC), and written by Darren, who tends to run the game at Trumpeter Salute. 2025 I played it (at a recommendation from my friends) and really enjoyed it, and bought a starter set. This year I've actually made some good progress painting stuff up, so was able to host a game. My friends argue that the game should be called something different, like '80s action hero' as that is more the vibe, and I kinda agree. Regardless of the name, it's a fun system, and is well received at the convention. 

 

The system runs around 3 levels of training (green, trained, operative) which guides targets for skill checks, but also the number of actions you get a turn (1, 2, 3). Also, the number of hits you take as suppression before you actually get injured (1,2,3). Operatives are REALLY good. Green troops (raw recruits, gang bangers, etc) are barely speed bumps. The essential tension in the missions is rarely about whether the operatives are going to win, but whether they can do it IN TIME. Tight mission time lines and ambitious optional objectives often is what makes the game really compelling (in my few play throughs). 

The intro mission has 2 operatives attempting to assassination a local drug dealer notable/lieutenant. There are a bunch of green troops, so it's actually a really challenging mission for the dealers side....unless they can drag out the game. The second time we played through one of the operatives moved a bit too aggressively to get the shot on a hunkered down target (hiding on the roof) and was killed by defensive fire. With only one operative on the table the target made a run for it [straight away from the remaining operative], with appropriate futile/suicidal cover from his mooks. Sure enough, the timer was run down and the dealer managed to eke out a win. 

 

 

I've got pictures of the two games I played at the convention (2025, 2026) and the tables look great. I'll try and dig them out and post them up. 


 Having gaming visitors was fun, as it force me to pull out what I had from the Dave cave in order to host a game and have terrain on the table. I was able to hand terrain off to the other nerds while I was digging in boxes, so the tables ended up set up in a way I wouldn't have chosen myself. Win win. 






 

Tuesday, July 7, 2026

28mm FDM prints

 A comment in a previous post was talking about print quality of miniatures. I was very surprised about half a year ago when my friend came over to visit me and offered to print up some minis. The support removal was fairly agonizing, but the end result is impressive.  

He is using a cheap bambu printer with a 0.2mm nozzle (vs the more common 0.4) and settings appropriate for the job. Bambu has a reputation for really solid prints with not much (?any) tinkering...at a competitive price point. Unfortunately they also have a bit of a reputation for moving towards a closed ecosystem (think how apple gates all their stay in a walled garden). For lots/most of their customer base it doesn't really matter, but for people who have been in the 3d printing community (which has advanced a lot via open source improvements) for a while it's not a good look.  

For that reason I can't really recommend Bambu, and I went with a different manufacturer. The output is certainly pretty awesome though. 

 



Tuesday, June 30, 2026

Defend the castle!

 For YEARS (honestly, decades) I've had the aspiration to do a castle fight. I have a campaign I downloaded off the internet of a desperate defense of a fortified town/village near Sylvania but a group of mercenaries (why yes, it does use Mordheim). One day it may see the light of day. 

 

 

 

With my list of 'things wot I need' I stumbled across some cool stl's early in my printer ownership and progressively printed a bunch. It sat unpainted for much time. Then I swapped some painting with local gamer Garret. He usually zenithal highlights and inks with a home mix to get a satisfying stone look that I dig. 

 

 

 

The impetuous to finally finish the stuff  occurred with the plan for enfilade 2025. I knew I wasn't going to make it for a variety of reasons (childcare, car that can't survive freeway speeds, geopolitical tensions, etc). But I would be able to contribute to the success of the game for my gamer friends who go yearly (and come up to Canada each summer for a game). Seth, conveniently, was up in Vancouver for rugby the same weekend I went to Trumpeter Salute at the Bonsor club and I managed to pass off a castle to him to borrow. Trotting it over as a foot passenger on a ferry was the most challenging aspect of the process. 

 

 

York 867 was chosen to run a variant of '6's are bad'. That is.....roughly the name of the rule set. It's been re-skinned a number of times, but it's a great ruleset for people who feel like they roll an abnormal number of low dice. 

 

 

 

 

Tuesday, June 23, 2026

Frostgrave: The complex temple three way fight.

In October 2025, Bryan hopped the passenger ferry across the Georgia straight and visited for a weekend. With local gamer Garret we played out a 3 way frostgrave game. Considering the 8 months since I played it I don't have a lot of recollection of the event. I *do* remember having the worst luck (I think 50% of my force was taken out, and possible non at all for the others). 

The pillars (printed by me) were magical constructs and would turn into chests when touched. The game was to rush forward, grab what you could and escape (which is the general theme for frostgrave in general TBH). In principle there are 2 chests per team.......but that is so unlikely it's hardly worth noting. 

Small table and tight quarters meant some definite clustering to start. 


Hard to see with white on white, but I'm a big fan of using mist (cotton fluff) to control long ranged fire and wandering monsters. It usually works quite well.... 

But not in this game. One of my henchmen gets a wandering monster charging him as soon as an opposing team activates a pillar/chest. These GD toads are slow but have a really impressive bite. Out in a single roll. 

The pillars are all converted at this point and we are dragging them away. Plus flinging spells at chests and henchmen to complicate and/or steal them from the other sides. Lots of red 'dead' markers can be seen (blood ringed bodies) in my area of the table. There are lots of square ish red x's showing damage. 


The GD toad just keeps on hunting my team. 



 It's probably subjective but I feel like Garrets archers are usually both effective and annoying. 

 

It was a total rout for my side (I'm not sure I even got a single chest), but Bryan and Garret did all right. Fun times despite the rough handling by dice rolls.  

Sunday, August 31, 2025

2025 Hammfilade Saturday - GDC Battle of Logovo (pt 3 - Centre)

The centre to Right flank was were the main event was. Gortshakov (lower left) was originally meant to help cause grief for the French right flank, but they left such a tiny force there it was soon dragged into the main event. 

 

 

 

 

 

 

 

 

The armies faced at a sabres length at the start of the game along a line that took a 90 degree turn at the onion domed orthodox church. 

 

 

 

 

 

Behind the church on the Spano-Russian flank were 3 fleche redoubts. In a non optimal outcome, the fleches were defended by a horde of poorly motivated/trained Spanish (lots of elements but not much staying power).  

 

 

 

In the Centre we had one of our new players (Chris? Craig?) with Tolstoy and the elite/guard corp reserve immediately behind him. It actually ended up being a fairly challenging command as both sides destroyed their centres quickly and the heavy french assault on the flank required the reserve to commit early to a hinge point.  

 

 

 

 

 

To be honest, my understanding of the fight on the far side of the table was a bit superficial. It seems as though tons of casualties developed with early assaults and then the Centres fell quiet for a bit since artillery was tearing both sides apart. 

 

The Russian Reserves are fully committed in the centre/hinge right. Depleted french units are being murdered by the still robust (thanks to the artillery reserve) Russian cannons creating a no mans land in the middle. 
 

 

 

   

 

 

Gortshakov shuffled from the left towards the centre and helped set up a late day push towards the French LOC. 

Both sides were on the dagger edge of breaking by this point. 


 


Saturday, August 30, 2025

2025 Hammfilade Saturday - GDC Battle of Logovo (pt 2 Left Spano-Russian Flank)

 James and I had brought troops as suggested by Doug. Hilariously we both decided to bring our Spanish as we don't get to use them much. Thus the Spano-Russian intervention was created. 

 

The spanish anchored both flanks for some reason. On my flank I had Gazan and Bagration pushing on one side of the river to cave in the French right. It was held by a token force of poles and two small french cavalry corp. 

Across the river Gortchacov held the river line and fired cannon (where line of site permitted). He would soon realize he need to push toward the Centre Right to help avoid the collapse of our forces in the centre and right flank. 

Poor command die rolls (pips) made for a slow advance on this side. Cannon are particularly hard to get moving foward on the attack, and the Poles were well played by a new player, Garret, constantly giving just enough ground and launching local counter attacks to prevent overly aggressive advances. The Cavalry was able to hide behind the tree line from Gortsachov and made for difficult opponents to hunt. 

The flank was largely a side show for the game but very late in the game this flank was busted open and left a (long) march towards the french LOC, held by a small but credible force.

 More pics after the break...

Wednesday, August 27, 2025

2025 Hammfilade Saturday - GDC Battle of Logovo (pt 1 setup)

 Saturday had us setting up for the semi annual General du Corp game. It's a convention fast play ruleset (not published). Bases are roughly a division, commands are corp. Turns represent 30min. Each player commanded 2 corp (roughly). Since we have done most of the historical battles Doug decided to make up a roster of 12-15 corp. The two teams then were able to select 10...both sides having an option to sacrifice a choice to get a benefit (Russians took some fleche/redoubt fortifications and a large artillery reserve). 

 

 

 

 

 

 

The teams split up to make their choice, and then decide a rough battle plan and setup  blindly. The table was split down the middle plus the left flank(s) were also open for placement (i.e. both sides could immediately be subject to a flank attack on their right). A stream (crossable but disordering) was roughly diagonal across the whole table).  

 

 

 

 

 

 

 

 

We positioned cards in alternating fashion to denote the start point of the leader of each corp. The cards were flipped and placement of the troops happened alternating in order of the cards. It was fun and different and we ended up with some interesting match ups. 

 

 


 

The Russian plan (my side) was to  go artillery heavy on the left in a crossfire to give the french a problem to solve. We dropped our fortifications on the right, assuming an attack there, created a battle line across the front, and left a strong reserve of cavalry and elite infantry. 

 

 

 

 

 

The french overloaded their left flank and refused the right. A token force was left there. The centre had a reasonable force to push. Roughly 60-90 minutes after 'starting' we were all setup and ready to start fighting.