Showing posts with label Guadalcanal. Show all posts
Showing posts with label Guadalcanal. Show all posts

Tuesday, January 5, 2016

Water Effect Follow-Up

Back in August I took you through the struggles of my first attempt at blue water water effects.  If you remember, I was using acrylic gel medium for the first time.  I wanted some real depth to the water, so I got a tub of super heavy acrylic gloss medium and slathered it onto my test panel.  After a week, it looked like this:


I promised I would get back to you with the results once the gel clarified.  It is now nearly five months since I schmeared the test panel, and this is what it looks like:


As you can see, the super heavy gel medium holds whatever shape and surface marks you make (intentionally or not), so you can sculpt turbulence and waves into the medium, but you have to be very careful and deliberate with the technique you use to manipulate the gel.  Another problem is that the gel is too clear.  The transparency and clarity creates the illusion of a cup of sloshing water magically contained on the surface of a styrofoam panel colored with blue and ochre pigment.  Does not really evoke ocean.  I'm sure a skilled sculptor could make this work, especially for a large-scale display model.  For 28mm and smaller wargaming, though, this isn't going to cut it.


Finally, there are the bubbles deep inside the cured gel.  Again, a really talented sculptor could make these work.  I cannot.


So, in the end, I fall in line and recommend what so many other, more experienced water effect modelers have been saying all along: Create the illusion of depth with paint or pigments applied to the board surface and then use a thin coat(s) of acrylic gloss medium to model the water surface and waves.  Like this:


Game well!

Sunday, August 30, 2015

Guadalcanal Table and Battle Report

Today we played the long-awaited Guadalcanal game.  Expectations were high for this one, and Rhett did not disappoint.  He definitely delivered a very tight scenario with solid mechanics that conveyed the situations in which the USMC and Imperial Army historically found themselves in this fight.

The scenario was intended to represent the final Japanese offensive against the Henderson Field perimeter.  While the wargame was definitely representational rather than literal, it certainly captured the feeling of the USMC gaining dominance on the island while the Japanese hurl the last of their dwindling, but very hard-hitting force against a tough defensive position.  It was a very fun game.

First things first, though, here's how the table turned out.  It was OK.  If the Lungga river looked more like muddy water and less like butterscotch pudding left too long in the sun, it would have been a really great table.

The waves worked pretty well.  I used snow flock to produce bubbly wakes trailing out behind each wave.  Definitely lends motion to the ocean panel.  I ended up applying three coats of acrylic gloss medium over the initial water effect laydown.


The volcanic soil turned out to be just the right color, and I like the way the the light sienna pigment produced some dusty contrast in high-traffic areas.



The go-to move of dry pigments fixed using denatured alcohol again produced amazingly realistic runoff effects.

And then there was the river.  The sad, cracked, lumpy, bubbly Lungga River.  Well, when you are starting out not every water effect gets to be the best water effect.  This was a definite miss.  I will fix it with acrylic gloss and pigment if we end up taking this table to a competition, but for now I'm just chalking this up to a learning experience.  I think I need to use less acrylic gel medium in water effects that are meant to be smooth.


On to the game.  Gavin, Drew and I played the Japanese attackers.  Rich and Owen played the USMC defenders.  The scenario called for two attacks on successive nights.  We treated the first attack as a reconnaissance in force to see how the Marines would react to a penetration of their perimeter.  We advanced with my platoon on the right, Gavin's platoon on the left, and Drew's platoon in reserve.

Because it was a night attack scenario, no units could be targeted at a range of over 18" unless there was an illumination flare in play.  Both sides used flares to varying degrees of success.

Rich and Owen use a flare to illuminate the lead squads of the Japanese attack.

The Marine firepower took a pretty good toll on the Japanese as they advanced, but not enough to knock out any squads.

I have to say that Owen was rolling hits and wounds like a Boss today.  Definitely had the hot hand.

The first wave of Japanese assaults hits the USMC line.  Once in close combat, the Japanese were devastating and Marines started to fall like wheat before the scythe.

But the Corps had an answer for that shit: flamethrowers.  They would take a decisive toll on the attackers over the course of both attacks.

Our support position on the ridge south of the airfield did not play a decisive role in either of the attacks.  Very hard to get after the Marines in buildings and hard cover.  A few pin markers, but only one or two casualties.


The Japanese sweep the Marines from the perimeter.  In the center you can see a single Japanese soldier attacking the building with explosives, which causes sufficient damage to cause secondary explosions inside the structure, killing the Marines inside.  Boom.


This is how the first engagement ended.  The Marine perimeter is compromised, but forces are repositioning to meet the threat.  Here, the lone remaining Japanese troop, armed with explosives, is hauling ass toward the remaining structure to blow it up.  But the Marines deployed another flamethrower team and, well, that was that.


During the following day, the Marines got busy restructuring their defensive perimeter.

The Japanese launched their second attack form the same place, but narrowed our front to limit our exposure to the USMC direct fire.  Which worked very well...

...but did not work very well with regard to indirect fire.  The Marines surprised us with artillery support in the second attack, which played holy hell with our densely-packed attack column.

Even with the addition of infiltration teams (our game 2 surprise) flanking along the river to the West to take advantage of the Marines repositioning to meet our main attack, the second game was never really in question.  The initial Japanese assault hit very hard and again cleared-away the first line of USMC defenders, but the Marines had more than enough capability left to recover and deal with the attackers.  Flamethrowers.  Daaaaaamn.


The victors and the GM.  Well-played, fellas.


All in all this was a very fun game with finely-crafted special rules.  Big props to Rhett for a high-quality event.  During the post game discussion we talked about the challenges GMs face in developing scenarios that remain true to history while at the same time keep players emotionally invested in the outcome.  As Gavin rightly pointed out, no battle is ever balanced and fair.  Any general that seeks a fight with even odds is doing war wrong.  Turing that imbalance into a fun wargame is our art form.


Sunday, August 16, 2015

Guadalcanal Table Part 1

I've been working on a table for Rhett's Guadalcanal Game for a couple of months.  Compared to the North Africa table, this one has been pretty straightforward, with the exception that I need to figure out how to make a good blue water pacific beach.

I started out with three 3'x5' wood panels and glued 1' thick pink foam to them.  Then I carved out the beach, a lagoon ("alligator creek") and the Lungga River using a wire brush.  I had some spare hills lying around, so I glued one to the table to represent the high ground near Henderson Field.


Studying satellite images of the island, I went with a dark green textured paint as a base color to represent the dark volcanic soil.


I then applied dark pigment for the roads and slightly lighter pigment for the soil.  I used ochre colored pigments for the riverbed.


Fixed the pigment with denatured alcohol.  Great stuff.

I Let all that dry in the basement for a good long while while I went on vacation in Maine with my family.


Back from Maine, I added flock to the panels.  I used some Woodland Scenic stuff that has been in the basement for years, and I cannot remember what colors I bought, but I used dark green for the jungle areas and a light green (burnt grass, maybe) for the open areas near the airfield.


Layered and blended blue pigments on the ocean parts, leaving the runoff from the Lungga River flowing into the sea.

I used ochre pigment to replicate vehicle wear on the roads.

Now I am faced with a water effects project the likes of which I have not tried yet.  Going to do some testing with acrylic gloss gel medium and then go for it later this week.  This needs to be dry and ready for the game in two weeks.  Stay tuned.