22 January 2014

Ministry of Culture (Part 3)

The Ministry of Culture is almost finished, just got a couple of bits from S&S to make it look modern (air conditioning unit and satellite dish).

The completed Ministry of Culture, just got an aircon unit and satellite dish to add when they arrive from S&S.

The Ministry of Culture sign and Andreivian coat of arms.

Close up of the completed paving slabs with weeds.

The balcony where the President makes state appearances.


19 January 2014

Ministry of Culture (Part 2)

The Ministry of Culture nears completion. The roof and windows have all been finished and the building has been based.

The base is 2mm MDF with individual paving slabs glued on to create the pavement. Time consuming but I am happy with the results and its a cheap method as I use the cardboard from Costa Coffee carriers.

The building has a final coat of Matt Rice Cake from B&Q Colours range.

Lidl Fine Modellers Paste is added around the base of the building this will be painted and weeds and rubbish will be added. Then I just need to add the Ministry of Culture sign to the front and this is ready.

This was inspired by a monument entered into one of the Guilds' build competitions. I thought it would look good as monument in the central square in Tcherbevan.

Again the base is 2mm MDF with Costa paving and Lidl Paste around the base. Just got to finish the base off and this is done.

NEXT: THE TCHERBEVAN GRAND HOTEL 

12 January 2014

Ministry of Culture (Part 1)

Reports have come in that renovation work to the front facade of the Ministry of Culture are progressing on time and on budget. Andreivian craftsman have been working round the clock restoring the 19th century carved window frames and shutters and are nearing completion. There still remains around 60 wooden shutters to repair and replace but a spokesman from the Ministry of Culture confirmed that the work should be completed in the next few days.

Work continues to the 19th century facade

The new roof still needs to be fitted

A view showing the restored windows and missing roof.

The roof nears completion. The front porch erected in the 1960's has been removed and Andreivian craftsmen have restored the original 19th century doors to their former glory




A closer view of the exquisite workmanship of our Andreivian craftsmen

Logos

A couple of logos, with the help of 'Paint', that I have sorted out for the Andreivian Military Police and also the Andreivian Police Force.




13 October 2013

Andreivian Turk Air Support

This Henschel Hs-126 of WW2 vintage was until recently an exhibit at the Air Museum of the Andreivian Air Pioneers Organisation outside Tuzkhur.


It has now been made airworthy by disaffected Andreivian Turk personnel of the Andreivian Air Force.


The effectiveness of firing an RPG-7 from a low-flying aircraft is yet to be determined....

12 October 2013

Buildings for Tcherbevan


I thought it might be useful to show the buildings I have that are currently ear-marked for use in Tcherbevan.  I’ve included an Esci US infantryman and an M1 Abrams for scale.  
Let’s start with the airport.  The Important Building was used in the last game as the terminal building of Tcherbevan International Airport.  I suggest that it serve the same role again.




Likewise the control tower and the military radar station.  I intend to have them in the same relative locations as in the previous game, Spetsnaz at Tcherbevan.



Next up we have a couple of Russian isba-style houses by Will McNally.  I suggest these could serve as an Armenian village in the northern hills.



Also in an Armenian area but this time in the city is the “English Church”.  I intend to make a base for it to stand on with graves and perhaps a surrounding wall.



The following Mediterranean-style buildings could feature in the Armenian Quarter.



This light industrial unit could be used anywhere (when finished - it needs some weathering to tone down the luminous brick work).



More of the city centre next in the form of these resin models from Museum Miniatures.  When finished (a couple of them are only half painted) they will probably form the no-man’s-land between the Armenian and Turkish Quarters.




Likewise there’s this block of heavily damaged buildings.



The next building was originally intended as a police station in 1940s Lebanon! It’s since seen considerable action and I see no reason why there shouldn’t be a place for it in Tcherbevan.



Finally, there’s this rather lovely Bachmann water tower.  They normally retail at an eye-watering £17.00 but I got this one for less than half that in a sale at the Ian Allen shop in Manchester.  It’s worth keeping an eye out for bargains.


13 July 2013

Updated Optional Rules

Ian S has pointed out that I missed out some of the optional rules from Arc of Fire when I originally posted the table.  Here it is fixed.



Page
Rule
Use?
Notes
4
Excellent leaders
y
But restricted to units approved by umpires and listed in unit stats
5
Heroes and unit integrity
n
Not inclined to use Heroes
7
Initiative Cards
y
Need to think about how this will work with multiple units activating on the same card
12
Direction of fire
y
No reason not to
12
Special camouflage
y
But restricted to units approved by umpires and listed in unit stats
14
Moving dismount
y
If anyone’s daft enough to use it
14
Jumping horses
y
If anyone’s daft enough to use it
17
Suspected fire
y
But reserve the right to remove if the game is slowing down too much
18
Gunnery skill
y
But restricted to units approved by umpires and listed in unit stats
18
Tightly packed infantry targets
y
Easy enough to implement
20
Extremes
y
Easy enough to implement
24
Multiple vehicles in close attacks
y
Easy enough to implement
24
Special close combat weapons
y
But restricted to units approved by umpires and listed in unit stats
24
Grenades and close combat
y
Need to agree grenade loads, “special grenades” available only with umpires’ agreement.
25
Snipers vs fortifications
n
Too powerful
25
Jamming
n
Slows down the game too much
25
Horrific KIA
n
Slows down the game too much
25
High ROF belt-fed LMGs
n
Inclined to leave it out and say no-one has enough ammo
25
Detailed infantry wound and KIA
n
Slows down the game too much
26
Canister Ammo
n
Simpler to leave it out
31
Light and medium mortar rate of fire
n
Inclined to leave it out and say no-one has enough ammo
32
Blind fire
y
Easy enough to implement
32
HE overhead fire
n
Simpler to leave it out
34
Ripple effect
n
Want to avoid the risk of players losing their force due to an unlucky series of die rolls
34
Destroyed unit retreat
n
Simpler to leave it out
35
Reorganisation of leaderless units
y
Allows people to keep playing a force that’s been unfortunate with Leader casualties
35
Hero and Panic
n
Simpler to leave it out
35
Heroes as Leaders
n
Not using Heroes
36
Entry and exit from buildings
y
Would have needed a house rule for this anyway
36
Fire from buildings
y
Ian S has suggested 4 men can fire per window, 2 per door.  Or we could just count the openings and divide by three?
36
Camouflaged field defences
n
Simpler to leave it out
47
Random Events
y
Best rule in the book!