Showing posts with label Avrupan. Show all posts
Showing posts with label Avrupan. Show all posts

Saturday, 22 November 2025

Avrupan Sci-fi/Future Wars Scenery

October was Avrupan month and I decided to concentrate on painting figures and models and making scenery, rather than try a game, though it has to be said I am still trying to find a set of rules that meets my tastes. Anyway, I have now finished all the figures I have for this project, have only a few models to go, and produced a lot of buildings and scenery.

Here are photographs of the latter, made from all sorts of domestic plastic/metal food containers, with various odds and ends added from the scrap box. Grey, or at least various shades thereof, is my default colour for Avrupan scenery. The bases are usually card or thin wood or plastic, finished off with fine sand/gravel, it being an arid/desert world. All, by the way, are for 25mm figures.

I confess I rather balk at the price of ready made sci-fi scenery, hence the homemade route, but they do for me. I probably could do with more signs, symbols, labels, numbers, etc., but as most of those available commercially are in English, they do not fit my ideas for Avrupan, where that is not a language.

A standard habitat on the left; a blown up one on the right. I am coming round to the fact that you can never have enough destroyed structures in modern or future warfare! The original piece for the buildings was an air freshener.
Some sort of factory/admin building on the left - mainly bottle lids - 
and storage tanks on the right - three tonic cans.

Rocky outcrops for scattering about the tabletop.
These are made from those foam packing things that look like "Wotsits".
A storage area and various items of equipment made out of the scrap box. The pipes are paintbrush protectors, there is a cotton real, some tyres and a container spare from models, while the boxes came from some sort of equivalent to "Lego" that I have had lying around for decades. The walls are plastic figures bases surplus to requirements.
Two more factory-style buildings - the main structures were dessert tubs.
More factory buildings - dessert tubs again, with various bottle lids, although the round top on the one to the right is the head off an old roller deodorant.
Another blown up building - a few odds and ends inside.
A defensive point on the left, something industrial on the right.
Power towers perhaps? These were supports left over as surplus when we had 
a new shower tray some years ago.
Another factory/admin building - the main part is half of an index card box.
Some heavy duty pipework for an industrial area. These came from an old children's toy found in a charity shop which involved putting them together to make a wind instrument!
A general picture of some of the end products. I really do have to have a game now!


Sunday, 6 July 2025

Odds and Ends

Well, the threatened thunderstorms in this part of the UK did not materialise, but we had some rain, which was good for the parched garden. As well as a few games last month, I managed some painting/terrain making for various of my campaigns. Here are some photographs:

Made out of random items from the odds and ends box, this piece of scenery will be for my Sci-Fi/Future Wars Avrupan campaign. Part of some factory complex or such like. I have to confess that the impact of drones on contemporary warfare has completely thrown my ideas/past rules on future conflict simulation. I am now wondering whether to set the Avrupan world in a 1950s-1980s background, with perhaps some futuristic aspects added in (mainly to do with communications?).

Rebasing my Petaudia figures onto unit bases continues slowly. These are two units of dwarves, the figures were from Vendel Miniatures many years ago and I still think they are the best representation of dwarves I have ever seen.
For those who missed the original post, the idea is to move away from single based figures as Dragon Rampant is designed for and to have the relevant figures all on one round base. This speeds up movement, but particularly avoids the peculiar sight of 12 bowmen in a row, all of them able to hit a target 18" away from the figure on one end! Also, as there are no flanks or rears in Dragon Rampant, I can rotate the unit to engage its attackers quickly.
Yes, I know the bases are a bit thick, but they are the cork coasters I came across first which prompted the idea. I have sourced some thinner cork ones now. However, metal figures need a thicker coaster to prevent them sagging! I know MDF would be much more rigid and less thick, but given how many units I have to rebase, this would be a bit too much of an expense! Apologies to those who do not like doorstep bases, but it does for me!



A small mediaeval cannon for Petaudia. These are painted in the green and yellow livery of general mercenaries. This is an MDF base!

Two teams and limbers for the Erymanthian army in my Fescennia campaign. I have nearly all the units I want to have for the three principal nations, so I am now adding in the extras - artillery teams and limbers being a priority. Original figures from Lancashire Games, 25mm metal.
Two limbers for the Nemean army. These are Old Glory 25mm, I think.

And lastly, a grenadier regiment from the R.F.T.C. - the Royal Fescennian Trading Company - a minor player on the continent, which I am gradually creating units for. Think British East India Company for an historical parallel.

I have changed my weekly wargames theme to a monthly one now, allowing me to spend more time engrossed in one campaign or area of interest. So, last month was Fescennia; this month is ACW. Hopefully I shall get in several games.

Saturday, 16 November 2024

Avrupan Game

It being an Avrupan week, I decided to have a small game to jog my memory of the rules and tweak them as I always find something that needs improving. They are based on Crossfire, the WW2 rules by Arty Conliffe, which I know are very much not everyone's cup of tea, being very unusual in their approach - no ranges or move distances, multiple actions in sequence by single squads, losing and gaining initiative suddenly, lots of thinking about cover and fire support. It is also very much an infantry game, with vehicles/aircraft in secondary roles. However, I do like the ideas and concepts and they do provide interesting games to say the least! I have made some changes to suit my sci-fi/future wars project, but the broad approach remains the same.

Anyway, the small scenario. A section (three squads) is holding a position astride a main route with orders to hold up any hostile forces approaching. The latter, in this case, are two sections (each three squads), with a support squad attached (one with flamethrower, one with an extra LSW - Light Support Weapon), who have been ordered to clear the area of enemy troops.

My Avrupan units are companies made up of various numbers of sections each of varying numbers of squads. A basic infantry or support squad has three figures. My figures were originally based for skirmish rules requiring individual bases, but I have never rebased them for Crossfire-style rules, just keep them in base contact.

Game to play for one hour or victory to defence if they knock out four attacking squads, victory to latter if they knock out all the defenders.

Here are some photographs. I was playing in the evening under artificial light and the pictures came out rather differently from normal, but I thought it gave them a sort of arid world sort of aura!

The table, three feet by two feet. Main road crossing a gully, with another gully in the lower right corner. Various 'groves' of flora, a ruined accommodation building, rock walls and heaps, plus a sand hill. It is not as crowded a table as for WW2 |crossfire, but it is meant to be an arid world, so there are more open spaces, which makes using cover even more important!
The left section of the attackers, three squads moving up behind the rock walls.
The rock walls are made from that loose packing foam, stuck on bases, undercoated and then painted a sort of brick red, with sand squiggles. They give protection against direct fire.
The flamethrower squad moves up. Squads can move independently from one another as every member has radio/vidcam connections to each other and to their command (off-table in this case). The 'flora' are plastic aquarium models, painted and rebased (where required) to give a different world look to the tabletop. The ruined accommodation building in the background was made from an air-freshener container.
The right section of the attackers moved up the gully, in which they are hidden from any observers, gullies being deeper than head height.
The attackers have moved onto the table, no sign of the defenders. In fact, one of their squads is in the 'grove' between the sand hill and the road at the top, another is hiding in the gully just to the right of where the road crosses the upper gully, and the third squad is in the 'grove' to the top right which straddles the upper gully.
The left section get moving again, entering cover, while their LSW squad moves left behind the rock wall. The green counter shows the squad is inside the cover to which they are adjacent.
The right section's attached support squad (another LSW) moves into the 'grove'.
The left section's LSW squad did a recon by fire on the grove by the sand hill, which triggered a response from the defenders, who promptly pinned (blue counter) their attackers! I have shown the directions of fire with red and blue lines.
The defending squad in the upper gully decided to get in on the firefight - I decided this by a die roll, odds they would, evens they would not - while the rest of the attackers' left section went prone in cover (yellow counter).
The right section's support squad also joined in the shooting, while everybody else kept their heads down. However, nobody was hitting anyone!
The defenders' right hand squad (LSW) is now pinned.
The defenders' squad in the gully is still okay. Figures are 25mm by Denizen Miniatures, which are now owned by SpaceDenizens, who is gradually developing the range into 28mm. I have in the last year or so acquired some GZG figures as they are very similar in style.
The defenders' right hand squad is now suppressed (red counter). Pinned and supressed have to be rallied off; pinned stops movement and affects firing, but is not too bad, additional pins have no further effect, but suppressed stops all actions until rallied off and a further suppression will KO a unit.
The whole of the left section of attackers get in on the shooting now that the defenders are suppressed. However, they only managed more pins!
The right section gangs up on the defending squad in the gully, but their fellow squad in the grove opens up in support, pinning one of the attacking squads.
The squad in the gully is now suppressed, so things are going well for the attackers.
A group assault goes in on the 'grove' by the sand hill: two squads plus the flamethrower squad, with the SMART gun squad pouring in more fire on the defenders in the gully first. Crossfire normally allows only two squads in a group assault, but I allow up to four. However, it can be risky, as if they lose, all squads are KO'd, as in the original rules.
Not much hope for the defenders, being suppressed and caught prone, while the 'grove' does not give any protective cover, plus the attackers have the flamethrower as well as numbers. The defenders were overrun and KO'd.
Having cleared the 'grove' out, the left section of attackers promptly group charged the squad in the gully, while in the distance the right section managed to suppress the last defending squad.
The defenders about to be overrun.
The last defending squad suppressed in their 'grove'.
End of game. I decided that the last defending squad would surrender before being overrun, which meant victory for the attackers, as they had put all three defending squads out of action.

I enjoyed the game. It was a bit of a fillip to my interest in my Avrupan campaign.  It took a while for the attackers to gain fire superiority, but moving about in the open is deadly stuff in Crossfire, especially as the non-phasing player can use reactive fire against phasing player units that move and win the initiative if successful. Also, the attackers had no off-board artillery support to lay down smoke or HE, which always helps a lot in pinning or suppressing defenders and opening up movement. Looking back, the defenders in the gully should have stayed down and acted as an ambush or waited for a very clear target, such as the group charge against their fellow squad in the 'grove'. But playing solo means I have to make decisions by a die roll that a sensible (?) player might not do!