It's a lovely day outside so I thought I'd take a pic of some of the more recently finished denizens of the Woebetide Islands.
Saturday, July 17, 2021
Some More Woebetides Characters
Woebetides Terrain Update
I drew a map. It's not to scale but it shows the minimum major terrain items needed for September's Woebetides campaign weekend. The coloured in items are done.
The half- (or three-quarter-) hills around the void in the middle of the main table don't need to be exactly as portrayed - I just want something that will indicate to players that the centre of the main island is mostly impassible highlands.
A couple of days ago I decided to make a start at building something suitable:
I decided to make three 90 degree corner hills with profiles such that they can be combined to form a single 270 degree outside corner.
I've also tried a bit of filling with my usual tile grout mix and also some scrunched-up kitchen foil that might serve as a rocky outcrop.
I may paint the longer ridge (on the left in the picture below) as a pathway - for plot purposes I want three or four routes into the highlands.
Saturday, July 10, 2021
On the workbench
Most of my focus recently has been on getting terrain finished for the Woebetides. I've got the Wali of Smut's palace done - it's an MDF caravansaray very kindly sent me by Richard Phillips. Pictures when I can arrange a suitable photo session.
In between sessions on the palace I've managed to get finished some other 28mm stuff. The Crisis Point big game will need lots of Deployment Points and Plot Points and the latest are just completed:
Next up we have a nicely generic scene of a goat browsing on the undergrowth.
Tuesday, June 15, 2021
More Woebetides Terrain
Among the events happening during the course of the Crisis Point Woebetides campaign will be the need to explore the islands searching for clues to solve an on-going mystery. To support this, I've started to build Plot Point markers (inspired by a mechanism in Pulp Alley).
The latest is this skeleton propped up in the corner of an old ruin somewhere in the interior.
The skeleton itself is from a box that my son Charlie bought years ago but never did anything with. It took a bit of hacking and bending to get it off its original base and into a suitably slumped position but I think it works. I've added a hat from the Warlord plastic War of the Spanish Succession infantry box and a jar from the Wargames Foundry African village accessories. The wall is from foamcore with the paper layers removed and stonework carved in.
Next up we have a magazine from the French fort under construction on Petit Woebetide.
Finally we have this cave entrance. I think it may have appeared here before but it now has the back blocked up with black card and looks a whole lot better in a decent photograph.
Wednesday, May 26, 2021
Woebetides - the Factor's Residence
I've just completed a building to form the centre-piece of either Fort James or Fort Charles in the Woebetide Islands.
It's Sarissa's Administration Building. They intend it to be used in North Africa, for Tobruk perhaps, but I think it works OK as an eighteenth century house to act as the residence of the either the British Factor or the French Comptoir. In passing it's worth noting that I could use it as a building in Matamoros for my Maximilian Adventure games too.
I've built the model straight out of the box... bag... erm... clingfilm packaging. Finishing was done by painting the whole with Standard Paints Earth Brown and then stippling on progressively lighter colours from Vallejo - Middle Stone, Cork Brown, Dark Sand, and Iraqi Sand.
Now I just need to come up with another house for the side's leader!
Sunday, May 16, 2021
Andreivia: an imagi-nation (part three)
Between 2010 and 2012, my attentions wandered away from Andreivia. During this time I'd started up Crisis Point, a gaming weekend taking place once a year near Sheffield. We first played large games of Cold War Commander and for a couple of years, getting together with fellow wargamers to play big games of CWC steered me away from developing my imagi-nation.
However, I eventually came to the conclusion that we'd taken CWC as far as I was interested in going and arguably further than it would comfortably go in terms of game size. I decided that I wanted to take Crisis Point in a different direction and Andreivia seemed like a direction worth pursuing. Fortunately I managed to persuade a number of the regulars to transition to a new ruleset, a new scale, and (for many of them) a new setting!
Crisis Point 2014 was to take us to Andreivia and the fighting for control of the capital city Tcherbevan. As a result of the previous game, we knew the layout of the airport and that the Russians were, just about, in control there. We also knew, from the timeline originally developed for the Tuzkhur Valley game, that NATO forces were attempting to get through to Tcherbevan from the south.
This allowed me to propose the following layout for a game to take place over Crisis Point weekend in spring 2014. A single, very large, table would represent the whole of the Andreivian capital and some of the surrounding area.
Among the previous Crisis Pointers prepared to give the new approach a go was Richard Phillips who would go on to play a very significant role in the development of Andreivia, not least because over the next few months he constructed much of Tcherbevan city centre!
It was obvious that the action at Crisis Point would feature particularly fierce fighting between the Turks and the Armenians. I needed a name for the main road between their respective Quarters and it was here that a joke from the aftermath of the first Andreivia game came to fruition.
I'd published a "Cast List" following the Tuzkhur Valley action as a way of thanking those who had contributed. In the small print at the bottom of the credits I'd included a copyright notice on behalf of the Andreivian Ministry of Culture with an address on Culture Ministry Boulevard. In retrospect, it seemed only appropriate that Culture Ministry Boulevard should form the boundary between the two factions' territories. Richard Phillips even provided the ministry building to go at the northern end of that fine avenue, once known as the Champs Elysées of the Caucasus.
Before we got to go ahead with the main action at Crisis Point, I managed to get in a practice game at Christmas. A number of Andreivia fans fought a prequel action between Andreivian Armenians and Andreivian Turks.
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| Foreign Mujaheddin fighting alongside the Andreivian Turks move forward from the Old Fort to the rear of an apartment block on Culture Ministry Boulevard |
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| Mujaheddin sweep the woods |
Tcherbevan at Crisis Point 2014 was deemed a great success and so we decided to continue the action the following year. This time however, I developed plans to include the players more actively in the development of the story.
With plans to switch to a multiple table approach, I expanded the geographical scope of the game and created a regional map.
Sunday, May 2, 2021
Wargames Emporium is Open!
Jamie and I popped into Sheffield city centre for the first time in weeks (if not months) on Saturday. I visited Waterstones to order a book for Stella's birthday and then went next-door to Wargames Emporium. It was great to be able to browse in a real games shop!
I came away with the box of Prussian infantry I've been planning on getting dice I admitted my desire to do Napoleonic Sharp Practice in 28mm.
This box should give me a whole Prussian force to pit against Richard Phillips's forthcoming Russians.
Having decided to liberate the moths in my wallet, it was only polite to purchase a resin torture chamber by Zitterdes (it'll doubtless appear in the next game in the Song of Pavis campaign) and a nice, new red sable paintbrush.
Jamie took advantage of the nine-for-£20 offer on Vallejo paints fo I'll have plenty of opportunities to try out the new brush!

























