3D Printing 20mm Figures

February 25, 2018

I’ve been experimenting with some figures created by “Duchmogul” on thingiverse.  The figures are billed as 18mm but after fiddling with scaling, I have found that they match 1/72 scale figures perfectly as is.  There are some older models that he has done that are more in line with 20mm figures but that is neither here nor there.  They all do work without modification to scale.  I’ve printed them perpendicularly with mixed results.  The lines are rather pronounced and as they are fairly detailed, sanding is not really an option.  Painting these figures requires an old school mentality.  Much of the detail has to be painted in by hand not unlike painting in the belts and straps on some of the very old figures out there.  The figure I tested with is called “Hollow Soldier.”  He sort of screams “Barrow Wight” or “Ghost” so some sort of dull gray paint scheme will be in order.  here is the finished rough along side of a Viking Huscarl.  The cloak on the Huscarl shows off the print lines.  At 3 feet away, they are hardly noticeable, especially to the Grognard’s eyes.

How a 45 degree print looks fresh off the printer. The cloak of the Huscarl to show off the print lines.

Front view with all supports removed.

Rear views. It does look like a fair bit of scraping will be in order.

And there you have it.  It is rainy today so there is no chance this fine fellow will be primed.  I’ll post another WIP pic or two when the time comes.


Friday Grab Bag #14 A Mechanical Symphony

February 2, 2018

I have the History of Gaming book on Lionel Tarr.  This book is filled with all sorts of rules, notes and campaign ideas the Mr. Tarr used throughout his wargame campaign.  I think his early rules, with a few modifications would make for a very solid game.  I have no problem with tanks making an abrupt departure from the table if the dice gods will it.  However, infantry seem to get the short end of the stick.  Caught in the open they would get murdered.  Let me explain.  Each 6 rfilse, 3 sub machine guns or 1 machine gun causes a D6 casualties.  Period.  Now this is modified for cover where the target takes casualties at a quarter rate.  It was noted in an editor’s note in Wargames (Featherstone) that some folks introduced a saving roll per casualty based on unit grade.  Elites saved on a 4+, regulars a 5+ and green on a 6+.  I like the idea but would change it as follows.  Instead of basing it on morale grade, base it on the various cover the unit occupies.  For example, infantry moving in the open save on a 5+ and in cover save on a 4+.  If the unit is stationary or creeping at half speed, you may add 1 to the die roll.

Artillery is similarly deadly.  Saves will tone the artillery down a bit.  I like the idea of open sites, observed fire and map fire, all of which are handled logically well.  In his later rules, he made artillery hit on target with a 4+ for open sites, 5+ for observed and 6+ for map fire.  Anything else is subject to scatter.  A direction die and another D6 would handle the scatter well enough.  Burst templates and possible saves also apply.

Finally, there is a matter of morale.  The infantry company, the standard unit in the game, would be around 10-12 figures.  Any time a unit takes casualties, roll 2D6.  If the total is less than or equal to the remaining figures, the unit is fine.  If the check fails by 1 or 2, the unit is pinned and can’t move.  It fires at half effect.  If it fails by 3-4, the unit retreats to the nearest cover and does not stop until it reaches cover.  It then spends the next turn pinned.  If the check is failed by 5 or more, the unit quits the field.  Armored units can be checked for in a similar fashion but with a single D6.  Each tank in the company (assuming a tank equals a platoon) is worth 2 points.  The die roll must be be less than or equal to the total points.  In all likelihood, the tanks would fire at a penalty on a failed check.

Not much of a grab bag on subjects but certainly on game mechanics.