Monday, 16 May 2016

Making a monster! (well, a Tiger 1)

The Tiger 1 from Rubicon Models seems a decent kit, good and sturdy parts (for heavy handed wargamers) but still well detailed.


The mighty Tiger is something I've been wanting for a while, not really for use in a game as such (in Bolt Action it is hard work) but just to have the iconic tank!

Over compensate much?

The model itself was pretty easy to build with one piece tracks (very strong) and just a couple of parts to assemble all those wheels - the tank seems to have more wheels than it needs. Then the hull was two central parts, again very sturdy, with front, rear, side and top 'plates' glued onto the central box. this all went together pretty easily and looks like it will stand my using it in battle the test of time!

The profile of the beast

The turret was peculiarly in two halves (left & right) with the choice of three different turret tops to go on the top of these two, again a good solid fit. The main gun is hinged so it can be elevated and comes off the sprue in one part too.

"Aim here"

Along with the good quality and detail of the kit's structural offerings is the nice amount of options available - early, mid and late war options for wheel, turret, several ports & hatches and an optional air filtration system - all allowing you to build several different variants. The pintle mounted MG is also an option for those that want to mow down enemy infantry!



Next I need to get this thing painted!

Sunday, 8 May 2016

Rubicon Tiger 1 unboxing

I have a Rubicon models Tiger 1 Ausf E kit here to build and paint, let's see what there is to see.


One of the first things I have noticed is the impressive amount of options allowing you to build early, mid or late war variants. This includes two entire sets of tracks and running gear! The tracks are single piece with the wheels, so you can select the set with steel or the set with rubber road wheels.

The options extend to most other parts too with three different turret tops, ventilation systems and a variety of accessories that may be selected and attached as desired.

Three different turret tops

Another nice feature of the kit is that each sprue is sealed in it's own plastic bag to help keep any bits that may come loose whilst the courier is launching it from orbit.

Two complete sets of wheels & tracks

The instruction leaflet is a very well laid out piece with all parts easily recognisable and clearly numbered (including all optional parts) as well as that is some rather cool historical notes, just telling you little bits of information about the vehicle during it's tenure as the beast of the battlefield.

"From Nov 42, for Tigers sent to regions like Tunisia, Sicily, Heeresgruppe Süd and Mitte in Russia, Feifel air pre-cleaners are installed.
After Aug 43, these were no longer fitted at the factory."

I'm thinking that I'm going to enjoy building this monster!

The instruction leaflet contains loads of detail

A quick count up reveals 68 parts (including various options) so it's quite detailed and sturdy at the same time. The main hull particularly looks hardy enough to deal with clumsy gamer hands (well, mine) and the front, top and rear hull facial glue onto the central lump.

The main options include:
  • Steel or rubber road wheels.
  • Early, mid or late production turret tops.
  • Gun sight choices.
  • Optional spare track sections.
  • Three different headlight configurations.
  • Pistol port.
  • Optional Feifel filters.

A strong looking (half) hull.

So now we have seen all the bits and the great detail, I better get to building (my favourite bit) and then trying to figure out what colour scheme to go for.

Monday, 2 May 2016

A bit random!

Looking briefly at the difference between luck and skill games and hybrids.

Games like the ancient favourite - Chess evolve no luck whatsoever and a set "army" so no player has an unfair advantage over the other. On the other hand you might have a game like snakes & ladders, being a simpler game but based entirely on luck.

Some selections will be better than others.

Games involving only skill and judgement are very common and very old, chess is a prime example of this type of game. In each game of chess no player has an advantage (as long as their opponent knows the rules) and only decisions made by a player can effect the game. There are no random elements like die rolling that can augment or indeed scupper an action. Each player begins with the same "list" and knows exactly what they are going to face. In short the game is won or lost entirely dependent upon your decisions and actions, a killing move will not be foiled by an unlucky roll, only by a more tactically minded opponent.

At the opposite end of the spectrum, we have games based completely on luck. The traditional game of snakes and ladders is a good example of this. Again no player has any advantage (if they roll dice to see who goes first) and unlike chess, none of the players can influence their random chances of winning the game.

Then we have the bit in the middle . . .

Although this isn't a "bit" it's a vast collection of games, untold thousands of games with a vast array of options from "list building" where you normally select the forces or equipment that you are going to use and then how and where (or when) you plan to deploy your chosen list, deck or army. Then there is more often than not, a random element to the game too, a soldier might need to roll 4 or more to hit their target, an Eldrazi monster will need to be selected at random from a deck of cards.

In order to be successful at many modern games, you will have to select your forces carefully, choosing units or characters that may augment or compliment each other. Many abilities that particular units have will bolster other units or have detrimental effects on opposing forces.

Then after selecting your choice of forces, you will need to deploy them and maneuver them in an effective manor. A powerful and heavily armed spaceship will not prevail if piloted badly and it may soon be outmaneuvered and destroyed by a lesser ship flown by the better pilot.

Then there is the random bit. A great many games feature a random element, it might be quite insignificant or it might be a major part of the game. Often this will evolve regular dice, sometimes custom or specialist dice. Another popular mechanic is cards, these will invariably be shuffled to introduce randomness. Normally this is introduced to represent strengths and weaknesses amongst your troops. Your soldier has been expertly moved forward to take that headshot, aims, pulls the trigger - then you roll a 1 - what can you do?

So all you have to do is select the best ship for the job, fly it proficiently and be lucky with the dice rolls.

Or at least - better than the other guy!