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Wednesday, 10 May 2023

Beyond the Box Episode 5 links

 Humbrol | Kit and Model Starter Tool Sethttps://uk.airfix.com/products/kit-and-model-starter-tool-set-ag9169?clickref=1011lwJp8LqK


Medium Tool Set
https://www.gaugemasterretail.com/humbrol-axg9159.html?gclid=CjwKCAjwl6OiBhA2EiwAuUwWZWf6jsg80077uBVvv_-2PJva0MDwdC2SLr_vMXMokjZDmry2MUrpNhoCZw4QAvD_BwE

Work Station
https://www.amazon.co.uk/Humbrol-Work-Station-modelling-bench/dp/B09ZJ5FMFK/ref=asc_df_B09ZJ5FMFK/?tag=googshopuk-21&linkCode=df0&hvadid=606869501253&hvpos=&hvnetw=g&hvrand=11408441131627223622&hvpone=&hvptwo=&hvqmt=&hvdev=c&hvdvcmdl=&hvlocint=&hvlocphy=1007061&hvtargid=pla-1818528126874&psc=1&th=1&psc=1

Revell | Model-Set Plus Modelling toolshttps://www.emodels.co.uk//revell-29619-model-set-plus-modelling-tools-29619.html?gclid=CjwKCAjwl6OiBhA2EiwAuUwWZQckJbzcpyF86quNB0jO4-kfLhH2-2CG71Rj-cOC4lEBYEkfW9iFsRoCbE8QAvD_BwE

Work Station https://www.jadlamracingmodels.com/revell-39085-work-station-for-plastic-model-kit-making-39085/

Italeri | Tool Set
https://www.jadlamracingmodels.com/italeri-tools-a50815-modelling-tools-set/ 

Tamiya | Tamiya Basic Tool Sethttps://www.jadlamracingmodels.com/tamiya-basic-tool-set-74016-tools-accessories/?gclid=CjwKCAjwl6OiBhA2EiwAuUwWZWjB5Jz8MXnM5XgW039hXzAtHsKV4Z4AzBRuq2QGo3GvyjBjI9H7zBoCMuAQAvD_BwE

AK | Basic Tools Set AK Interactivehttps://www.scalemodelshop.co.uk/basic-tools-set-ak-interactive-ak9013-p5964/?gclid=CjwKCAjwl6OiBhA2EiwAuUwWZeDwquO4KHU4p3xNC7eLvyOtonMs7eQB-BVf2iWW76Rcr63YwkYM5hoCGc4QAvD_BwE

Meng Models | Basic Hobby Tool Sethttps://www.scalemodelshop.co.uk/basic-hobby-tool-set-meng-models-mts-003-p11922/?gclid=CjwKCAjwl6OiBhA2EiwAuUwWZWKUDacx29SDS3H7d3v9_C5A3mwMGXCpHAnXenS73fr4XBdDTnfnHRoC9YMQAvD_BwE

Modelcraft | Plastic Modelling Tool Sethttps://www.scalemodelshop.co.uk/9pc-plastic-modelling-tool-set-modelcraft-ptk1009-p16243/?gclid=CjwKCAjwl6OiBhA2EiwAuUwWZbrej8Q9vZ3g9K2KjHlZILWvVdcNi9X1N4otX1EcFaX0DDyz3IGg1hoCNjwQAvD_BwE

Pro Plastic Modelling Tool Sethttps://www.scalemodelshop.co.uk/pro-plastic-modelling-tool-set-modelcraft-ptk1010-p16400/?gclid=CjwKCAjwl6OiBhA2EiwAuUwWZeen0YNAZHV7lZEgGGnvIBgLOhV1yOvy9iQWAGI1ObxB2Bo3p4jdaRoCLHAQAvD_BwE

WiMas (Amazon) | 26PCS Gundam Model Tools Kithttps://www.amazon.co.uk/WiMas-Gundam-Building-Repairing-Fixing/dp/B07TJGKVBP/ref=asc_df_B07TJGKVBP/?tag=googshopuk-21&linkCode=df0&hvadid=375425913580&hvpos=&hvnetw=g&hvrand=7489360344264608148&hvpone=&hvptwo=&hvqmt=&hvdev=c&hvdvcmdl=&hvlocint=&hvlocphy=1007061&hvtargid=pla-792110387273&psc=1&tag=&ref=&adgrpid=78493316802&hvpone=&hvptwo=&hvadid=375425913580&hvpos=&hvnetw=g&hvrand=7489360344264608148&hvqmt=&hvdev=c&hvdvcmdl=&hvlocint=&hvlocphy=1007061&hvtargid=pla-792110387273

Brushes 

https://www.amazon.co.uk/dp/B09FX7TTJK/?coliid=IOTQS9LFQZCEA&colid=3R4T1J8GUA0D8&psc=1&ref_=lv_ov_lig_dp_it

Tweezers

https://www.amazon.co.uk/Anti-Static-Tweezers-9-Piece-Precision-Stainless/dp/B0894BD4TC/ref=sr_1_6?crid=3SVIJDZ6NF6RG&keywords=tweezers+electrical&qid=1682538601&sprefix=tweezers+elect%2Caps%2C72&sr=8-6

https://www.amazon.co.uk/dp/B09JLXKWB5?psc=1&ref=ppx_yo2ov_dt_b_product_details

Sanding sticks

https://www.amazon.co.uk/DSPIAE-Sanding-Starter-Accessory-Storage/dp/B093P3JXS7/ref=sr_1_1?crid=2SVTUM1YNX82Y&keywords=sanding+dspaie&qid=1682538992&s=diy&sprefix=sanding+dspaie%2Cdiy%2C58&sr=1-1

https://www.amazon.co.uk/Professional-Cuticle-Manicure-Fingernails-Toenails/dp/B08KZKPS3B/ref=sr_1_8?keywords=nail+file+set%23&qid=1682538974&sr=8-8


Tuesday, 2 August 2022

Focus on YouTube

 Well I guess if you're visiting here you'll see we're not posted anything for a while, and that's because my main focus has been on developing the new YouTube channel. That's going to be our primary outlet for the foreseeable future, so go ahead and check it out if you've not discovered us already. See you there!

Mann's Model Moments YouTube Channel

Monday, 21 February 2022

Monday, 10 January 2022

Firestorm armada and Phoenix Rising equivalence - How?

So I wanted to give people something of an insight into the process I'm going through before I release the first version of Phoenix Rising. The whole basis of PR is to utilise the wealth of data from FSA v2, which was widely lauded as being one of the most balanced games out there. So how do you do that when you're creating a new game?

Well the basis of this is statistical analysis - lots of it. Modelling a game like Firestorm is a fearsome process, because there are so many variables. In chess, there is a constrained 8x8 board, a set number and type of pieces and modelling that is difficult enough. There are a couple of hundred different Firestorm Ships, and a multitude of different interactions between them and their weapons, MARs etc....it's close to infinite in variation.

However, there are some restrictions that can be imposed - Scenarios impose limits on where ships can be at the start, movement limits where they can get to, turn limit and weapon arcs constrain weapon lethal zones....it's also not necessary to model EVERYTHING, just a representative selection of conditions that each ship can be examined under.

Now this still means there's a HUGE number of things going on, but it allows ships to be compared using actual criteria that are present in the game, rather than an arbitrary "feel". Once this has been done, all that's needed in the new game is to produce similar statistical results, and you have your ground level ruleset balanced for the prior edition - plus or minus any "tweaks" desired - the important thing here is that you can make these modifications with an actual idea of their impact, rather than just "winging it" - which is, to be fair, how most games development is done!

So - as I've mentioned in the past - the way I've approached this is by evaluating ships on two main criteria - how survivable they are against other ships, and how able they are to destroy enemy ships. When you boil everything else away, this is the crus of the value of most units in TTGs - how mean and tough are they, and how able are they to project that power (it's no good being super destructive if you never get in range to use that power). Now this all needs doing TWICE, of course - once for the old Firestorm Ruleset, and once for Phoenix Rising's rules. The great thing about doing this is that it's dynamic - when you change something, you can clearly see the impact that has on that ship and others.

So just how involved is this? Well, here is ONE cell from the Firestorm Armada calculator, used to calculate how many ships are able to damage it in one range band;


This is repeated for every ship in every range band for both DR & CR, main and supplementary weapons (torpedoes, mines etc). It takes into account firing arcs and speeds of the ships weapons used to target the ships over the course of a 6-turn game, as well as MARs, ship type etc etc. Has this driven me completely insane? Well, maybe!

The point here is that Firestorm Armada v2, whilst extremely flexible, has rules which affect how the ships interact and behave, and these constrain possibilities within the game. For example, a ship with a Primary weapon that only fires into RB1 and has a speed of 5" and Turn Limit of 3" is really not very dangerous, even if that weapon is enormously powerful, because in a 6-turn game it will probably only get a single shot in. That's probably less dangerous to a ship that has half the AD but a move of 12" and TL1, because that ship can project the threat of those AD more freely. All of this can be modelled, and whilst an approximation, if you cover 85-90% of the statistical incidences in the game, and because you're using this to compare ships against each other in the same framework, you get an unbiased and mathematically measurable value out  the other end.

Now once you have that "benchmark" of FSA v2, the "easy" part is (once you've done the same for PR, or any alternative ruleset, actually), you can start adjusting things to get THE SAME END RESULT. This is the important bit. What matters is that end set of numbers, and once you're there, because the whole thing is "live", you can then make further adjustments to amend specifics of how factions play and "feel" in the new ruleset, ratehr than making adjustments from "gut feel" and seeing how things play out. Of course, playtesting and player experience are still critically important, since this is what the final objective is - create a game that plays and feels like FSA v2, but (hopefully) ironing our some of the wrinkles in that ruleset.

The other by-product of all this is that it allows ship value to be based on actual gameplay impact, rather than (once again) what "feels" right. That in turn allows you to have a custom ship generator that doesn't have the problems associated with the fun - but flawed - v1 generator.

Tuesday, 4 January 2022

DIY Weathering Pigments - dirt cheap!

Weathering pigments are a great way to add, well....weathering, to your models - large or small. There's a plethora available from many manufacturers...and I've never bought a single one. "Why not?", I hear you cry...well, because I'm old enough to come from an ancient time before such things were really a thing, and I had to resort to other methods, and was taught this particular one by an expert modeller friend of mine who used to paint professionally for model companies, do a lot of military dioramas for model magazines, and who currently works for Forgeworld. His tip was simple and highly effective, as well as very cheap. I can pass it on in two words - chalk pastels.

Chalk pastels are available all over the place - from discount book stores to art supply shops and lots in between. You can buy a set of 25 to 48 of them for around £10 or less - and often much less. Don't get confused with oil pastels, however, or you'll get yourself in a real mess! here's a set I picked up from a local supermarket for about £4 or so.

So these square-profile blocks are very much like chalk - as the name suggests - but if you scrape the edge of one with a hobby knife, you get a fine pile of dust that you can apply exactly the same as a weathering powder. 

Use a damp brush and the pigment will dissolve in the same way two, meaning you can use them dry or wet to create stains or streaks - exactly like weathering pigments. I've used them to create everything from exhaust streaks to rust and oil stains. You can use white to create fading or colours to create tonal variations too - the advantage of a set of these pastels is you get a huge range of colours, so don't feel limited by the usual greys browns and black.

So these are great, but one of the pains of using them is scraping them each time you want to use them. Now, many of us can agree that Citadel paint pots suck at storing paints in - the design of them makes the paints dry out, the lids can be awkward and it's too easy to knock them over. I've transferred mine over to cheap dropper bottles, which makes them much easier to use. That leaves me with a lot of citadel paint pots. But wait - before carting these to the recycling, there's another use...holding my DIY weathering pigments. It turns out that a standard Citadel paint pot holds one full stick of chalk pastel...nice coincidence! Drying out isn't an issue for dry pigments, and the lids can be made less fiddly with a few hobby blade "adjustments" to them.


  

Now I'm not going to spend hours scraping chalk pastel sticks into powder, so I need another method...fortunately I have to look no further than my kitchen to my handy pestle and mortar.

 

Breaking the pastel into smaller pieces to work on helps here, thirds or quarters seem to be fine, and grind to a nice, fine powder. I do this on a sheet of paper so I can simply pour the resulting powder into the citadel pot after grinding. Tapping the pot on the table half way through helps the powder to settle if you're getting close to the top.

Using a stiff make-up brush also helps to dislodge the ground powder and get the last bits out

And that's it! A set of as many weathering pigments as you desire, for a fraction of the cost of "purpose made" commercial ones. Enjoy!

Friday, 24 December 2021

Join the Rising!

A quick one today, just to try to cast the net wider with my Phoenix Rising project. For those of you who don't know, this is my iteration of Firestorm Armada, based on the old SG game in terms of play flow and statistics, which I've spent a long time picking through both whilst working with Spartan Games as Spartan Alex, and since.

Join the Facebook group using the QR code here;

There's also a link to my Discord Group 

https://discord.gg/q7GbgehGMm

Come and Join the Rising!




Tuesday, 21 December 2021

Phoenix Rising - Mines

Mines in FSA never really felt like area (volume?) denial weapons, their main use was typically as drive-by bombs. Mines also tended to be dangerous to smalls and mediums rather than large ships (though not exclusively and we all had the odd success more generally). Still, they were relatively easy to deal with - fly something relatively sturdy or disposable into the area, clear the mine and move on. The blast radius was big (4") and persisted in theory, but as that was too big to really drop a template, plus move models etc, it was generally "ruler around the marker" measuring, which could then get forgotten if the mine was removed after detonating. it was just a little clunky, though not necessarily urgently broken, it felt unsatisfying in many cases. Of course there was the whole issue of the "drive by" as well, and this does fix that, but actually my aim wasn't to address this specifically, but more how mines worked at a grass-roots level.

I wanted to go back to basics with mines, and think about their use as volume-denial weapons. They should be dangerous but not insanely so, forcing difficult choices on players. I've opted for the following solution;

  1. Mines are persistent. They stay on the board during the game unless removed by a specific mechanic, so the "kamikaze minesweeper" is gone.
  2. Mines have a smaller area of 2" radius, and as they're persistent, they can be indicated on the board by terrain (card circles)
  3. Ships only have enough mines for seeding a single area, unless a MAR gives them more (preventing the board becoming one huge minefield!) (edited)

This (hopefully) has several effects;

  • Mines are now true area denial weapons - or at least, they deter enemies from certain routes, allowing ambush techniques etc
  • Mines become something you need to time appropriately, rather than just fart out whenever in the hopes of catching something at some point
  • Measuring and effect determination becomes simpler, without cluttering the battlefield with things ships can't be placed on.
  • Although more dangerous to small ships, they also have the speed and manoeuvring power to avoid them most easily, smoothing out their effects across ship types
  • Facilitates minesweeper ship types to remove them
So how does this work? Well mines are laid after movement, placing a Mine Marker (a 2" radius circle with the mine value on) half way under the rear of the models' base. These mines remain inactive until the end of the parent models next activation. This prevents the unavoidable "drive by", as ships in the wake have a chance to manoeuvre away before these go live. I say a chance, because if the player can lay the mines late in the turn and activate before those in its wake, it could get a successful drive-by. Of course your opponent knows this and is going to try to activate before that happens, but then it's a matter of priorities - is that more important than activating your battleship and getting that killer shot?

I went for this as it provides more "meaningful choices" in a game, which good games are all about. It's no doubt that no-one wants to fly into an active minefield, but if those two frigates chasing down that carrier happen to do that because you have higher priorities, that's just bad luck for them, right? On the other hand, maybe those two frigates can take that wounded behemoth down, and they absolutely need to survive. You can imagine situations where a cruiser group could get an optimum RB2 shot if it went through the minefield, or attempt an unlikely RB3 shot by going around it...which is best? Only you as the player can ultimately make that choice, and given 100 people asked exactly that, each will have their own decision and rationale for it - it's not a given either way. I think this also allows some nice scenario possibilities, and adds some real value to the Minefield MAR. Aquan Drone mines become terrifying (though I've an idea for balancing that), but very thematic.

So what does everyone think? Feel free to comment below!