This seemed like a good idea when I bought this online, I thought the Toons style design was quite fun and might work as a steampunk tank, but now I am not so sure. This Meng Toons King Tiger is more likely to work as a Weird War II tank.
The model itself took a few minutes to build, really not very many parts.
The tracks are soft rubber so they can actualy work, but I do not want that, so I have glued the wheels in place.
When it came to painting, I originally did a green and brown cammo pattern with my airbrush but I did not like it. So I went back and did a dark gray that I will highlight a bit.
As previously posted, I went for plain German grey. I still have to decide if I am going to add some transfers.
The mech frenzy continues, with the Westwind Jotun being the next one I wanted to get finished.
German grey I think for this chap, nothing fancy, just grey.
This was a simple olive paintjob really as I wanted it to be an American Mech.
I may yet add a white star transfer or two.
There is a mech frenzy going on at the moment, I have a small collection of Westwind mechs that were the result of a Kickstarter some time ago. They have been sitting up on a shelf, undercoated, but unfinished for far too long.
I added a heavy machine gun to the top of this Mech to give it a bit of defensive fire, I just need to get some suitably American colours on to it. That will be olive green then.
This West Wind quad tracked gun is a model that will fit into several games, Weird War II, Steampunk and Sci-Fi. So I want to paint it in a generic colour that will fit any army scheme. It was originally planned for my robotic Mechanica army, so I suspect it will be finished in grey or Gun Metal.
We played Bolt Action a while ago, so we had to follow it up with a game of Konflict 47, both are good games that get on our list of games to play in a year, but have to wait eleven months for it to actually happen (we need more months or fewer games).
We played a scenario, with a small detachment of US forces holding a bridge and waiting on reinforcements.
The German forces quickly advanced, regular troops and unpleasant zombies.
US troops advanced to relieve the defenders on the bridge using as much cover as possible.
German vehicle units moved directly on the bridge, a Panzer IV with a Laser Cannon and a medium walker, packing plenty of firepower. Even a Kübelwagen with a machine gun can be quite effective.
If you can get a flamethrower close enough, it really is a great weapon against a nice bunch of zombies.
Mortars are more difficult to use, they are slow to move and need setting up before they can open fire. I think I would prefer more flamethrowers or perhaps a bazooka.
I did not take as many pictures as I thought, the battle must have got rather intense. The final fight around the bridge had both sides throwing everything at it in an attempt to have control but it ended in a draw I think…
When I need a break from painting the rather large transport, I am returning to the excellent Westwind Mechs.
I am still deciding what colours to go for, one will likely be for my British Steampunk force so may be a patriotic red, white and blue. The other may get done in grey.
I had been doing a good job of keeping away from Kickstarters until a friend sent me a link this morning for one ending in a few hours…
This is a West Wind Kickstarter for some great Weird War II Mechs and I can’t resist a good Mech, or three.
I like the West Wind SOTR range and these new models will also be usable in Konflict 47, Steam Wars and some of the freebie stretch goals will be great in games like Rogue Stars.
As if cool Mechs are not enough, I like the look of this German ball tank, the Panzerkampfrad.
We played our first game of Clockwork Goblin and Warlord’s new Konklikt ’47 a few days ago. As I already have various weird war models, my Westwind Allied forces slotted nicely into a Konflikt ’47 US Army list.
As expected, Konflikt ’47 is very much like Bolt Action with some weird war additions.
However, it does feel like an opportunity partially lost, the rules do not really feel weird war enough. There are new units with the forces getting some heavily armoured infantry, flying infantry units and some mechs, but the rules for the new weapons don’t really add enough weird war flavour.
The Germans get a great new heavy weapon for their tanks, the Schwerefeld Projektor. This is a gravity manipulation weapon and I can’t help but think a secondary effect would have been fun to include, such as any targets hit may not move the next time they are activated.
American Heavy Infantry are simply infantry that are harder to wound, but they can still get bashed up by artillery. The army list only gives them an Assault Rifle option which is a shame, some heavier weapon options for the unit would have been nice.
It is always nice to use mechs, I am a huge fan of big stompy vehicles so any chance to include them in game is fine by me. How different a heavy mech is from a tank is a little unclear. The smaller mech rules are okay, but the Coyote has multiple weapons and a single crewman, so can only fire one weapon per activation. Why bother with two weapons?
One of the issues I have with Bolt Action and is now repeated with Konflikt ’47 is that transports such as halftracks are overpriced. Also, once any occupants have left an American halftrack, the HMG may not be fired. We will have to introduce a house rule so that a stationary halftrack may fire its HMG…
As for the rest of it, standard Bolt Action units remain unchanged from what I can see, infantry and artillery still form the backbone of any force.
Bolt Action is a solid game and Konflikt ’47 is an extension of that but with different models, as for its weird war setting, it is halfway there.
I do see why they have tried to keep them very similar, the Bolt Action Tank War supplement is already being promoted as Konflikt ’47 compatible with some on online rules updates.
It is a good set of rules and I am already planning my next games, this time fielding the Germans.