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Thursday, January 31, 2013

Battlefront HQ Videos: Playtesting Process

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Dust Warfare: Unit Review - SSU IS-48 Super-Heavy Tank

Welcome again to a new Dust Warfare: Unit Review.  Today I will be sharing with you the SSU IS-48 super-heavy tank (one of 2 super-heavy tank chassis available to the SSU).  The SSU is the first army to have a tracked tank introduced, but it is likely others will be introduced for the other armies in the future (Tiger 2s were mentioned in the background in in the Operation Hades campaign book).  Like all walkers and vehicles in Dust Warfare, the SSU IS-48 has more then one armament setups you can chose from.

You can either take the "Karl Marx" (pictured above), which is a nightmare for enemy infantry with it's Heavy Tesla Gun and multiple machine guns...

Or the "Lavrentiy Beria" (pictured above), which sports a 152mm ML205 anti-tank gun for taking out enemy walkers, two machine guns, and a front mounted APO-45 flame thrower for dealing with enemy infantry that gets to close.

Composition: The IS-48 tanks can be taken as a support choice for a SSU Defensive Platoon, or as a third section choice by a SSU Red Platoon.  Each tank variant excels in one combat role.  The "Karl Marx" is the most expensive model currently available to the SSU army.  The reason for this is that it is armed with the most advanced and deadly anti-infantry weapon currently in the SSU arsenal, the Heavy Tesla cannon. The Heavy Tesla cannon is a long ranged weapon that allows you to attack two units within six inches of each other simultaneously. When attacking the Heavy Tesla cannon rolls 2 attack dice for each model in the target unit and only one of the two units targeted needs to be in range in order to make the attacks.  Add on it's two turret machine guns and additional front mounted machine gun, and you have a nasty anti infantry weapon.

The "Lavrentiy Beria" on the other hand is a slightly cheaper long range anti tank choice. It features one of longest ranged weapons in the game, the 152mm ML205 anti-tank gun, but really shines while it is with in 24 inches of it's target.  The ML205 has the Tank Killer special rule, which halves the number of armor save dice an enemy unit can roll against the number of successful hits made against them.  The "Lavrentiy Beria" also rolls more dice against tanks then any other SSU model; except for SSU KV-3 walker which has a pair of 152mm ML205 anti-tank guns.

To defend itself against enemy infantry, the "Lavrentiy Beria" has 2 turret mounted machine guns, and a front mounted APO-45 flame thrower.  Flame throwers in Dust are very powerful weapons because they always allow you to roll 1 attack die per model in the enemy unit and come with the Burst special rules.  When attacking an enemy unit, if at least one weapon has the Burst special rule, then the target unit may not use soft or heavy cover to reduce the number of successes rolled against them, during that attack.

Deployment & Tactics: The IS-48 has multiple tactical options at it's disposal.  My favorite tactic with the IS-48 is as a front line screening option for my units.  The IS -48 excels at this with it 7 armor save dice and 8 wounds. I especially like this tactic when using the  "Lavrentiy Beria", as it allows you to move up closer to take advantage of the Tank Killer special rule, while supported by infantry and other units in your army. The draw back to this tactic is that it is a Tracked vehicle, so requires you to roll 1 die when entering, moving through, or exiting any difficult terrain during each action.  If a success is rolled on the die, the movement immediately ends and the tank may not move again this turn. You also need to be careful when facing Allied armies that include Phaser weapons, as Phaser weapons ignore armor saves.

I have also used the "Lavrentiy Beria" to dominate major fire lanes and to cover the advance of my infantry and walkers. This keeps shorter range enemy walkers from attacking my infantry or else risk exposing themselves to the "Lavrentiy Beria main gun.  This also works very well with the "Karl Marx" but in a slightly different way.  Instead of acting as a deterrent for walkers, it acts as a deterrent again enemy infantry and allows you to suppress multiple enemy units.  This stops them from being able to react when you move your infantry up to engage them.

Both variants of the IS-48 super-heavy tank are some of the most resilient and deadly options available to SSU and well worth the AP.

Jay Powell is a long time Hobbiest, Gamer, and occasional Podcaster that has over 20+ years of experience in the hobby. Jay has worked for Games Workshop and Hobbytown USA in the past, and has run many leagues, campaigns, and tournaments over the years as a Privateer Pressganger, GW Outrider, and game clubs member. Jay was the original co-host of The Gamers Lounge Podcast and has appeared on many podcasts as a guest host from around the world.  You can current find Jay, when not writing new articles for the WWPD Network, playing games at Huzzah Hobbies in Ashburn, VA or on his personal blog 24 Hour Gamer Geek.

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Wednesday, January 30, 2013

European Town Terrain Base by Crescent Root

Following up on the success of the Church Base, Crescent Root strikes another home run with this European town base giving you an aesthetically pleasing, and cohesive look to your table top!

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UCM Condor Dropships- Now With Decals!

Just a quick post today.  I decided my UCM Dropships looked a little bare, so I went to Fighting Pirannha Graphics and ordered some red numbers and heraldry.  I think it really brings the models to life!

 The decals were affordable, and applied easily.  They took a bit to get to me, but were worth the wait.  Not a lot else to say!  Enjoy the pics!

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PSC Russian Infantry Box Review

Here's a look at some new infantry from the workshop of Joe Messerle. Outstanding work again - I think he gets the most out of what he's working with. I also couldn't help but notice some WIP pics of my Warlord Games British Infantry in the background. Keep churning out Bolt Action, Joe! - Judson

Greetings Comrades,

     Comrade Joseph reporting from the glorious painting desk of Comrade Messerle.  We have been preparing strong infantry to be shipped to the Steve-O-grad front for victory.  Please sit and enjoy the review of the troops.

     Plastic Soldier Company has been a strong ally in the wargaming department here recently, having ranges in 15mm and 28mm.  I have found that every new product coming out is an improvement on the previous models.  I have experience with their 15mm German armor ranges and looked forward to diving into their 28mm ranges.

     These lovely troops of Mother Russia are provided by Steve.  He asked me to paint them up for him and it is always fun to see the final project on his wargaming table.  These Russians are from the 28mm Russian Infantry, Summer Uniform.  This box set is a HUGE value for the cost.  You get 57 figures in one box.  It includes 6 Jr Officers/NCOS, 45 Riflemen/SMGs and 6 LMGs with loaders.  The only downfall when first opening this box is realizing that it includes NO bases.  A small inconvenience but noticeable.

One Squad of Comrades, the box gives you three of these !

     If you put it into Bolt Action scheme of things, the box produces an HQ and 3 squads of Infantry/LMGs.  How can you not love that?  Two boxes of infantry would make more than enough dice in the Order Bag - maybe too many.

     The box only has so many poses for the soldiers.  The set does allow for some head conversions and the ability to give certain soldiers either rifles or SMGs.  For those whom love to model, sorry.  For those who want to churn out soldiers and get them on the table, be ready!

HQ consisting of a medic, NCO and Lt

     This photos show the basic poses found in the infantry box set.  Now do not be alarmed.  The HMGs and antitank capabilities can be purchased in other box sets for decent prices.  Stay tuned as these sets will appear on the website.  Hit the ring down on the forums and let us know what ya think !

I give them 4 out of 5 Russian nesting dolls.

"I'm up, They see me, I'm down"

Joe ... aka "Mezz"

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Tuesday, January 29, 2013

Review: Battlefront's 7.5cm PaK40 Platoon (Winter) (GBX73)

What can be said about the PaK40? It is an iconic German Anti-tank Gun. Battlefront has created another great box set for Flames of War with their 7.5cm PaK40 Platoon (Winter) (GBX73).  This box set is unique in that not only do you get a gun crew in winter uniforms, but you get the new plastic PaK40s and "recessed" bases from the Open Fire boxed set.

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A Brief Leviathans AAR

My buddy Sean and I got in a game of Leviathans, and being Sean's first game we used the recommended starter battle setup.  He ran the French and I the British- through several games my father and I played we found the French to be far more forgiving, and so I was curious how that would play out.  The British ships were the HML Hertfordshire and HML Raven.  The French were the Pontbriand and the Montcalm.
The British Ships deliver broadsides to the bows of both French ships.

Commandant Pierre Deperdeaux of the French Destroyer Pontbriand

Captain Wilks of the HML Hertfordshire
We found a number of things to be true of Leviathans: #1- the mechanics work really well.  We really like the colored dice system, the firing arcs, etc.  #2- Initiative is HUGE.  Winning the initiative, especially in such a small game, is the single most important roll you can make.

The French win initiative several times in a row, putting their high speed to good use.
#3- The British ships really suffer from caliber schizophrenia.  With so many different sized guns on the ships (meaning they can't bracket fire), and a lack of crew in the HML Raven's Port and Starboard arcs (which adds an extra die to the gunnery rolls), we found British fire to be much less effective than the French.  While the British are more heavily armored, we found that having double the movement (in the case of the Destroyers), and far more weaponry of like calibers, the French could get where they needed to be and deliver the fire they needed to every single time. Unless the British won the initiative, the French were going to press their advantage every turn.

The HML Hertfordshire takes heavy damage to its Starboard side.
So I am excited to learn what makes the Brits tick in this game.  My knee jerk reaction is that the French are just better, but I'm hoping there's something I'm just not seeing yet.  The British guns have better range than the French, but not by much.  And with the French movement abilities, it's an advantage they don't get to employ more than once.  Combine that with firing at long range without bracket fire, and the British don't sling much lead at long range, allowing the French to close fairly easily.
The HML Hertfordshire goes down.
All in all, I am really enjoying the game mechanics and hopefully larger games will see some of the British advantages come into their own!

Edit: After seeing the Leviathans point calculator beta, the French ships are both pointed higher than the British.  In the case of the Destroyers, the Pontbriand is considerably more than the Hertfordshire, so hopefully the French superiority wasn't my imagination!

Editor's Note #2- We've since played many more times, and have found the French to not be quite as powerful as we first thought- true they can deliver a beating when they get up close and personal, but we've discovered the British can try to stay at range and have a better chance of survival when they do!

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Monday, January 28, 2013

M24 Chaffees from the Cavalry Group Army Box

When we received the new Cavalry Group army box for review, we of course had to split it up among various reviewers- knocking out an army on your own is a hell of a process!  Most of the Cav Group stuff got scattered to the wind all around the US, but I committed to doing 7 of the chaffees myself.  I'll keep this review short since I've already done a chaffee review.
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Current Infantry Balance

Bolt Action has only been around for six months or so, but the pace at which it has evolved in that short time has been a completely new experience for me. Everything moves, I suppose, at the speed technology allows it to, so comparing the Bolt Action evolution with those of past game systems may not be fair. However, it bears noting that in the six months since the game's release we've seen an official FAQ/Errata document, and two full rules supplements from Osprey Publishing in the form of Armies of Germany, and most recently, Armies of the United States. On top of that, we've seen preview lists for upcoming books in the Armies of France PDF and the Armies of Imperial Japan PDF. My head still reeling from all these new lists and rules, we've now received word that the latest full supplement, Armies of Great Britain, is available for pre-order and due out in a couple months.

I'm impressed at the pace of it all! (My greedy little gamer hands are loving it!)


As a game I'm involved in evolves, usually through new rules or supplements, I think it's valuable to reasses the game as a whole. Bolt Action was different, if only slightly, before Armies of Germany came out. Since, it's changed multiple times, at the release of every new rule, leaving us with what might end up being a different game than the one we started with.

This is almost always perceived both positively and negatively by players. Player A liked a certain unit before its rules were changed, and now likes the rules less. Player B disliked that same unit before the rules were changed, and now likes the rules more. I think that each "Armies of" book has improved the game, and look forward to seeing what subsequent "Armies of" books will do to Bolt Action.

Taking the game as a whole, and identifying every individual part that's been changed, even at this early stage, would involve something much grander than the scope these articles undertake. That being true, I've decided to focus on only infantry in this small article. Many of these points won't be changes to pre-existing rules at all, but significant facts about Bolt Action that players must be cognizant of moving forward. That is, of course, until the next big change comes out that changes everything!

Bearing all this in mind, remember that this is an infantry article. Wacky, outlier vehicles, like my old favorite the Churchill Crocodile, have a big effect on game balance as well; and that factors into overall balance in Bolt Action. This is an infantry article, though, so remember that going forward.

Dreaded American small arms!

Comprehending the power of a rifle-equipped American soldier in Bolt Action took a few games for me, and the scary part is, I'm pretty sure the realization hasn't fully set in yet. In every spatial-manipulation combat game I've played, a standard by which all other units are measured has been more or less perceived by the games' players. Be it a pawn in chess, a Space Marine in 40K, or even a piece in checkers, there's some sort of bar set for your expectations. Yes, even boring old checkers had different "units", and while the difference between an American rifleman and any other nation's might not be as profound as the difference between a piece and a king in checkers, it's still a big deal!

At first glance, it might not seem a big deal to a new player. American riflemen don't suffer the same penalty other riflemen suffer when firing on the move - a fairly innocuous sentence, right? Or at least, that was my opinion: "I've played a lot of WWII games in many genres and those Garands are just their thing. It all evens out in the long run, because of..." Except, in Bolt Action, I'm not sure that there's yet a word that fits at the end of that sentence. What really does even out the American rifleman advantage?

Before you can critically think about it at all, you've got to start out with one declaration of fact:

An American rifleman costs the same as any other nation's rifleman, but is better than any other nation's rifleman.

Once that's out of the way, state another truth:

Riflemen, most likely, make up the majority of one's force in Bolt Action.

If you're at all like me, even this might fail to sway you in your perception of American infantry. I've got to see things in action, on the tabletop, before I can really wrap my brain around them. That's when things get worse, or better if you're playing Americans!

Die roll after die roll, situation after situation, you sit back and watch the Americans shoot, move, and communicate better than the other nations' forces. A German player advances his squad of five rifles against an enemy, and rolls five dice needed anything from a 4 to a 6+6. An American player advances his squad of five rifles against an enemy, and in every situation, is roughly 17% more likely to score a hit. In a situation where the target unit is hit at a -3 penalty (behind hard cover and down, or behind hard cover while the shooter has one pin marker) something fairly common in Bolt Action, Americans need only roll a 6 to hit, while every other rifleman in the game needs to roll a 6, followed by another 6, to hit, because they suffer a penalty for firing on the move.

I'm not claiming that there's a balance issue with Americans. I don't have the game experience with and against them to make that kind of claim. I'm only saying that the American Rifleman is better than anyone else's rifleman, for the same cost.

I will admit, however, that it's hard to say "I'm not claiming there's a balance issue with Americans," and "...the American Rifleman is better than anyone else's rifleman, for the same cost," with a straight face.

Let's not be hasty, though. Who knows how the other units available to each nation in their "Armies of" books balances this rifleman factor out?
Hey! I can finally use images from the Pacific! Thanks, Bolt Action!
Powerful American riflemen were overshadowed for a long time by another American force of nature - the Forward Air Observer! To be fair, high-powered HE was not a trait reserved for the Americans. No, any nation in the game could take a heavy artillery piece that could probably provide similar results. Americans, though, could do it twice for 75 points; and Bolt Action is not a game that offers a lot of line-of-site blockers, unless a table is very heavily terrained.

Early battle reports from Dano and I will show to the uninitiated that American airpower was mighty mighty before the release of the FAQ/Errata! Our early games were characterized by a brutal, painful, waiting period before the airpower arrived. These periods could generally be characterized by statements like, "Things are going pretty poorly for you, but you haven't called your air in yet." Or the ever popular, "I would have already won if not for your air!" Once it did finally come in, air strikes went a little something like this:

(At the end of a turn.)

Dano: I issue a fire order to my Forward Air Observer. It calls-in air on your StuG.

(I sigh, and my shoulders slump.)

Me: OK...

(I weep a single tear at the start of the next turn. Dano callously throws a tissue at me.)

Dano: Let's see if the air comes in...

(A fateful die roll. 50/50 chance!)

Dano: Yup! Here it comes. Let's see what it rolls... OK I hit nine times at +4 pen. Time for the results!

Six or so pins, plus usually an immobilized result, and maybe a fire as well, generally occurred, if the tank didn't explode immediately. It was awful. It wasn't a matter of *if* air would kill my vehicles outright, but *when*. To make matters worse, the Americans could do this twice during a game for the price of one observer!

Thankfully, for game balance's sake, HE no longer works this way. For a detailed breakdown on how HE now works, please refer to the FAQ/Errata Warlord Games recently published. Now, armoured vehicles only suffer the results of one hit from these terrifying HE weapons, however every other unit is still a victim to the HE threat.

Regardless, this was a welcome change. The game is better for it.

Unfortunately, I bought a Soviet list with two 152mm guns before they made this change. I want my money back!
+5 points. Yes, please.
Much has been said complaining about LMGs in Bolt Action since release date. I only need to point you a far as our forum where one in ten threads in the general forum turns into a discussion on the merits of including LMGs in your lists. As many people are against them as are for them. Most of those against site the German assault rifle as proof of why you shouldn't include LMGs in your list - more on that in a moment.

For +5 points, your German (and only German) rifleman can be turned into an assault rifleman. For those 5 points, he gains an extra shot when firing, an extra swing in close combat, and ignores the movement penalty for firing. Being the only infantry in the game that can enjoy the benefits of an assault rifle, some could say that the German player has an advantage. In fact, it could be argued, that the assault rifle advantage is greater than the American rifle advantage. (Of course, only American players would argue this.) Regardless, it's a powerful ability.

In fact, I view playing as Germans as merely the admission ticket to purchasing assault rifles; at least from an infantry point of view. With American rifleman, my points buy a superior soldier. With German rifleman, my points buy me access to assault rifles. I do not think that assault rifles are the end-all be-all of Bolt Action. There is a significant point investment involved in upgrading riflemen to assault riflemen, unlike the American rifleman that receives his bonus at no additional cost. However, once upgraded, the assault rifleman becomes the best soldier in the game.

Back to the LMGs - the idea of assault rifle superiority becomes most apparent when comparing the cost of an LMG upgrade to an assault rifle upgrade. One LMG upgrade costs a player 20 points, and with those points, the player gains one extra die in shooting. In addition, three of his shooting dice are now capable of hitting targets at 30" instead of merely 24". On the other hand, a player could buy four assault rifles for those same 20 points. With them, he gains four shots, four swings in close combat, and a loss of movement penalty for the assault rifles when they are firing. Certainly, an extra six inches of range from an LMG is handy, occasionally, but the benefits of the assault rifle far outweigh those of the LMG, in my opinion.
The benefit of playing Soviets? More Soviets!
So I've suggested that there are certain advantages to American and German players without getting past their infantry. American GIs are better than every other rifleman at no additional cost, and Germans have access to the most powerful infantry weapon in the game. Where does that leave the British and the Soviets?

The Soviets have the most character-defining special ability in the game, without it effecting game balance much. Every Soviet player you play against, regardless of his list, will cause you to feel outnumbered. As everyone knows, the Soviet player gets a free inexperienced squad in his army list. This is a fine advantage, to be sure, as extra bodies on the battlefield are always beneficial; and in Bolt Action, order dice are the queens of the tabletop. However, inexperienced infantry evaporates before enemy fire. It cannot be used in the same way as other classes of infantry in the game, and it even lacks in the shooting department compared to other infantry. Regardless of its effect on the game - which I feel is minimal compared to other nation's abilities - the free squad makes a list feel more "Russian". Everyone wants to see more Soviet units, and the free squad provides that "more" that everyone expects.

Of all the nations, the Soviet player receives the most symbiotic benefit from his two national abilities. A Soviet player is encouraged to play with the "quality of quantity" mantra in mind. Those inexperienced units are less likely to flee the table, given the other Soviet national ability that allows for rerolls to morale tests to flee. So yes, while more inexperienced Soviets will fall before opponents' fire, they will stay on the field longer than anyone else's troops, when it comes to morale tests.

All that said, I've yet to see Soviets on the table. I have an idea as to how I would play them, given their abilities; and I don't think they would play at a heavy disadvantage against Germans, given those same abilites, but I must confess that I've yet to see them on the table. Maybe I'll bring them to Cold Wars and find out!

To all my opponents: Bring extra dice if I play Soviets. Your dice are going to run out of ammo before all those inexperienced Communists fall.

"The good rules for us have to be in here somewhere. Pull up your socks and have another look with me."
Now we're left with the British!

(Queue crickets.)

I'm a British player, and I'm not quite sure what to say when it comes to British infantry. They have no special weapons, unlike the Americans and Germans; and they have no unique rules that make them feel special, like the pro-horde rules of the Soviets.

So far, my British lists have felt "unique" because they have a free Forward Artillery Observer and are able to purchase a Crocodile - which leads me to a point I promised myself I wasn't going to make. The British don't even have interesting vehicle choices!

The Americans maintain their runnin' n' gunnin' abilities with gyro-stabilizers, all the German MBTs have bigger anti-tank guns than comparable tanks from other nations, and the Soviets get the Josef Stalin tanks that have huge anti-tank and HE capabilities. Meanwhile, the British get the Crocodile - hardly a nation-defining vehicle.

So, all you readers, tell me what I'm missing in the Commonwealth troops. I'm going to bring them to Cold Wars, yet I don't feel like I have a single thing to hang my hat on outside an artillery observer. Maybe that's all I should get? Maybe I need to wait until the British book comes out in March, when all the secrets will be revealed to me? Let me know! On the forum! Sound off! Help me out!

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Sunday, January 27, 2013

Darqueling's Weekly Recap Jan. 20 - 26


Let's Play: 

War Thunder:

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Friday, January 25, 2013

King Tiger From KG Peiper Army Box Review

Article by Tom Burgess
I’ve never been an “Uber-Tank” guy, but when offered a chance to do review of some Battlefront provided miniatures for WWPD I thought “Hey, one tank will be easy!” So I volunteered to build, paint, and review the new GBX69 Konigstiger model. With its included Fallschirmj√§ger riders, a couple of these are just the ticket for an upcoming KG Peiper game I have in mind. Needing two for that KG Peiper mini-campaign, I decided to get a 2nd Konigstiger and to paint them together.

This King Tiger is available in the KG Peiper Box.
Click here to see another review of the GBX69 Box done earlier by Dirty Jon
334 of 3rd Platoon, 3rd Company, Schwere SS-PanzerAbteilung 501
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Warlord Games M10 Review

by Dirty Jon
Judson and Steven have roped me into creating a Bolt Action army.  I took the opportunity to create an army based on the US 29th Infantry Division and I am trying to be as historically accurate as I can.  As it so happens,  the 115th Infantry Regiment of the 29th was charged with guarding some M10s in France - I read all about this in The Clay Pigeons of St. Lo by Glover S. Johns.  So, I went ahead and ordered an M10 and got started.

The box includes everything you need to make a basic M10.  The detail is very nice and the heads for the men are particularly well detailed.  There was no bending or other weirdness to the tracks at all -- arrow straight!  I would like to have seen some instructions and perhaps some stowage.  I used some pictures to figure out all the pieces.  I can add stowage later if I want.

The tracks did not join the upper hull very smoothly.  When I first pulled the pieces out of the box, I immediately thought that this join would be a problem.  With resin, I would think that it would be nearly impossible to make these nearly 4" long edges line up.  The right was not bad, but the left needed fairly extensive Green Stuff.

I am 100% sure that I could have gotten a replacement from Warlord.  I did not ask for this for a few reasons:

- I did not expect any replacement to be any better.  To me, this looks like an overly ambitious design.
- The join is on the under side of the hull slope -- who the heck is really going to see this?
- It isn't that bad, really.  It looks like a LOT of Green Stuff, but 90% of that pictured above is to more gently blend -- the gap was not very wide.

The rest of the model needed only minor flash removal and trimming on the resin.  The metal pieces did need some extensive trimming, but not an enormous amount.

I primed this in flat black, then sprayed it with Battlefront's US Armor.  I also used three magnets on the hull and three on the turret.  I was actually amazed at how well the turret stays on the hull.

Highlights and first coat of rust applied.  I decided early on that I wanted to do a worn and weathered M10.  I hit the Internet and the WWPD Bolt Action Forums for some inspiration.  I mixed some custom reds and browns for the rust color.

The finished model.  Decals are from Company B and i94 Enterprises.  Company B actually sent my order twice - when I pointed out the error, they let me keep the extra set!  Excellent customer service, indeed!

I dry-brushed the model with some Vallejo Brown Violet to start.  Next, I lightened the Brown Violet with Khaki and did a very light dry-brush to bring out the details.  I used a sponge to put on some of the rust and grey weathering.  I used a fairly wide brush then pulled down some of the color into streaks.

Vallejo Black Wash was applied all over the model, but thinned out quite a bit.  I was pretty happy with the shading achieved.  I used some Battlefront Pigments to put rust and track dirt on.  It seems that most of my mud was eaten up with the Dull Cote.  I will likely re-apply some pigments to get a more muddy and rusted look on the tracks.

Right before sealing with Testors Dull Cote, I used some Vallejo Sepia Wash to put some stains and rusty spots around the bolts.

Here is a shot of the larger gap - not much, eh?  If you turn the model over and look closely you might be able to notice something - who is going to do that?  This model is fine.

The model accompanied by a Bazooka and an LMG team from my 29th Infantry guys.

The Good:
- Generally, the model is very well done - great detail
- No glaring historical problems!
- This thing looks great assembled with the crew in it
- Great idea to put the crew bodies in the turret, but provide the heads.  I painted the heads up on a popsicle stick and it worked out great.

The Bad:
- No instruction sheet for assembly
- No stowage

The Ugly:
- Ambitious design with two 4" straight edges in resin - Gah!

Conclusion: 7 of 10 
I am happy with this model.  There were a few issues, but what model doesn't have issues with such a large hunk of resin in play?  I think it turned out pretty darn well.  I am going to love putting this guy down on the table, for sure!

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