A simple scrap kitchen towel for a headscarf transforms one of Steve Weston’s 54mm plastic Mexican peasants into a spirited serving girl, scolding Goodwife or feisty fender-off of invaders from medieval to Tudor times through to the English and American Civil Wars and the Wild West onwards.
This is another figure for my slowly developing 54mm figure and pound store conversions towards a raggle-taggle Arma-Dad’s Army militia muster and civilians to fend off the Spanish Fury of Armada invaders of the southwest coast in the 1590s.
And the title?
Crossposted from my Pound Store Plastic Warriors blog – read the more fully illustrated blog post here:
My final entry for the FEMBruary female figure painting challenge are these fine new plastic 54mm BMC Plastic Army Women figures. They reminded me of the Revolutionary female figures in a favourite Morecambe and Wise film from childhood, The Magnificent Two (1967).
Read more from these two posts from my Pound Store Plastic Warriors blog:
Alan Tradgardland Gruber’s post on Skirmish Kokoda Trail rules from Lone Warrior magazine reminded me of a failed experiment of mine last summer.
Maths was never one of my strongpoints.
I have often found that drawing hexagons that interlink well is not easy either.
I found this out about twenty years ago trying to plan some hexes to make a D & D style random terrain jungle path to suit Donald Featherstone’s Close Wars forest skirmish rules in the Appendix to his first War Games book (1962).
These simple rules call for impenetrable forests and dead ends to paths etc. as Natives track down Troops in the cluttered terrain on the tabletop terrain, mostly collected from the garden.
I discovered some interesting things.
Hexagons are not Octagons.
One of them has six sides.
I noticed too late that the toffee tin castle lid that I found at home, my sure-fire way to mark out rough draft cardboard hexagons, had on closer examination eight sides.
I was happily looking through the photo archive of original and DIY versions of Games Workshop’s Lost Patrol minigame (2000) on Board Games Geek. The game was reissued in a different form in 2016 and here is also a useful Skip the Rule book on YouTube video on the rules and tile placing in the 2016 re-release.
This difference between hexagons and octagons eventually explained why, as I tried to produce rough cardboard copy DIY version of the original tiles for Lost Patrol, that some curved path tiles and the ‘start’ clearing tile of six paths did not work for me. They did not copy across for some reason. It was admittedly quite late in the evening that I was roughing this out.
I wondered why it didn’t work.
One of my family pointed out that my cardboard tiles did not tessellate properly without square inserts. Hexagons should fit snugly together without gaps.
Featherstone’s Close Wars Appendix to his 1962 War Games that inspired my first hex attempts on tiny paper c. 1999 / 2000.
Maybe I would find the answer looking at my tiny flimsy paper hex versions from the year 2000?
Putting numbers on the paper hex tile edges meant that using a d6 dice roll could help to place the tiles for solo play at random. Throw one d6 for the connecting tile edge, another d6 for which of the newest tile sides is connected. And so your path randomly grows before the game or as you travel … d6 dice roll by d6 dice roll.
Fast forward to 2020: Late one evening a few weeks ago I decided to have another go at a random forest path of larger hex tiles.
I had been looking at the Solo Wargaming with Miniatures group on Facebook post on this attractive 3D DIY terrain hexes for Lost Patrol by Raymond Usher.
Obviously the attractive 3D terrain modelling would be more difficult to store than the original design of flat tiles but they looked very impressive.
Raymond Usher’s solo play ideas are very interesting including the random tile choosing tokens.
The interesting concealed enemy (originally ‘lurkers’) have the advantage that they can cross the jungle across country from tile to tile whereas troops need to stay on the paths, which are surrounded by impenetrable jungle forest.
The jungle grows around the troops and can even encircle them. Apparently it is very hard to survive and win in the original Lost Patrol game as the Marines.
The Lost Patrol type hex or octagon path could be easily adapted back from fantasy and futuristic sci-fi of “aliens and lurkers” back to other jungle encounters in colonial times, ImagiNations, Victorian and Interwar explorers or modern / WW2 jungle forces. This malicious forest has a strong fairy or folk tale feel to it.
The Original Lost Patrol rulesby Jake Thornton 2000
Useful starter rules from Games Workshop’s Lost Patrol 2000 version game design / rules by Jake Thornton – reprinted by Hulkskulker on Trove.net
Looking at Board Game Geek, now that the GW 2000 Lost Patrol original is no longer available at sensible prices, there are lots of interesting DIY variations that people have posted including using hex tiles from other games like this urban warfare futuristic game.
The Octagon and Hexagon thing aside, these tiles were ‘doodle relaxing’ to draw up as rough tile copies. They could hopefully pass for alien forests or earth jungles.
The original Lost Patrol had ensnaring Tangleweed tiles that you had to dice to escape from. I used ridged garden wire to create my own renamed ‘Snarewort’ tiles.
In the original 2000 Lost Patrol, lurking forces of spirits of the forest were represented by card markers, an idea which could be cheaply and easily adapted such as card markers for the forest Natives in Close Wars / French Indian Wars. Forest spirits? Spirit warriors or ghost soldiers (Thanks, Wargaming Pastor / Death Zapp! ) are another possibility. That’s why your troops should never camp on the old Indian burial ground …
The route out or victory and end condition for the troops is to make it to the crashed dropship and retrieve documents. They do not have to fight their way back anywhere in the original. Presumably they get zoomed somehow out of the situation.
Again the lure or target such as the ‘drop ship’ plans could be adapted to period – a rescue mission, rescuing plans or vital maps and secret documents from a lost wagon or appropriate era vehicle. Explorer figures would have to find the Jungle Temple artefact Indiana Jones style etc.
Like the random path, where will this idea go?
Who knows? I could add or insert 3D jungle elements to the square spacer tiles but again this is a challenge for storage.
First off, I will explore Raymond Usher’s solo wrgaming ideas, read through the original and simplify it to my level.
If it doesn’t work it has cost only cardboard, paint, some ink and some time. I will have relearnt again some basic geometry. Hexagons. octagons. One of these has six sides.
Watch this space.
Blog posted by Mark Man of TIN August 2020 / 12 February 2021
A World War I British Army patrol is crossing the Mesopotomian desert when their commanding officer, the only one who knows their destination [and mission] is killed by the bullet of unseen bandits. The patrol’s sergeant keeps them heading north on the assumption that they will hit their brigade. They stop for the night at an oasis and awake the next morning to find their horses stolen, their sentry dead, the oasis surrounded and survival difficult.