28mm AWI Militia painted by Jono @ A Brush too Far
Displaying Painted miniatures produced by the miniature painting service company A Brush Too Far
Wednesday, 17 January 2018
Friday, 29 September 2017
Price Rises Comng Soon
Yes, it is unfortunate but for the first time since we commenced the business 10 years ago we are having to raise our painting prices. We have held off for as long as possible but the increasing cost in paint and brushes and the cost of living means that at its current rates per figure, A Brush Too Far, is no longer sustainable and we either raise our prices or close shop.
The price rise will commence for ALL new commissions made after the 1st of November. Existing agreements for figures that you have already sent to us or we have purchased for you will be honoured.
The new prices are listed below:
6mm 10mm 15mm 20mm/1.72scale 25/28mm
Infantry/Gunners £0.45 £0.68 £1.12 £1.80 £2.25
Cavalry £0.73 £1.12 £1.80 £2.70 £3.38
Guns/Limbers £0.34 £0.50 £1.12 £2.25 £3.38
Unmounted horse £0.28 £0.45 £0.68 £0.90 £1.12
Tanks/Trucks £1.12 £1.68 £2.25 £5.05 £6.75
Too have figures Based add 5% to cost.
Infantry/Gunners £0.45 £0.68 £1.12 £1.80 £2.25
Cavalry £0.73 £1.12 £1.80 £2.70 £3.38
Guns/Limbers £0.34 £0.50 £1.12 £2.25 £3.38
Unmounted horse £0.28 £0.45 £0.68 £0.90 £1.12
Tanks/Trucks £1.12 £1.68 £2.25 £5.05 £6.75
Too have figures Based add 5% to cost.
Tuesday, 13 December 2016
ACW Practice Battle (Fire & Fury)
Pics of Thursdays American Civil War clash. Union troops trying to push Confederate defenders out of a rail head.
Union forces shift to the right to take the entrenchments head on. One of the Union generals wrongly identifies that a yellow unit strength marker is a crack unit (its not, its actually a please don't shoot us, we will run away marker). RED-CRACK BLUE-VETERAN GREEN-GREEN YELLOW-IRREGULARS (Militia etc)
Its support having failed an order to move forward a Union brigade finds itself isolated and within canister range on the banks of the small stream
41 Fire Points later the brigade is annihilated
A full Union corps (minus a dead brigade) form up in front of the rebel entrenchments. In the woods beyond a solitary understrength division pushes through the undergrowth.
Meanwhile Confederate reserves begin to arrive and the Union corps falls back under artillery fire
As the Union division appears on its flank the Confederate general no longer threatened to his front is able to shift his brigades to meet the new attack.
The Union corps shift back to the left to try its luck through the woods and its artillery combined with the other battery on the road finally start to cause casualties among the entrenched Rebels
But its too late. The wind has gone out of the UNION sails.
With hindsight this battle proved to be a good learning experience for me as an umpire. My plan for larger scenarios has always been to make them Victory Point driven and I was going to make this based purely on casualties and victory locations. For large historical scenarios with lots of stands (we are talking hundreds) that would work as either side can afford to make a mistake and still be able to recover from it. For smaller scenarios of the kind we have been playing on a Thursday however that's not the case and having reviewed this scenario, had I placed VPs on locations on the board and then given the Union an option to call up Army level artillery support at a VP cost, that would have given the Union generals the option of trying their luck with the forces they had available on the table or calling up reinforcements. Having done that however they would have to employ them positively to ensure a victory or lose on VPs. It guarantees both sides get a game and the scenario might play out differently each time. Had I given the Confederate player the option of instead of rolling for reinforcements, paying VPs for them instead, that again may have created a different outcome if the Confederate player decided he could hold out with the forces he already had at his disposal. This method works for Sid Meiers Gettysburg so I can't see why I cant make it work for us. This scenario did prove one thing, dug in troops ,no matter what the era are an absolute bugger to shift!
Union forces shift to the right to take the entrenchments head on. One of the Union generals wrongly identifies that a yellow unit strength marker is a crack unit (its not, its actually a please don't shoot us, we will run away marker). RED-CRACK BLUE-VETERAN GREEN-GREEN YELLOW-IRREGULARS (Militia etc)
Its support having failed an order to move forward a Union brigade finds itself isolated and within canister range on the banks of the small stream
41 Fire Points later the brigade is annihilated
A full Union corps (minus a dead brigade) form up in front of the rebel entrenchments. In the woods beyond a solitary understrength division pushes through the undergrowth.
Meanwhile Confederate reserves begin to arrive and the Union corps falls back under artillery fire
| It was his plan, honest Guv |
As the Union division appears on its flank the Confederate general no longer threatened to his front is able to shift his brigades to meet the new attack.
The Union corps shift back to the left to try its luck through the woods and its artillery combined with the other battery on the road finally start to cause casualties among the entrenched Rebels
But its too late. The wind has gone out of the UNION sails.
With hindsight this battle proved to be a good learning experience for me as an umpire. My plan for larger scenarios has always been to make them Victory Point driven and I was going to make this based purely on casualties and victory locations. For large historical scenarios with lots of stands (we are talking hundreds) that would work as either side can afford to make a mistake and still be able to recover from it. For smaller scenarios of the kind we have been playing on a Thursday however that's not the case and having reviewed this scenario, had I placed VPs on locations on the board and then given the Union an option to call up Army level artillery support at a VP cost, that would have given the Union generals the option of trying their luck with the forces they had available on the table or calling up reinforcements. Having done that however they would have to employ them positively to ensure a victory or lose on VPs. It guarantees both sides get a game and the scenario might play out differently each time. Had I given the Confederate player the option of instead of rolling for reinforcements, paying VPs for them instead, that again may have created a different outcome if the Confederate player decided he could hold out with the forces he already had at his disposal. This method works for Sid Meiers Gettysburg so I can't see why I cant make it work for us. This scenario did prove one thing, dug in troops ,no matter what the era are an absolute bugger to shift!
Sunday, 11 December 2016
6mm ACW scenery tiles
I recently decided to have ago at creating the first of my 6mm building tiles. The first incorporated the flex farm base from total battle miniatures which I stuck down and then blended into the stand before painting and flocking and adding a tree and some accessories from perfect six. I still have some coloured flower bushes to add which I have on order (god bless Ebay). This tile will be used as a small village or collection of farms.
The second is a town/city sector. The roads through the town are a minimum of 20mm wide giving me the ability to place the Perfect Six barricade sets into the roads to indicate if a town has been fortified.I can also then place some of the stands from an occupying brigade behind those barricades to show that the town is defended. I just need to add a few small accessories and a few small bushes to break up the lines a little.
Subscribe to:
Posts (Atom)



























