Matakishi's Tea House: Pirates! Available to buy! Three 28mm white metal Pirate miniatures sculpted by Paul Hicks. Long John Silver, Yellowbeard and Blind Pugh. Supplied unpainted.
Showing posts with label Matakishi's Tea House. Show all posts
Showing posts with label Matakishi's Tea House. Show all posts
Thursday, March 5, 2020
Matakishi's Tea House: Three New Pirate Characters Released
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Friday, August 25, 2017
Matakishi's Tea House: New Evil Clown Miniatures
Matakishi's Tea House: 4 short horrors for 28mm gaming. White metal single piece castings supplied unpainted. Average height to top of head 26mm. Check them here
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Friday, July 29, 2016
Matakishi's Tea House: New 28mm Roman Civilians Released
Matakishi's Tea House: 10 28mm civilians from the ancient world in a variety of dress. Great for gladiator audiences or general crowd scenes.
10 white metal 28mm miniatures for £15.00. As always, price includes UK postage and packing. There's a small postage charge for overseas orders. Available here
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Wednesday, October 28, 2015
Matakishi's Tea House: Afghan Buildings and Compounds Building Guide
Just checked the new and useful Matakishi's Tea House terrain guide: A guide to making Afghan buildings and compounds for use with 28mm miniatures.
This 50page full colour pdf includes plans and step by step instructions to make a variety of buildings, shops and compounds to populate your wargames table. Also included are terrain guides to making rivers, hills, walls, gardens and long grass to accompany the buildings. Here are some quick screenshots to show the excellent content.
Check the terrain guide here at The Wargame Vault.
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Tuesday, October 13, 2015
Matakishi's Tea House: The Horns of the Bull - Anglo Zulu War Rules
Matakishi's Tea House: Impondo Zankhomo, The Horns of the Bull is a set of rules for fighting the Anglo Zulu War of 1879 in miniature.
You will need some six sided dice (D6), a pack of normal playing cards and a few ammunition and shaken counters as well as miniatures and scenery to play.
This book contains:
- Comprehensive rules for fighting engagements involving British and Zulu forces.
- Four scenarios with maps and orders of battle; Rorke's Drift, Crossing the Nyzane River, Isandlwana and the disaster at the Intombe.
- A construction guide for building the mission at Rorke's Drift.
- A guide to painting Zulus.
- As well as further articles on scenery making and miniature painting.
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Sunday, October 11, 2015
Matakishi's Tea House: The Horns of the Bull - Anglo Zulu War Rules
Matakishi's Tea House: Impondo Zankhomo, The Horns of the Bull is a set of rules for fighting the Anglo Zulu War of 1879 in miniature.
You will need some six sided dice (D6), a pack of normal playing cards and a few ammunition and shaken counters as well as miniatures and scenery to play.
This book contains:
- Comprehensive rules for fighting engagements involving British and Zulu forces.
- Four scenarios with maps and orders of battle; Rorke's Drift, Crossing the Nyzane River, Isandlwana and the disaster at the Intombe.
- A construction guide for building the mission at Rorke's Drift.
- A guide to painting Zulus.
- As well as further articles on scenery making and miniature painting.
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Tuesday, August 12, 2014
Matakishi's Tea House: Infectors Limited Released
Matakishi's Tea House: Commissioned for my Anarchy Offline project I have some castings to sell to help defer the cost of production. Hideous floating creatures who announce their presence with the noise of the fly swarms that accompany them. Fuelled by an inner fire they are relentless in attack. Nominally 28mm miniatures suitable for many genres and scales. Each infector is supplied unpainted and comes with a body and two posable arms. The swarm includes six (6) metal miniatures.
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Saturday, April 12, 2014
Matakishi's Tea House: New Bipedal Space Vermin "Leets" Released
Matakishi's Tea House: Now available. A set of ten bipedal space vermin (or Leets, if you prefer). The set comprises three large bosses/pack leaders and seven normal-sized critters. The standard figures are approximately 20mm tall; the bosses, 25mm-30mm. Whilst designed to accompany 28mm-32mm miniatures, these versatile chaps will work in many scales. For a limited time, you can get the complete set of ten unique metal castings for only £10.00. This introductory offer price includes worldwide shipping.
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Wednesday, December 11, 2013
Matakishi's Tea House: Big Value Holiday Rules Bundle
Matakishi's Tea House: Ten Tea House publications for one low price. A holiday saving of £6.00, that's like getting all the building guides for free.
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Friday, February 1, 2013
Matakishi's Tea House: The Farm Building Tutorial
Just found this new illustrated tutorial from Matakish's Tea House and as an scratchbuilder I just love this sort of no nonsense tutorial which are made and sold by wargamers to fund their hobby!
This tutorial contains complete instructions on how to build a 28mm farm complex from scratch. Lots of step-by-step photos, drawings and clear text will get you making your own scenery in no time. A perfect beginner's project to create a very versatile gaming setting with minimal materials costs. Now available for only $2.36 at the Wargame Vault as PDF, interested take a peak here.
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Wednesday, January 23, 2013
Radio Dishdash Publishing: Skirmish Sangin
Today we will take a closer look at the new skirmish ruleset Skirmish Sangin from Dishdash Radio Publishing from a purely theoretical point of view as I haven't found the time to test these rules out. This new wargame company has been developing these rules for a while now and has released them now for the broad public. So what’s the idea behind Skirmish Sangin, which will surely become one of the more popular skirmish rules for the modern Afghanistan conflict that still rages on as we speak:
“So what don’t I like about wargaming. The answer is simple, it’s the people. If gaming opponents can enter into a game with the spirit of friendly competition most rule sets should be able to provide an adequate setting and mechanism. I can hear you mumbling, “Why should I buy Skirmish Sangin then!” Well, it’s because it has been designed to make you feel like you are the person in combat, to enable you to create a story in your mind and tell your opponents about it, which in turn helps to encourage the happy banter of a great gaming experience. It’s also a really pretty book! Really you should buy Skirmish Sangin if you are interested in playing the period and think it could be fun, because it is...”
Therefor Radio Dishdash Publishing has deliberately simplified some aspects of gameplay to improve playability, as we believe that there is little point having an extremely accurate game that becomes bogged down in complicated rules. There is one more reason to play skirmish wargames besides fun, and for us it’s always been important – skirmish games have a relatively low set-up cost, with only a few figures being needed, and not much required in the way of terrain as games can be played on a board as small as 2x2 foot square, or as large as you would like! A Skirmish Sangin game is usually completed within two hours, so it also fits into the very busy lives we now all lead.
First impression
When I downloaded the ruleset from the Wargame Vault I was amazed by the number of pages of hefty 172 pages filled with all sorts of rules! Slightly freaked out by the number of pages because I though a fast play skirmish game don't need to much of them otherwise the whole game would soon bog down ruining the fun of a flowing game.
Luckily, I was mistaken not by the number of pages but by the content. The rulebook really contains 169 pages but a nice chunk of them are filled with some excellent background stories telling the history of the conflict and the forces involved, the advanced rules to use when you're more familiar with the gameplay and last but not least gorgeous pictures of both terrain and miniatures.
What I really like are is the section showing the correct command and troop structures of each of the troops involved such as the ISAF forces further divided in the French Foreign Legion, American army squad, American Rangers squad, American Marines squad while also dedicated a chapter to the build up of insurgent militias, their preferred weaponry and their command structures. As each nation involved has a different squad or section system, with different numbers of troops and weapons. This is not a definitive list but provides a good basis for adapting and expanding gameplay possibilities.
Creating a force
To play Skirmish Sangin, two or more players create opposing forces that represent a military squad or militia of six to ten soldiers. If larger groups of players are involved, each side can field 20–30 soldiers, or more. It’s important that all players agree on the kind of game they wish to play. Strict historical accuracy is important for some players, but not all; some are more interested in emulating their favourite movie or book.
A set of guidelines should be agreed before play begins so that all players are clear on the style of game to be played. As part of this discussion, players need to agree on the number of points that are available for equipping each force. Sometimes this is dictated by the scenarios, which can be found at the back of this book, but at other times it can be decided by how many figures you have, or how long a game you want. Games do not always have to have equally matched troops – you can play valiant last stands, sniper teams, ...
Game sequence
All combat is broken down into combat rounds, and these are further broken down into combat phases. In each combat phase, a character has three action points to spend. All combat is divided into combat rounds. These rounds represent an elastic amount of real time. A combat round is divided into ten combat phases.
It's here where the body stats comes in, as the body stat dictates which of the ten phases of a combat round a character is active in – the higher their Body value, the earlier a character’s combat phases occur. Noting that combat phases occur in order from highest to lowest body rank. During their activation miniatures can perform actions using their amount of action points as shown on their profile card. Shooting and moving cast one action point but only shoot or melee once per round.
At the beginning of a game all the players roll 1d10, and the player who rolled the highest number will announce the combat phases for the first combat round. On subsequent combat rounds, the players will alternate calling out the phases. The designated caller will work through the combat phases from 1 to 10 calling out which body ranks are activated in each turn, until the end of the combat round.
A large aspect of the gameplay is the spotting of the enemy: A battlefield is full of distractions, with gunfire, explosions, and vehicle noises all disturbing the observer. Trying to find an enemy combatant who doesn’t want to be seen is difficult, so spotting is regarded by many to be the most important battlefield skill. All characters can see at 100% skill until their skill is affected the following modifiers: Movement, Distractions, Light levels (as in daylight, night, ...), Cover. This part is really well documented and I think this particular part adds a lot of realism to the game experience.
Shooting
There are three main shooting skills each represented a kind of weaponry: Pistol, Rifle/SMG and Heavy Weapons. You can only shoot when you have established a clear line of sight and when the target is spotted. Then the player will be able to make a firearm combat attack. To make a successful attack roll, the player has to roll less than his character’s weapon skill, adding or subtracting the modifiers as shown in in the Shooting Modifiers Table such as the model has moved, is prone, is in hard cover and so on.
There is a huge variety of weapons available to the combatants in Afghanistan, from the most modern portable missile systems to old .303 rifles from the days of the Raj. These weapons have a variety of calibres, a wide range of magazines, and different scope systems. Skirmish Sangin has chosen not to create a system that accurately breaks down each weapon type and provide individual rules for each – instead, all weapons have been generalised into categories. There's also a sperate chapter for heavy weapons that we will not discuss in this review.
Morale reflects the moment when a soldier or vehicle decides what they are going to do in combat. Each person is different, and research shows that individual soldiers can react very differently in different stressful situations – they can be incredibly brave one day, and broken the next, only to collect themselves and continue to fight at a later point. To reflect this, the Skirmish Sangin system uses morale tests. A character’s morale is determined by their experience level and is influenced by a number of external factors.
Hand to hand combat
Hand-to-hand combat works differently from firearms based combat. Hand-to-hand combat only takes place when the two combatants are in base-to-base contact, and no firearms are used as it is deemed that the lack of physical space between the combatants prohibits their use. Other characters cannot shoot at characters engaged in hand-to-hand combat due to the risk of hitting their comrade. The basic Hand-to-Hand Combat Table assumes that each combatant is using a bayonet-fitted rifle or similar hand to hand weapon.
Vehicles and vehicle combat
The ruleset also chapter dedicated to vehicle warfare: There are many different armoured fighting vehicles currently being used in Afghanistan – everything from main battle tanks (MBTs) like the Abrams and Leopards to the Snatch Landrover and HUMVEEs. Each vehicle has its own strengths and weaknesses, and much of the
information about these vehicles is classified. The scale of Skirmish Sangin means that vehicles will be a rarity and we believe that MBTs should be used sparingly. The size of the battlefield prohibits the use of most heavily armoured vehicles. Skirmish Sangin does allow full vehicle-to-vehicle combat, and while this is unusual, these rules have been included for the sake of completeness. In the main, however, vehicles will only be used to deliver troops into battle.
Scenarios
Skirmish Sangin also includes some scenarios which are told like background stories. Each of these scenarios gives the stats for the troops involved plus their missions: At the beginning of any new deployment the military unit has a hand over period where the out going unit shows the incoming unit the ‘ropes’. The new unit can learn a lot from the soldiers that have been in situ for the last six months but until they get their eyes ‘on the ground’ and get out and recon the area their knowledge will always be second hand. This scenario represents 1 platoon of the 16 Air Assault Brigade, 3rd battalion initial recon of “Dodge City”. Dodge city is the the ISAF name for our imaginary town, deep in the Helmand province.
The platoon splits into their sections and each section takes sector to patrol. Each section is in constant contact with the others as well as the “headshed” via their bowman communication system. Each section has a call sign. 1 platoons section call signs are Alpha, Bravo and Charlie respectively. A corporal commands each section and that corporal is known as Alpha 1, Bravo 1 and Charlie 1. In this scenario the men of Bravo section are lead by Bravo 1 Mike “Gimp” Lace.
Conclusion
This new ruleset is a must have for everybody wanting to refight the many skirmishes of the modern day Afghanistan conflict, although these rules are meant to be used with 28mm scaled miniatures you can easily adept the rules to 15mm or a larger scale. As I haven't managed to actually test the rules as I currently don't have the time nor suited miniatures. I have tried to give you a good insight in the build up and the sort of gameplay you may expect when you buy the PDF rulebook. I hope I managed to clear some of the doubt and actually managed to persuade some of you to give these rules a tried. I certainly will when I manage to source some miniatures and find some time.
These rules are now available at the Wargame Vault for only $15.00 and that's a real steal considering the amount of pages and especially the nice pictures of both terrain and miniatures! Interested follow this link and enjoy the skirmishes that will follow when playing Skirmish Sangin from Radio Dishdash Publishing!
And when you have the miniatures but not the suited terrain why don't immediatly buy the useful tutorial for Afghanistan compounds from Matakishi's Tea House at only $2.38? The tutorial includes: Full instructions for building four different compounds for use with 28mm figures. A comprehensive materials and tools list is included. Each step is fully illustrated and there are numerous photographs of the finished buildings in use. Cheers!
Dozens of other reviews can be easily found here and make sure to follow this blog as more reviews, tutorials and wargame news appears every day!
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Thursday, December 13, 2012
Matakishi's Tea House: Free Carentan Building Guide!
Hi, Just found this new building guide by Dominic from Matakishi's Tea House and this time it's a free one! Carentan details the building of the Second World War French town featured in Band of Brothers for wargaming in 28mm and can be downloaded here.
It contains detailed build notes and many full-color photographs of the process. There is also a section explaining the quest to match the known historical facts with the reality of Carentan today, including both period and modern photographs, and an analysis of the fighting at the time. Carentan is a riveting tale of historical research and a valuable modelling resource.
Review of the guide by Mark S. : "This is a fantastic, well researched and very useful guide to a popular battle site. Thanks for creating it!"
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Saturday, December 1, 2012
Matakishi's Tea House: Crom ruleset
The Crom ruleset from Matakishi's Tea House is now available at the Wargame Vault but can also be bought directly from the designer's website Matakishi's Tea House.
CROM Is a skirmish game set in the Hyborian Age "...Between the years when the oceans drank Atlantis and the gleaming cities, and the years of the rise of the Sons of Aryas..." that enables players to recreate the stories of Robert E. Howard and similar authors of heroic fantasy.
"Hither came Conan, the Cimmerian, black-haired, sullen-eyed, sword in hand, a thief, a reaver, a slayer, with gigantic melancholies and gigantic mirth, to tread the jeweled thrones of the Earth under his sandalled feet."
CROM is designed primarily as a multiplayer game but can be played with two players or even solo if desired. One or more players will play heroes, Conan and his companions for instance, and one or more of the other players will play the antagonists, Thulsa Doom, minions, monsters etc. The ideal set up would be three Hero players and a single Antagonist player.
The PDF includes full rules, an eight chapter campaign to get you started and templates for the cards and dice mat for only £5.00. More information and more pictures abou this excellent game can be found on his website.
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