The year is 1949, and the world is still ravaged by the horrors of World War II. London and Berlin have both been obliterated by Atom Bombs, and Northwest Europe and Eastern Russian are ravaged by the the aftermath of V-Gas – a deadly nerve agent which kills the victim and then re-animates the corpse. And yet the war still rages. Small battle groups of British, American, German and Russian troops still engage in combat, aided by new technology and darker magics. It’s a world where Bullet Proof Vests, Powered Armour, Assault Rifles and Panzer Mecha sit alongside Werewolves, Vampires, Drug enhanced Super-Soldiers, Psychics and Zombies. This the world of Secrets of the Third Reich.
INCURSION is set in the world of Secrets of the Third Reich and is the ultimate combination of board game and miniatures game. Armored troopers of the US “Lucky Seventh” and stalwart commandos of the United Kingdom’s MI-13 hurtle through underground bunkers and combat the monstrous forces of the German SWD in a furious race against time. The Doomsday Device is ticking and neither the Allies nor the Axis can fail. This two player game features a tight story line campaign that culminates in an epic and desperate climax. The game mechanics are simple to grasp allowing players to instantly focus on their tactical options. Game play is incredibly fast-paced and tense and players choose their forces through a card-based Requisition Point system. The game is played on a board with a special card deck and highly detailed 30 mm metal miniatures. You can also use the miniatures in games of Secrets of the Third Reich. Rules can be found for them here.
In 1946, after stunning German victories on both fronts largely attributed to Vergeltungswaffe 4, a compound that kills painfully and resurrects corpses as dangerous animate objects, Franco joined the Axis. Spanish forces backed by Brandenburger commandos and Fallschirmjager Drop Armor assaulted the British held rock of Gibraltar. Germany claimed the ancient fort with its network of caves and aggressively expanded it into a vast underground research, command, and control center, plumbing the depths of the Rock. In 1949, allied forces mount a massive offensive to retake it. The campaign is bloody and hard-fought but ultimately successful. German and Spanish personnel escape by U-boat from underwater chambers. US and British forces enter the German compound only to be beaten back by the horrors that lurk within the vast twisted labyrinth under Gibraltar. Many commanders feel that the only recourse is to seal the caves from the surface, so that is done. Unfortunately it is impossible to determine the lo cation of all the undersea tunnels. Zombie naval mines damage or destroy numerous smaller vessels and sink the aircraft carrier Lexington as they sally forth from these undersea caves. MI-13 stumbles onto communiqués detailing German SWD plans for a diabolical Doomsday Device under Gibraltar. Given the effectiveness of previous SWD attacks, the credibility of these reports cannot be ignored. The decision is made to clear the caves. MI-13 Commandos and elements of the US Lucky Seventh invade the stronghold in a desperate race to shut down the Doomsday Device before it can be deployed.
I really like the Privateer Press Trencher models, and I’ve collected quite a few. I even took the time to paint them because I was a true believer that somehow they would be awesome on the battefield. However, with the high cost of points for the unit, too many options as unit attachments and add ons, and simply better options to take their place like Commandos … the Trenchers are of little use to me in a game of WARMACHINE.
But after a few years of thought, I have managed to find a way that I can utilize my Trenchers and make them useful again …. by using them as USA forces in my games of Secrets of the Third Reich!
Yes, although they are high priced and tend to under perform in games of WARMACHINE, they tend to be inexpensive and effective within a game of Secrets of the Third Reich! When they shoot, they tend to hit. When they toss smoke bombs, the smoke actually hides them from things. And yes, they can usually do pretty well in Hand to Hand combat using their pointy knives on the end of their rifles.
Now if my Long Gunners were good for something other than taking up space in my Army Transport trays…
These are a couple of the miniatures my wife bought for my birthday. They are going to be used in my games of 1949: Secrets of the Third Reich, of course. I am also trying out my “no prep” paints that claim you can paint right to to the metal without a basecoat. The brown seems to cover well, but we shall see how it comes out in the end.
Eureka Miniatures has some pretty cool figures available for a good value. If you take a little time to look through their stock you can get some bang for your buck. Best of all, they have excellent communication, fast and affordable shipping, and friendly folks who even take the time to jot down a thank you for ordering from them.
I recently bought the miniature known simply as The Hungarian Ambassador. I immediately got a chuckle out of the mniature and decided that it would make an excellent Vampire for Secrets of the Third Reich. The model had very few mould lines to file down, and was fairly easy to paint.
Allied forces managed to snap a photo of The Hungarian Ambassador within the ruins of a factory in Berlin. However, as it is with supernatural creatures, the photo came out somewhat blurry. It’s amazing that he turned up on film at all!
It is the year of our Lord, 1949 and the world is in flames. The human race screams in agony as the Second World War rages unchecked around the planet. Nations die and hundreds of millions perish as the thin veneer of civilization is utterly consumed in a global orgy of savagery and rage. The technology of war develops at a suicidal pace as all sides in the conflict seek the weapon that will ensure a final victory.
In this mission, the MI-13 forces are dropped into enemy territory to seek and destroy an Axis controlled Tesla Power Plant. All they have to do is plant a small infrared device on the coils which will allow Allied Flyers to swoop in and bomb the hell out of the place. The MI-13 Commandos are led into battle by the fearless Super Soldier Zip Kelly, the Hurricane. To back Zip and his team up, Gracie is along to make sure that no zombie gets out alive … again.
The small town is ripe with Axis forces. The Von X sisters have been busy with their V gas. MI-13 quickly realize that no humans have been left intact and the entire town is fuming with clouds of deadly gas that will cause a painful death and cause the casualties to rise again as Zombies.
“Remember the stories about Rackley, boys,” Zip calls out to his men. “Keep those masks tight.”
Opposing these grim heroes is a legion of undead controlled by none other than the Von X Sisters. Backing them up is a small unit of Axis Mech Grenadier stormtroopers. The engagement begins at the Power Plant, ether force trying to gain ground and secure the facility for their own.
Despite overwhelming odds, MI-13 manage to assault the power plant with great efficacy. Led by Zip Kelly, the Commandos are able to make a steady advance dropping Zombies left and right. It’s no joke that these steely eyed veterans are deadly weapons against the powers of Black Magic and Nazi Super Science.
Gracie and Zip lead the way in, dropping Zombies with headshots left and right. Gracie’s minute guns rain down brass on the ground as thousands of rounds are pumped into the hoard of living dead. Zip leaps forward to find cover, and spots one of the Von X sisters, the ugly one that wears the mask. He pulls a grenade from his jacket, rips out the pin with his teeth, and hurls a grenade at Ilsa. The grenade flies true, and lands at her feet. The Nazi bitch screams as it explodes, leaving only bits of flesh and a shattered gas mask behind.
Horror and surprise takes Gretel as she witnessed her sister’s demise. She rushes forward, several stormtroopers hot on her heels. She can see that several of the Zombies are tearing into the metal plates protecting the Mech Walker known as Gracie. Already the diesel-powered walker is rocking back and forth, threatening to fall. She leaps forward, and cracks off several shots at the Super Soldier ahead of her, missing with every shot. However, she is vindicated by watching Zip cower in his hiding spot while Zombies begin to take down half of his Commandos.
The remaining Commandos make a surge, leaving several Zombies in their wake. They take up positions on the platform to support Zip Kelly. The Medic starts shouting orders, seeing that both of the fire team’s Corporals are Zombie Food. He pulls a pack from his hip, ripping it open to reveal rotting meat. He tosses the bag of Zombie Bait as far from the platform as possible, watching with a little satisfaction as most of the fiends go to chase after the snack.
“Zombie Bait deployed,” shouts the Medic. “Get to work!” His voice is hardly audible over the whirring sound of Gracie’s mini-gun mowing down dozens more Zombies. But despite its best efforts, undead are crawling all over her hull. It’s only a matter of time before they rip something off that’s important, and disable the Mech.
But the advancing Axis forces are faster. The Mech Grenadiers open up with their rifles, the armor piercing rounds turning armor plates and flak jackets to swiss cheese. Another two Commandos go down under the haze of lead, and Gretel Von X hurls two grenades at the center of the platform. The remaining Commandos go down in the resulting explosions, leaving only the Medic to stare with horror at Zip. But it is only seconds before the Medic begins to stumble backwards, jerking around as the stormtrooper’s bullets pierce his armor and flesh.
Zip clenches his teeth, anger fueling his movements. His men are dying all around him. It wasn’t supposed to happen this way. He starts running, bringing both machine pistols up as he hurls himself sideways past a Zombie wearing a Nazi Officer uniform. As Zip hurls through the air, lead and brass fill the air. The Zombie’s head explodes, and Zip watches with grim pleasure as Gretel goes down under his blasts. He lands hard on the platform, rolling once, and coming up in a crouch.
Zip looks back at Gracie. He points his submachine guns and kills the few remaining zombies lurking on her hull. Then he stands up slowly, and pulls the infrared device from his pocket. Slapping it into place, he nods to Gracie.
“Let’s get the hell out of here, girl.” Zip nods curtly. “Them flyboys are going to light this place up in a few minutes!”
As the two departed hastily under enemy gunfire, they hardly noticed the surviving Grenadiers dragging the Von X Sisters away from the battlefield. Surely the clone vats will be busy tonight, respawning both of the villians for future wars…
Originally applied to any group of infantry primarily armed with projectile weapons, artillery has over time become limited in meaning to refer only to those engines of war that work by projection of munitions far beyond the effective range of personal weapons. These engines include specialised devices which use some form of stored energy to work, whether mechanical, chemical, or electromagnetic. Originally designed to breach fortifications, they have evolved from nearly static installations intended to cut a single obstacle to highly mobile weapons of great flexibility in which now reposes the greater part of a modern army’s offensive capabilities.
Since cannon was developed, the word “artillery” in practice has largely meant cannon; in contemporary usage it usually refers to shell-firing guns, howitzers, mortars, and rockets.
However, in the world of superheroes, the term artillery may include the legendary (and awesome) Fast Ball Special. The Fastball Special is a popular tag-team move in superhero fiction. In a Fastball Special, a hero with superhuman strength literally throws a (usually) willing partner toward a target. The maneuver first appeared in the Marvel Comics series Uncanny X-Men #100, when Wolverine had Colossus hurl him in a battle. It quickly became a favorite tactic of the two heroes. It has also since been used by many superheroes, (i.e. Spider-Man and X-23 VS. Iron Maniac), some from companies other than Marvel.
The Fastball Special was perfected and is most commonly used by Colossus and Wolverine of the X-men. The attack allows Wolverine to reach speeds much faster than he ever could on his own, causing him to do much more damage when he enters the battlefield. It also allows him get to areas that he couldn’t before, such as extreme heights or distances. In the move, Colossus holds Wolverine in his hands and throws him with as much force as he can muster. Sometimes the throw is like a javelin and other times it looks like a baseball pitch, but the result is the same. The size difference between the two heroes involved makes this move easier than when it is tried with others. Colossus is very big so a small Wolverine fits right in his hand.
Heroclix makes a model of this, and it’s pretty damn cool. The problem is that it’s (of course) a rare model and usually costs around $24 which is a little more than I am willing to spend just to use a single model for casual games of Heroclix, Herscape, or Weird War games like Secrets of the Third Reich and Incursion.
Heroclix sells a Feat card for the Fastball special that usually costs under $1.00 if you’re interested. You can find it on eBay or at Troll & Toad for sure.
In Heroscape, GreyOwl has done all the work for us. The custom cards for Colossus and Wolverine are featured below, and I am fairly certain that G won’t mind me sharing his work. The Fast Ball Special is added to Colossus’s card as a Special Ability.
Here’s my best try at making the model for myself. WOLVIE is pinned to a brass rod that can be removed from the cork set into COLOSSUS’S base. That way I can use my other WOLVERINE figure for when Mr. Weapon X lands and starts slashing his enemies.
I was playing around with making a custom card for Wolverine and Colossus as an Artillery Team for Incursion. I’ll probably update the card now that Jim has given permission on the forums (and to me by email) to make custom cards for Incursion.
If you have any ideas of how to stat out Colossus and Wolverine as a team in Incursion and Secrets of the Third Reich, add a comment. I’m very interested in hearing your ideas.
I was pretty tired yesterday after Community Days in DuBois, PA. However, I did have a little time to assemble and basecoat Gretel von X. The model didn’t have many mold lines, at least not any I was going to fret about. It fit together easily, and has a lot of good detail. Should be fun to paint.
Gretel von X and her twin sister Oberst Ilsa von X are the daughters of Hugo. Records of their mother have been purged. They were nine years old when the war began. Hugo von X was even in those early years of the War possessed of feverish visions of the V-4 retrovirus. Believing he had stumbled onto the fountain of youth, von X injected both of his children with an experimental serum derived from a stolen sample of the compound that the Cosmists developed to create the Siberian Supermen. Gretel was the lucky one. She retained her intellect and beauty and became inhumanly strong, fast, and tough. Ilsa became faster and stonger but her skin was marred by the chemical and her face became a mask of horror. Both girls adore their father and stand at his side in support of his goals. They trained in the arts of war throughout their late teen years, becoming brilliant tacticians, leaders, and deadly foes. They would lay down her life without hesitation for their father, SWD, and the Reich. Ilsa commands the defense of Gibraltar with her hordes of Sturmzombies, face hidden behind a mask. Gretel is the operations officer for the Gibraltar compound and Hugo’s right hand.
I finally got the chance to finish painting the German character named “Live Wire.” She reminds me a little bit of the Warhammer Demonettes of Slaanesh. Live Wire’s whole story is on page 92 of the Secrets of the Third Reich rulebook. She costs 5 RP to field, and has the awesome ability of Whipsaw. Basically, you get to put a 5″ template under her and anything that enters that template takes automatic hits from the Heavy Infantry Penetration table. Awesome for the Axis player, bad news for everyone else!