UNS-65 Stormer Tactical Zeoform

The night’s macabre symphony was not yet complete. From the deepest, most shadowed part of the wadi, a new tremor began, one that dwarfed the struggles of Soldat 2. The very ground buckled and groaned, a deeper, older sound. Dust billowed, forming a vast, swirling shroud, and from its heart, a gargantuan form began to rise.

This was the Stormer, an even larger Zeoform, its silhouette a monstrous, multi-limbed behemoth against the blood-orange sky. Long dormant, perhaps since the start of the war, its restoration was a testament to the Fox’s terrifying foresight. With a final, earth-shattering lurch, the Stormer ascended, its vast, dark form eclipsing the dunes, a true titan awakened to join the unholy legion.

Yet, the Stormer’s awakening was not a resurrection of perfect power. It stood, colossal but still, its multi-faceted eyes dull, its armored plates rent and scarred by epochs of burial. A low, agonizing hum resonated from its core, a sound not of engines, but of psychic anguish. Its long dormancy had left it severely degraded, requiring extensive psychic repairs before it could truly march to war.

Spectral technicians, conjured from the desert’s own tormented spirits by the Desiccated Fox’s will, would soon begin to phase into existence around it, their ethereal tools glowing with an unearthly light. They would mend its shattered neural network with threads of raw thought, re-forge its broken limbs with materialized shadow, and re-ignite its weapon systems with captured souls.

The mechanical repairs were a gruesome ballet of spectral engineering. Africa Corpse skilled engineers would move step-by-step through the Stormer’s metal hull, re-knitting severed power conduits with strands of solidified despair. Gears, long seized by rust and sand, would be purged of their earthly impurities by scorching wisps of spiritual flame, turning with a chilling, friction-less silence.

Where armored plates had been ripped away, the technicians wove new, phantom alloys from the very dust of the desert, infused with the resilience of forgotten curses. Twisted pistons would be straightened by invisible forces, their hydraulic fluids replaced with a viscous, glowing ichor that pulsed with dark life.

Weapons systems, choked with centuries of sand, were scoured clean by blasts of spectral wind, their barrels gleaming with an unnatural, hungry sheen. Each repair was not just a physical act, but a ritual, binding the Stormer ever tighter to the malevolent will of the Desiccated Fox.

Finally, with a tremor that shook the very foundation of the wadi, the Stormer’s rehabilitation was complete. Its multi-faceted eyes, once dull, flared with an intelligent, chilling glow, now reflecting the Dessicated Fox’s malevolent purpose. Its colossal limbs, no longer stiff with millennia of disuse, articulated with a low, powerful whir. It rose to its full, towering height, a nightmare rendered in steel and dark magic.

As if on cue, a tide of sand-blasted infantry, phantom tanks, and lesser reanimated constructs began to crawl from the shadows of the dunes, forming a grotesque, unearthly parade behind the newly restored titan. This was the Dessicated Fox’s true army, an impossible force of undead war machines and reanimated soldiers, ready to march under the blood-orange sky, the chilling vanguard of a weird war that would consume the desert and beyond.

The Stormer’s reintegration was seamless, a monstrous cog sliding perfectly into a horrifying machine. Its very presence solidified the psychic links that bound the Africa Corpse, a silent, pervasive hum of shared purpose and malevolent energy flowing from the Fox through the titans and into every reanimated soldier. Its sheer mass and newly restored, devastating firepower sent a ripple of dark confidence through the undead ranks, an unspoken promise of overwhelming destruction.

The desert was no longer just their battlefield; it was their tomb, and from it, a new and terrible empire was beginning to stir.

Another Zeoform for Zeo Genesis. The Stormer Tactical Zeoform is synonymous with the Africa Corpse and sees wide-spread through many hot zones. The Stormer uses a distinctly humanoid configuration granting it more agility than the Soldat and allowing it to simply pick up and use a variety of weapons as dictated by mission and role.

NoKanDoo on the river Denial

A taster for those willing and unwilling victims of Tuesday nights 7-TV game.

Count Hrodbert, a diabolical mastermind with a hunger for the forbidden, along with the seductive, Else, crafted a mesmerizingly sinister tableau aboard their sleek riverboat. They glided down the treacherous waters of the River Denial, its murky depths mirroring the dark desires driving their ambitious quest towards the unsuspecting town of NoKanDoo. Their audacious mission: to reclaim the fabled treasure of the local Pygmy tribe, a prize steeped in mystery and danger.

Accompanying them was a cadre of ruthlessly efficient mercenaries, their hardened expressions betraying no hint of the bloodshed that lay ahead.

Unbeknownst to Hrodbert, another formidable mind was also en route. Professor Archibald Fitch, a renowned yet reclusive linguist and archaeologist specializing in deciphering ancient, lost languages, was excitedly determined to outsmart the count. While Fitch may not have been one for the kind of fisticuffs seen in adventure films, his bull whip and pistol were expert weapons in his hands. He navigated forgotten temples and hidden tombs, using his sharp wit and encyclopedic knowledge as his primary tools against booby traps and rival treasure hunters. His signature leather jacket, perpetually rumpled, was as much a part of him as his brilliant intellect. Accompanying Fitch were his life long friends and traveling companions Isabelle Marchesan, ever practical and observant, and the eccentric but brilliant Ernest Flitterby, a renowned butterfly collector whose fascination with Lepidoptera often added a whimsical touch to their adventures, making each moment exhilarating despite the immediate dangers.

The indigenous pygmy guardians of the treasure were also preparing. The Chief of the Mbenga tribe had entrusted his daughter, War Princess Nuru, a fierce and determined leader, and the wise witch doctor Gboto with protecting their heritage. A contingent of warriors provided additional security, their spears and arrow tips glinting in the dappled sunlight of the jungle.

The air in NoKanDoo crackled with unspoken tension as the two disparate groups converged. Hrodbert’s riverboat docked first, and he surveyed the muddy banks with a predatory glint in his eye. Almost simultaneously, Fitch’s group appeared from the dense foliage, their faces grim. Hrodbert’s cruel smile widened as he recognized his old adversary. “Always meddling, Professor,” he sneered, his voice dripping with condescension. “Don’t tell me you’re here to lecture us on the ethics of cultural preservation again?”

The NoKanDoo docks on the river Denial

Fitch’s jaw tightened. “The treasure of the Pygmy tribe is not yours to take, Hrodbert. It is a sacred heritage, not some bauble for your collection.” Else, her crimson lips a stark contrast to her pale skin, stepped forward, her eyes glinting with amusement. “Such passion, Professor. One might almost believe you care.” Nuru, her hand instinctively going to the hilt of her ceremonial blade, interjected, “This land, this treasure, belongs to my people. You will not defile it.” Hrodbert merely chuckled, a cold, humorless sound. “We shall see about that, Princess.” He gestured to his mercenaries. “Boys, introduce our friends to the concept of persuasion.”

NoKanDoo marketplace

A tense standoff ensued. The mercenaries, well-drilled and formidable, faced off against the agile Pygmy warriors, their movements fluid and swift. Fitch, despite his distaste for combat prowess, positioned himself strategically, his mind already racing through ancient texts and architectural designs, anticipating Hrodbert’s next move. Isabelle, ever practical, had already placed her hand on her pistol and begun to scan the surrounding area for potential escape routes or defensive positions. Even Ernest, for a moment, forgot about butterflies, his eyes wide with a mix of fear and strange fascination.

Across the great river from NoKanDoo is a dense forest. Deep within the forest at the foot of a great mountain is the “small” village of the Mbenga tribe.

The atmosphere in NoKanDoo was thick with unspoken threats as Hrodbert and his group moved through the small, dusty streets. The local villagers, eyes wide with apprehension, retreated into their adobe houses, leaving the path clear for the well-armed mercenaries. Hrodbert’s intention was clear: establish a base of operations before launching his search for the treasure. He had secured the abandoned, crumbling mission house on the outskirts of town, its dilapidated walls offering a modicum of shelter and a strategic position from which to begin their hunt.

The NoKanDoo abandoned “Mission House”

Fitch, Nuru, and their companions, after a brief but intense discussion, decided against a direct confrontation within the village. Gboto, after communing with the spirits, had identified a hidden path leading around the town, a route known only to the tribe. Their plan was to cross the river and reach the ancient temple site, where the treasure was rumored to be hidden, before Hrodbert could.

Fitch had the advantage of local knowledge, but Hrodbert had an African pottery artifact of unknown origin in his collection. When placing the piece on a shelf in his study, he accidentally dropped it, shattering it to pieces. What he found among the shattered shards was a strange parchment written in a language he could not understand. Suddenly, the words on the paper changed so that he could understand them. Amazed, he was later to find that the parchment would change to whatever language the reader could understand.

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Time was of the essence. As the first rays of dawn painted the sky, both parties were already in motion. Hrodbert’s mercenaries were systematically searching every old building and interviewing any brave (or foolish) villager for information, while Fitch, Nuru, and their group slipped silently through the dense jungle, following the meandering, almost invisible, path away from NoKanDoo, leaving the small town to its uneasy slumber and the looming threat of what was to come. One of the threats may be what the Mbenga call the “Black God”

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The “Black God of Mbenga”

NoKanDoo has been the location of many thrilling adventures: from exploring ancient ruins hidden deep within its lush forests to embarking on exhilarating hikes that lead to breathtaking vistas overlooking sprawling landscapes. Each twist and turn in this enchanting region unveils new opportunities for discovery, whether it’s kayaking down crystal-clear rivers, encountering diverse wildlife in their natural habitat, or participating in vibrant cultural celebrations that showcase the rich heritage of the area. As intrepid travelers traverse its winding paths, they find themselves immersed in the heart of adventure, creating unforgettable memories that resonate long after their journey has ended.

The weighing of hearts in Nokandoo

Murmurs in Nokandoo

Treasure hunting in Nokandoo

African Village

Denial on da’ Nile

President for Life

Witch Doctor? Who? No! No doctor.

In the jungle the mighty jungle…………

Another thrilling tale awaits.

Mission Critical “stuff” to make playing an already simple game even easier!

Some eagle-eyed readers have asked what are the cards used in the top right hand corner of the photo below. Drats! I try so hard to avoid battlefield detritus int the photos!

They are some home grown cards and a table put together by Axes and Ales Committee member Jason (of the Jason and his ‘all-for-noughts” fame”).

Jason put together these to help us keep a tab on things and to assist with Guru’s poor memory and eyesight!

I have tailored the pdf Jason put together with my own pics of the miniatures and different coloured paper to make things a bit easier.

The “Direct Action Unit’s” individual cards

More game information and the six Mission Objectives”.

We draw one from the pack at random to start the game.

This sheet helps us to keep track of wounds, and equipment used.

None of this is needed to play the game it just makes it easier for us “old codgers”!

You still need the rules published by Patrick Todoroff which can be downloaded from here”

They are part of a series of gaming rules which I highly recommend. Most can be found here:

Hope this helps, and thanks go to Jason not me as he put the work in.

54mm WW2 Australian Z Force Sniper Team

The Australian Independent Companies were a fascinating and highly effective component of the Australian Army during World War 2, renowned for their skills in unconventional warfare, reconnaissance, and long-range patrolling. Their story is one of innovation and resilience in the challenging environments of the Pacific Theatre.

Formation and Early Role

Inspired by the British commando concept, the first Australian independent companies were raised between 1941 and 1942. The initial idea, influenced by a British Military Mission, was to create units trained for a broad range of “special” tasks including raids, demolitions, sabotage, subversion, and organising civil resistance. Initially, there was some uncertainty within the Australian Army about how best to utilise these units, and they were even considered for deployment to the Middle East with the Second Australian Imperial Force (2nd AIF).

However, with Japan’s entry into the war in December 1941, the focus quickly shifted to the Pacific. The independent companies were seen as ideal for establishing outposts in the islands north of Australia, acting as observation and early warning forces. If invaded, their mission was to remain behind, harass invading Japanese forces, and conduct guerrilla warfare.

The first independent companies included:

  • 1st Independent Company: Raised May/June 1941.
  • 2nd Independent Company: Raised October 1941.
  • 3rd Independent Company: Raised October 1941.
  • 4th Independent Company: Raised December 1941.
  • New Guinea Air Warning Wireless (Independent) Company: Raised January 1942.
  • 2/5th Independent Company: Raised March 1942
  • 2/6th Independent Company: Raised March 1942.
  • And others, totaling twelve independent or commando companies during the war.

No. 7 Infantry Training Centre at Tidal River, Wilsons Promontory, Victoria

Training for these units was rigorous, often taking place at the No. 7 Infantry Training Centre at Tidal River, Wilsons Promontory, Victoria, where they received instruction in fieldcraft, signalling, and demolitions.

Key Operations and Distinctions

The independent companies quickly proved their worth in the Pacific:

Timor Campaign (2nd Independent Company / “Sparrow Force”): One of the most famous actions involved the 2nd Independent Company (later 2/2nd Commando Squadron). Deployed to Portuguese Timor as part of “Sparrow Force” in December 1941, they waged a highly successful guerrilla campaign against a much larger Japanese force for almost a year (1942-1943). This remarkable resistance tied down an entire Japanese division and earned them significant distinction.

Raid on Salamaua (1st and 2/5th Independent Companies): Elements of the 1st Independent Company (later disbanded and members transferred to other commando units) and the 2/5th Independent Company participated in a major raid on Salamaua, New Guinea, in June 1942 as part of “Kanga Force.” This raid inflicted significant casualties on the Japanese.

Defence of Wau (2/5th Independent Company): The 2/5th Independent Company played a crucial role in the defence of Wau, New Guinea, in January 1943, conducting long-range patrols and ambushing Japanese troops.

New Britain and Bougainville Campaigns (e.g., 2/8th Commando Squadron): Later in the war, commando squadrons, such as the 2/8th, provided vital flank protection and reconnaissance during campaigns in New Britain and Bougainville, often operating independently or attached to larger infantry formations.

Borneo Campaigns (e.g., 2/5th, 2/6th, 2/9th, 2/11th, 2/12th Commando Squadrons): Towards the end of the war, Australian commando units were heavily involved in the “OBOE” operations in Borneo (Tarakan, Labuan, Balikpapan), conducting reconnaissance and clearing operations in challenging jungle terrain.

By 1943, the Australian Army underwent a reorganisation of its special forces. The independent companies were largely absorbed into a new structure and re-designated as “Commando Squadrons.” These were often grouped into “Cavalry (Commando) Regiments” (e.g., the 2/7th Cavalry (Commando) Regiment comprising the 2/3rd, 2/5th, and 2/6th Commando Squadrons), or remained operationally independent as attached units (like the 2/2nd and 2/8th). This reorganisation aimed to integrate them more closely with larger divisional operations, moving them somewhat from their pure independent guerrilla role to acting more as highly skilled light infantry.

Australian Independent Company and Commando Squadron personnel generally wore standard Australian Army uniforms of the period, adapted for jungle warfare. Key elements included:

  • Slouch Hat: The iconic broad-brimmed slouch hat was a common form of headwear, sometimes worn pinned up on one side, as was the Khaki beret.
  • Jungle Green Uniforms: For jungle operations, soldiers wore khaki drill-cotton clothing, often referred to as “jungle green.” The exact shade of green could vary due to manufacturing differences and wear in the harsh environment.
  • Webbing: Standard Pattern 1937 webbing was used for carrying ammunition, water bottles, and other essentials.
  • Footwear: Boots and gaiters (or cloth anklets) were standard.
  • Weapons: They were typically well-armed with a variety of small arms, often with an emphasis on automatic firepower suitable for close-quarters jungle fighting. Common weapons included:
    • Lee-Enfield rifles: The standard service rifle.
    • Owen Gun: The distinctive Australian-designed and manufactured submachine gun, highly prized for its reliability in jungle conditions.
  • Thompson submachine guns: Also used, particularly early in the war.
  • Bren light machine guns: Provided vital squad-level fire support.
  • 2-inch mortars: For indirect fire support.
  • Grenades: Both offensive and defensive types.

I have a few more teams and 3 Squads of these to paint. The figure are Expedition Miniatures.

Roberto el Charlatán returns ……………..but not for long!

The Town of Corrupt had barely dusted itself off from the Guru’s Angels’ last shenanigan when a more theatrical threat waltzed in. Say hello again to Roberto el Charlatán, the self-proclaimed “Master of Mayhem” and chaos enthusiast, who decided it was his time to shine! Now, forget about your traditional bad guys who love money laundering or protection rackets. No, no, Roberto was all about the theatrics! Picture him donning a feather boa and a top hat, ready to turn the Town of Corrupt into his very own slapstick comedy stage, complete with elaborate pranks and puzzling disruptions that would leave even the most serious townfolk scratching their heads in confusion.

His previous visit had involved a city-wide scavenger hunt with clues written in disappearing ink, a synchronized dance performance by a hundred pigeons on the town hall steps, and the temporary replacement of all street signs with philosophical quotes from obscure Renaissance poets.

This time around, it seems Roberto’s shenanigans have taken a wacky twist! Reports have been pouring in about some truly hilarious happenings: buildings playing dress-up with wild color changes, gravity pulling a prank by flipping upside down in random spots, and, the cherry on top, a mysterious invasion of enormous, sentient rubber ducks that now call the local reservoir home—quacking like they own the place!

Guru’s Angels, back to their core team of Blur, Glitch, and Astra, were tasked with taking Roberto down, and this time, the directive was clear: quickly and silently. No grandstanding, no collateral chaos. Just a swift, clean removal of Roberto and his mayhem.

The Angels were gearing up for the ultimate game of “Who’s the Most Awkward Superhero?” Blur decided she’d be the designated distraction, planning a spectacular display of chaos that would give Roberto a serious case of the hiccups. Meanwhile, Glitch planned to sneak into his systems like a cat burglar in socks, aiming to yank the plug on all his techy toys. And let’s not forget Astra, who was ready to unleash her inner sniper—if by “sniper” we mean someone with a penchant for knocking out Roberto’s gadgets just before they turn into party crashers.

The mission was about to begin, and the Town of Corrupt was holding its breath—quite literally! People were turning blue, and it was becoming a concern for the local thespians practicing dramatic gasps! What happens next? Well, hopefully, they remember to breathe!

Having taken a break from her busy schedule of pot-shots at Roberto’s not-so-accurate shooter, Astra suddenly found herself in a face-off with a close-combat expert who clearly forgot this was a game and not a bad action movie. With a skillful dodge that resembled a dance move from a particularly awkward TikTok challenge, she managed to sidestep the impending chaos, leaving the expert looking utterly confused while she chuckled to herself.

Blur zooms over to Astra’s rescue, dispatching Roberto’s assassin with a flurry of slashing blades that look more like a confused cat trying to catch a laser pointer than a skilled warrior in action.

Roberto’s shooting percentage has plummeted so dramatically, even gravity is chuckling! At this rate, he might as well toss darts while blindfolded and hope for the best!

Not even Angels are infallible, as Glitch finds out in a laugh-out-loud moment when she rolls some “snakes eyes” and, instead of landing like a pro, she faceplants harder than a clumsy cartoon character! But with a quick recovery, she springs back up and dives into hacking “the node” like she had only just tripped over her own shoelaces!

With only Roberto’s hacker left in play, Guru’s Angels swooped in like a bad sitcom, with Astra swiftly sending the poor unfortunate soul off to the digital afterlife—talk about a quick exit! The score? Guru’s Angels 3, Corrupt Cities thugs 0, and clearly no one is hiring these guys for a comeback!

All wrapped up in just two turns, Guru’s Angels are busy polishing their halos and strutting their stuff! Another epic showdown with Roberto, who evidently thinks he’s the reincarnation of a legendary gamer—little does he know we let him win occasionally!

Guru’s da PIG. Yeahhhhhhhhhhhhhhhhhhhhh!

“Ill Met By Moonlight” by W. stanley Moss – a review

I was given this book by good friend John the other day and started reading it straight away. The version he gave me was the “Folio” edition.


W. Stanley Moss’s Ill Met by Moonlight is more than just a historical account; it’s a vibrant, almost swashbuckling narrative that plunges the reader into the heart of one of World War II’s most improbable special operations. Originally published in 1950, it remains a timeless testament to courage, ingenuity, and the bizarre realities of war.


The book chronicles the true story of the abduction of German General Heinrich Kreipe from Nazi-occupied Crete in April 1944. The audacious plan was conceived by British Special Operations Executive (SOE) officers Major Patrick Leigh Fermor and Captain W. Stanley Moss, who had been operating clandestinely on the island, working with the fiercely loyal Cretan resistance.

W Stanley Moss

So, at first, they were all set to go after General Müller, who was notorious for being super harsh with the locals. But then, when Kreipe took over, they had to switch things up. The whole idea is about how they carefully planned and pulled off the risky kidnap. Moss goes into detail about their jump from the plane onto the rugged terrain of Crete, the secret meet-up with their partisan buddies, and how they kept a close eye on Kreipe’s every move.


The whole operation reaches its peak with the big snatch: a bold ambush on Kreipe’s car right outside his super-guarded villa. Moss and Leigh Fermor, dressed up in German uniforms, manage to grab the General, fooling passing German patrols into thinking they’re the real deal. Then begins the actual endurance test on their journey across the island. For 17 days, this small crew, now with their captive in tow, navigates dangerous mountain paths, avoiding tons of German search parties and roadblocks. They count on the local Cretan villagers and resistance fighters for food, crashes in caves, and top-secret info. You can feel the tension as they almost get caught several times, escaping by the tiniest of margins, until they finally hit a quiet cove for a pickup by a Royal Navy motor launch headed for Egypt.

One of the coolest things about Ill Met by Moonlight is how it’s got this really interesting look at the characters, especially the back-and-forth between the kidnappers and their hostage. W. Stanley Moss, the guy telling the story, mixes this youthful excitement with a serious determination. His diary entries feel super immediate and raw, showing off his sharp attention to detail and his dry, self-deprecating humor. And then there’s Patrick Leigh Fermor—while the book leans heavily on Moss’s perspective, Fermor’s legendary vibe as a classicist, adventure seeker, and charming leader totally stands out. His knack for Greek, deep dive into Cretan culture, and bold attitude are key to pulling off the mission.

Patrick Leigh Fermor

The famous scene where he and Kreipe hit it off reciting Horace in Latin while escaping really shows a mutual respect that goes beyond just the conflict. General Heinrich Kreipe is surprisingly relatable; he’s not just a villain but a cultured guy who seems a bit philosophical, resigned to his fate yet subtly giving hints to his rescuers. This complicated portrayal makes the whole conflict feel more human and adds depth beyond just good versus evil. And let’s not forget the Cretan Partisans—they’re huge in this story! Moss paints a picture of their unwavering support, deep familiarity with the tough terrain, and their readiness to risk it all for the cause. They’re not just in the background; they’re crucial players whose courage is at the heart of the story.

Black and white photograph of a group of armed Cretan partisans during World War II, seated and standing on rocky terrain, some holding guns while others wear traditional attire.


The main theme here is all about bold courage, showing off the amazing bravery and guts of a small group of folks taking on a tough mission against some serious odds. It really highlights how the human spirit can pull off incredible stuff during wartime. Another cool theme is the humanity that pops up even in conflict; even though they’re on opposite sides, Moss points out these powerful moments of shared humanity and unexpected connections, especially in the chats with General Kreipe. The book does a great job of showing how local resistance is super strong, pointing out how the Cretan people’s support and knowledge made a huge difference for the mission. It dives into the messy side of war and how to adapt, emphasizing the need for quick thinking and creativity when things don’t go as planned with the Germans or other logistical hiccups. While the vibe is mostly positive, Moss gives a nod to the grit it takes to handle the mental strain from staying alert, feeling worn out, and facing constant risks, celebrating the sheer determination that shines bright even in tough times.

Moss’s writing style really makes this book stand out and keeps people coming back for more. He writes in a way that feels super real, pulling straight from his wartime diary, which gives the story an urgent vibe. Moss has an amazing knack for painting clear pictures of the rugged Cretan landscape and the tense vibe of the time. Even though the situation is pretty serious, he throws in some dry humor that stops it from feeling too heavy. His writing is sharp and easy to read, so pretty much anyone can dive in. Ill Met by Moonlight isn’t just a historical read; it’s an adventure that’s hard to beat. Its lasting popularity, boosted by the unforgettable film version, comes from its vivid take on a wild true story, the fascinating characters involved, and the deeper themes of bravery, resilience, and those unexpected human connections that pop up even in the chaos of war. It’s a classic in wartime literature and definitely a fun read if you want a peek into the daring world of WWII special ops.

Well worth getting a hold of. Thanks John for the gift.

Rating: 3 out of 5.

What’s on the painting table?

A very eclectic mix!

2omm Airfix Australian porters.

54mm Australian Commando sniper team.

28mm Beduoin for Silver Bayonet.

28mm Eureka Miniatures Afghan milit0ants and civilians on bikes.

An objective marker

28mm Empress Miniatures Modern British drone operators

Dad’s Army dispatch riders

A new Guru’s Angel

Another Guru’s Angel

A “Stormer” Zeoform for Zeo Genesis

A second “Stormer”

Sergeant Preston in canoe with “Yukon King”

The above and following photos show just how large the Stormers are.

Merrills’s Marauders:The road to Burma -a review

Back in May 2024 I put together a small force of two sections and transport but have only just had time to read this kindle book I have had since then. See:

https://gurupig.com/2024/05/25/merrills-marauders/

The book chronicles the incredible exploits of the 5307th Composite Unit (Provisional), a long-range penetration special operations unit that fought deep behind Japanese lines in the brutal Burmese jungle.


A significant strength of Carruthers’ work is its reliance on interviews with the soldiers who survived these arduous conditions (although see comments below). This provides a valuable, firsthand perspective on their experiences, adding depth and authenticity to the narrative. The book “fully illustrated throughout with maps, photographs and charts.” This visual component is crucial for understanding the complex geography of the Burma campaign and for bringing the historical events to life for the reader. The maps are excellent.


The book comprehensively covers the Marauders’ operations from February to May 1944, detailing their five major and thirty minor engagements against the veteran Japanese 18th Division. It also highlights the immense challenges faced by the soldiers, beyond just combat, including constant fatigue, dysentery, malaria, and severe malnutrition in unforgiving mountainous terrain. The book effectively explains the Marauders’ strategic objective: to disorganize Japanese supply lines and communications, thereby paving the way for the southward advance of Chinese forces. The climax, the capture of Myitkyina airfield, is a central focus.

While rich in factual data and operational details, some reviews suggest that the book, at times, reads “like a formal military report.” The book concentrates more on troop movements and battle accounts rather than delving deeply into the individual soldiers’ personal feelings, perspectives, and psychological toll of their experiences like “foxhole fatigue”). For readers seeking a highly personal and emotionally resonant narrative, this might be a slight detraction. Due to its detailed and formal approach, some readers have found that a “strong military background” might be helpful for fully appreciating the nuances of the account. I strongly disagree – if you are not expecting that from a military campaign history then why buy it.

One of the book’s downfalls is it only mentions the Nationalist Chinese forces the Marauders were supporting in passing, but this is understandable given the title of the book.


Overall, Bob Carruthers’ book is a valuable resource for anyone interested in this specific and critical aspect of World War II in the Pacific Theater. Its detailed operational history, combined with compelling photographic evidence and insights from the soldiers themselves, makes it an authoritative and informative read. While it leans more towards a factual recounting than a deeply personal one, it effectively conveys the sheer scale of the challenges and the remarkable achievements of Merrill’s Marauders. It’s particularly recommended for those who appreciate military history supported by strong visual documentation.

At the kindle price of AU$3.99 it is well worth reading.

Rating: 3.5 out of 5.

An iconic vehicle in very average condition.

I picked this one up as part of a job lot. I am not sure what I am going to do with it as you can see the paint work is in very poor condition and I am not sure what I will find underneath it.

It is a model of an Australian 1953 FJ Holden panel van in about 20mm scale and is of little use from a gaming point of view as it was not made until after the WW2 and Korean conflicts and was not used by the ADF to my knowledge.

The FJ Holden panel van is an iconic piece of Australian automotive history, launched in December 1953 as part of the FJ Holden range. While the FJ was essentially a facelift of its predecessor, the panel van quickly became a versatile workhorse.

Initially, these vans were vital for commercial use by tradespeople and even police forces, earning nicknames like “divvy vans.” However, they soon transformed into a cultural symbol, particularly among Australian youth in the 1970s.

Their spacious interiors were perfect for sleeping, leading to terms like “sin bins” or “shaggin’ wagons,” and they were especially popular with surfers. This era also saw the rise of custom panel vans with elaborate airbrushed murals.

Mechanically, the FJ panel van featured the 2.171-liter “Grey” inline six-cylinder engine, paired with a 3-speed manual transmission. Production of the FJ Holden range, including the panel van, ran from October 1953 to June 1956, with over 169,000 units produced. Replaced by the FE Holden, the FJ panel van remains a beloved symbol of Australian manufacturing and a car deeply woven into the nation’s identity.

Until I work out what to do with I have just painted the bumper bar, based it, and put some flocking on.

You can see the effect that the painting by the previous owner has had on the model.

I would appreciate any ideas you have on restoring it.

The model is a very good replica of the FJ.

Heresy of all Heresies

The dust had barely settled in the Town of Corrupt after Guru’s Angels’ latest takedown when the whispers started again, this time with a very different flavour. It wasn’t about corruption, or takedowns, or even the lingering scent of that bizarre micro-pigmented dust. No, this time, everyone was talking about Guru himself.

“Guru is breaking from tradition and adding two more team members to his ‘Angels’,” the local news blared, “a move that has many talking, and I’m pretty sure Farrah is rolling in her grave like a rock star at a wild concert! I mean, who knew that a makeover would include more Angels?”

The original trio, Blur, with their knack for turning chaos into an art form; Glitch, the digital ghost who could make a bank account disappear faster than you could say “malware”; and Astra, whose pinpoint precision could disable a security system with a well-placed… something (the details were always vague, and best left that way), were legends. They were a well-oiled machine, a symphony of disruption.

So, the announcement of two more Angels was, to put it mildly, unexpected. It was like adding two more guitar solos to a perfectly balanced rock anthem. The town was buzzing with speculation. Was Guru losing his edge? Was this some elaborate tactical manoeuvre? Or, as some of the more colourful locals suggested, was he simply bored?

The official word, delivered in Guru’s usual cryptic style via an encrypted message board, was that these new recruits would “infuse the team with fresh perspectives and enough energy to power a small village.” Which, translated into plain English, probably meant they were either incredibly skilled, utterly insane, or both.

The new faces were Scrubs and Rift.

Scrubs, true to their name, was the team’s medic and… well, general fixer. She wasn’t just about patching up bullet wounds (though she were excellent at that). Scrubs was a master of improvisation, able to turn any piece of junk into a vital tool, a life-saving device, or a surprisingly effective weapon. She was calm under pressure, resourceful to a fault, and possessed a dry wit that could defuse even the tensest situations.

Rift, on the other hand, was… different. She was the team’s psycher, a master of manipulating perception, and bending reality. She could create illusions, induce hallucinations, and generally mess with people’s heads in ways that were both terrifying and incredibly useful. They were enigmatic, unpredictable, and prone to sudden shifts in… well, reality.

The addition of Scrubs promised to be a game-changer for the Angels’ operational capabilities. Previously, any physical confrontation or unexpected injury meant Glitch often had to divert precious attention, and even some of her hacking resources, to monitor health vitals or scramble for improvised medical solutions. With Scrubs on board, with her calm presence and vast knowledge of field medicine and quick fixes meant Glitch could now fully concentrate on her primary role: diving deeper into enemy networks, executing more complex hacks, and unleashing more widespread digital chaos without worrying about her teammates’ physical well-being. Scrubs could secure perimeters with jury-rigged traps, create escape routes from seemingly nowhere, and keep everyone patched up and in the fight, freeing up the other Angels to focus purely on their specializations.

As for Rift, her unique psychic abilities were set to add an entirely new layer to the Angels’ disruption tactics. While Blur created physical misdirection, Rift could warp perceptions. Imagine turning an entire Nought security detail against each other with a shared hallucination, or making a heavily guarded vault appear empty to a patrol. Rift’s presence would allow the Angels to operate with an even greater degree of stealth and psychological warfare, creating confusion and fear that no physical or digital countermeasure could truly defend against. They could make a Nought’s entire reality shimmer and crack, exploiting their deepest fears and anxieties.

The expanded lineup promised not just more hands on deck, but a truly terrifying synergy. Blur’s physical chaos, Astra’s precision strikes, Glitch’s digital dominance, Scrubs’ field ingenuity, and Rift’s mind-bending abilities. The Noughts, already reeling from the original trio, wouldn’t know what hit them. Or, more accurately, they wouldn’t know how they were hit, or even if they were hit at all.

An artists impression of the secretive, and yet to be identifieded “Guru’s Angels”!

As enthusiasts reflect on the legacy of the original Angels, differing opinions are likely to emerge; however, it is certain that anticipation is building regarding the potential amusement and disorder that this expanded roster will introduce. Furthermore, as a keen observer aptly remarked, “If nothing else, we can at least look forward to an unplanned therapeutic discussion during the forthcoming team meeting.”