The Breakers Yard
Wednesday, May 6, 2026
Space: 2022 - Episodes Nine to Eleven
Thursday, April 2, 2026
North Africa: 2092 - Mechanical Camel (and a diorama returns, sort of...)
Introduction
Back to the desert, and back to the future! It's now time to showcase yet another cargo hauler, but this time from the New Albion United forces. But before we get started, here's a pic...
I've decided to treat this "North Africa: 2092" concept like a good ole RTS game, specifically referencing classic games from (the long defunct) Westwood Studios. Hours upon hours upon more hours playing such titles like "Tiberian Sun", "Red Alert 2", and "Dune 2000". But not just the gameplay, as there were also the FMV intros & cut scenes to enjoy, employing well known actors such as James Earl Jones, Michael Biehn, Udo Kier, Kari Wuhrer, Ray Wise, John Rhys-Davies; the list goes on.
Each game had their own specific factions, with their own strengths and weaknesses, unique structures & vehicles, some hero units and other special weapons. Both sides will have flight capability, naval units (if we ever get to the coast), and tracked vehicles. But that's limiting, so as before each of these sides will have it's own unique strength and/or technology.
The New Albion United faction strengths will be in walking machines. Good for traversing rough terrain that would not be suitable for tracks or wheels. These walkers also have jump capabilities and can skim using downward thrusters, but only for combat units mostly. NAU will also rely more on squads of lower and mid tech level units, resulting in more of a swarming battle tactic.
As for the Neuer Deutschland Allianz, they will utilize the resurrected flying saucer (Haunebu) technology for their units. Magnetic fields will dominate their forces, but the larger the unit, the less levitation they will have (as per the Gotterdammerung and Gottesanbeterin. (see earlier posts). Larger NDA units will also have shield generators, but it will affect weapons and speed. And finally, this faction will rely more on larger, heavy experimental tech units rather than on multiple units. So hit those War Factories early!
Building the "Bactrian"
So as mentioned earlier, the NAU will use walkers as their primary technology. There is no shortage of mecha models in my warehouse, so I set about finding a suitable kit. One of my favourite series is "Dougram - Fang of the Sun" from 1981. Many excellent designs and concepts (which eventually made their way to North America in the form of Robotech and Battletech repacks). I chose this kit, a 1/144 scale Tequila Gunner walking tank from Takara:
Obviously influenced somewhat by the AT-AT from "Empire Strikes Back", which in turn were inspired by that Syd Mead painting of the cargo walkers in the snow. I have several other versions/scales of this particular mech, but this one suited my concept best. (I have actually had the idea to turn a walker from this series into a cargo transport for many years. I was already working periodically on a 1/72 version of a Crabgunner to use on my 00 gauge railway, so this is good practice!) I also chose this particular kit as it could accommodate my "standard" cargo containers already being used in other models and scenarios. As this was more of a kit build than a scratch & bash, it went together much faster than usual.
The outriggers/balconies on the original model were just right dimensions for the containers. All I had to do was extend them to allow for two crates side by side. Rather than have individual crates, I glued them together as a group, and incorporated magnets in the base. Therefor I could attach them to the metal screening on the outriggers and underneath the hull. Those cargo crates were the only parts 3D printed for this build. Besides other minor details and additions, I gave the feet of the walker traction, using my favourite tank tread greebly bits! Once finished, a quick assembly before painting.
Happy with the results, it was prime time. First a coat of grey (no photo), and then the final base coat using another staple, Krylon khaki spray paint.
Unfortunately I neglected to photograph the painting and weathering processes. Once I get going I lose track of time. (Remember this is Blogger and not YouTube; you'll have to settle for stills). Some days and nights later, the "Bactrian" was completed.
Rather than have this model just sit in the case waiting for a playdate, I made a quick little base for it to give it some interest.
Recycled from an old plaque, the base is 3" x 5". The ground is made from an old cork wall tile, while the rocks are cork fragments and the trees and bushes from the scenery box. Finished it off with some pigments for shade and shadow.
I was going to make some tarps to cover the crates, but changed my mind, as I have two more versions to build yet! Going forward, I'll be utilizing mech kits from "Dougram" for the NAU machines, as well as some from another series from the early '80s called "Xabungle". Good basic and functional mechs. As for the raw models to use for the NDA, I'll be sticking with "Gundam" kits, as they have the bizarre organic shapes I require.
A Friendly Game of Football...?
So let us imagine (as one just did as I write this), a massive haboob (sandstorm) whips up over the desert and our walker gets isolated from the caravan. As the dust clears, he encounters another cargo vessel, but WTF, isn't that one of the baddies...?
Guess that Schnecke is in the same boat, sort of speak. So what do we do now? Shoot each other? Yell profanities? Do the "Enemy Mine" schtick? Or you could behave like civilized men, and have a game of footy!
I did this basic set up just to show relative sizes of the vehicles. The temporary base is one of those cork tiles I mentioned earlier; it is 12" x 12". Scenery is more cork & scenery bits.
If you look real close at the base of the pic, you can just make out the lads near their respective machines. As both vehicles have a crew of three each, a small game of 3v3 is inevitable. Just behave as there is no one to hand out yellow cards!
I'm going to need a bigger display case! What's next is anyone's guess. All depends on inspiration, the weather, or alcohol levels. Dunno, should I take requests...?
Have a better one!
Saturday, March 7, 2026
Space: 2022 - Episode Eight
At Pinewood, everyone can hear you scream!!!
Another (fake) episode in the can from the Alternate Anderson series "Space: 2022"! This installment required a guest model, where most of this story will take place. It is also an "original" episode not based on the Year Two series; Frankensteined from other episodes and series. (At first it was going to be derived from a first season episode of "Buck Rogers" called "Space Vampire", which was my favourite of that series back in the day. But when I recently re watched it to familiarize myself with the subject matter, I was disappointed to say the least!) I had planned to have the Vorvon terrorize Sandra after the Phoenix encounters a derelict freighter, but all that went out the airlock.
The guest model was already under construction, so I had to come up with another story. Taking elements from various sources, including the second episode of "Lost in Space" (which also has the same title by the way...), I put them in the concept blender. This one will still have Sandra in it, and she will get to scream several times at various decibels! So here, submitted for your approval, is episode eight, and commercial free!
The PHOENIX, continuing in its search for a way home, comes out of Q-Drive into a desolate area of space. There are no stars or planets nearby, just emptiness. But suddenly VICTOR pipes up. "Alan, there is a large metallic object ahead." It is a huge spaceship, over a kilometer long! But it is drifting, and no signs of life can be detected. Command staff see this an unexpected opportunity. Perhaps there are aliens aboard who may have information on this area of space or resources & technology that may help them return to Earth. Maya recommends she take "Psyche" and use stealth mode to recon the ship, for it may have automatic defensives. Alan concurs, the little green ship heads for the derelict, and then disappears.
Maya circles the ship several times, amazed at its size. Occasionally she "flashes" the derelict by turning off the stealth field, but there is no reaction. The ship is dormant, dead, and surprisingly there is no sign of damage. Also, Maya does not recognize the alien symbols. She returns to the ship and command have another conference. They have to get on board that ship. A minimal crew is selected to assess the situation. (Perhaps more can go aboard later once the ship is deemed safe). As Alan can't leave the PHOENIX, Koenig volunteers to lead the team. Maya and Sandra for science, Doctor Spencer (zero-G medical), and one security guard, Hans Einweg. Kelly will pilot Dove 01.
Following Maya's previous course, the Dove circles around the ship looking for any access; hatches, docking ports, windows, but no luck. Analyzing the configuration of the ship it is theorized the large bump on the bow could be the bridge, so they make their start there. Koenig goes out first, being the leader, followed by the rest of the team. But Kelly has to stay on the Dove. Tethered together, they explore the the surface of the ship. Someone does something. A panel slides and they are pulled in by some kind of tractor beam. The hatch locks behind them. Sandra screams (70 db). Are they trapped inside this space hulk?
They have lost coms with Kelly and the PHOENIX as well. It is dark inside, cold, and no gravity. Koenig tells them to keep their helmets on until they find the bridge. They make their way to the hump, which is the bridge just as they thought. But still no crew. Maya finds the on switch and reactivates the ship; it was in sleep mode. They now have life support, gravity and lights in the immediate area. There is a weird filament here and there, like cobwebs, plus a desiccated body sitting in the command chair. Sandra screams (80 db).
While Maya and Sandra continue analyzing the bridge controls, Doctor Spencer examines the corpse. Despite it being a 6 foot prune wearing a perspex helmet, it is actually humanoid. "He did not die of natural causes, perhaps some kind of an infection" he says to Koenig. "But where is the rest of the crew?" responds John.
Meanwhile, Einweg has heard a strange noise coming from far down a corridor. Doc Spencer goes with him, as does Sandra, in case they find more tech or other crew members who may need help. Maya has discovered an interface consisting of round cylinders and tubes. It is the ships log, plus access to a large amount of scientific data. She and Koenig try one of the cylinders and a large screen appears before them. They go through the entries to find out more; they are successful. The ship is called the 'Menon', and is from the planet 'Betanon'. It is an exploratory science vessel with a crew of 2,000. The corpse in the chair is identified as Captain Duro.
Further into the ship, our trio is following the strange sounds. Light is intermittent and the cobwebs seem to be increasing in density. A large door appears before them, and Sandra is able to open it. The room is huge; an auditorium perhaps? More shadows than light; shapes emerge. Sandra screams (90 db).
Maya and John find the Duro's final log entry. Apparently they were bringing biological samples aboard from a recently surveyed jungle planet, but something nasty hitched a ride. The crew began to get infected by some kind of exotic fungus, a very thirsty fungus. Nothing could stop it. But wait, was that a scream? "Check it out, Maya" says Koenig. She turns into a bat and flies down the corridor.
Our trio has found the crew, or what's left of them. The interior is a nightmarish fusion of desiccated bodies and fungus, draped by tendrils and filaments. Suddenly a large tendril darts out and grabs Hans. Sandra screams (100 db)! Maya arrives too late to help; Einweg is finished. The mass begins to pulsate and glow. More and more tendrils begin to approach the door. They close the bulkhead and run like hell. But they can hear some loud pounding on the other side...
During this horror show, Koenig has re established coms with Kelly. He informs him they are trapped and cannot get out. Three pairs of hurried footsteps get closer and closer, and our revised trio bursts onto the bridge. "We have to get out, NOW!" exclaims Maya. The fungus has broken through the bulkhead and is oozing up the corridor. Sandra screams (100 db). There are only minutes left! "Put your helmets on, and get behind those consoles!" orders Koenig, "Wrap the tether around you and hold on to each other!" He then orders Kelly to use the Dove's laser and blast a hole in the hull. The explosive decompression blows the team out into space, and Sandra screams (80 db; it was inside her helmet this time...). They climb aboard the Dove and head back to the PHOENIX with no signs of pursuit. Guess the fungus cannot live in the vacuum of space.
They return to the PHOENIX, but one man short. Sandra is taken to medical and given a good dose of space valium. Luckily Koenig was able to download a good chunk of the data before the mushroom attack. They will have some new information to decipher and hope it will get them back to Earth. But what to do about the 'Menon'? "We just can't leave that infected derelict here. Another ship may pass by and not be so lucky," says Alan. "Looks like we have only one choice". He gets Petrov on the line and authorizes the firing of a planatomic missile. The crew stands in silence in remembrance of Security Guard Hans Einweg, and the derelict is vaporized. (We are now down to 109 crew on the ship).













