Search Results for Diesel Pulp

Diesel Pulp: Fordlandia and the Argentinian Reich

Fordlandia and the Argentinian Reich

In my Diesel Pulp setting, Henry Ford is a full-on Nazi. Given his strongly antisemitic views, the damage he did spreading those views, and his company’s willingness to use slave labor in Germany, I don’t feel bad about this at all.

I also have Fordlandia being both hugely successful, and being in the state of Rio Grande do Sul, in far-southern Brazil. With so much technological effort being put toward compression gears, Cavorite, and other Martian-inspired technology, synthetic rubber does not develop, and rubber trees remain crucial right through the end of the Global War. With the British controlling most European-owned rubber plantations, and Japan being too far away for its holdings to make a good supplier for Germany, Fordlandia in southern Brazil is a crucial supply for the Nazi.

So, my setting assumed a Nazi-backed military coup takes control of Argentina early in the Global War, likely 1939, and quickly pressures Chile and Paraguay to join the South American “Argentinian Reich.” German-backed forces then strike into Brazil to cut off Rio Grande do Sul, taking both Fordlandia and Porto Alegre (the state’s capital and a major port). I feel a little bad about having these nations become Nazi allies… but given how long Argentina stayed neutral and that I am creating a new government backed by Nazis, I don’t feel too bad. And, any real-world historical group or figure in Argentina at the time that doesn’t deserve to be tarred with the broad brush can be added to the South American Resistance that pops up to oppose the Nazi-supported government.

This results in Brazilian and Mexican forces (with the aid of the US, economically at first with Lend-Lease, and then military assistance after 1941) fighting in South America against Argentinian Reich through the Global War. All other South and Central American Nations support the Allies against the Axis, at the minimum sending aid and in many cases (especially Bolivia, Peru, and Uruguay) troops.

I suspect this means no Brazilian Expeditionary Force, but since those troops are literally defending, and ultimately taking back, their homeland I don’t think that’s selling short Brazil’s contribution to the war. Similarly the Mexican Aztec Eagles and Fuerza Aerea Mexicana operations are going to stay closer to the continent, but remain heroically involved. The Pan-American Highway remains a high priority for the US and the Allies, and also gets pushed much closer to completion, though the route changes to more greatly favor Brazil.

A lot of this is, of course, ridiculous. But I like my Global War having actual fighting on every continent (sorry Australia), and like the idea of turning Fordlandia into a corporate-fascist autocratic city-state, as a place and idea for stories and events. And in a setting that assumes the War of the Worlds inspired walkers to be the main Diesel Age military technology and masked “irregulars” becoming common as military assets, I don’t mind some ridiculous alterations.

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Diesel Pulp Australian Units


Working on more minis for my Diesel Pulp setting. These are three “Kelly Heavies,” from Australia’s legendary Armored Rangers. While medium and heavy infantry doctrine varies from country to country, and many ended up simply slapping what heavy infantry they could scrounge into heavy weapon platoons, only Australia built custom-purpose advanced scouting units that combined light, medium, and heavy infantry (generally known as Bushrangers, Kellies, and Kelly Heavies, respectively).

The idea behind armor scout units was to operate far from the front lines, make detailed reports about conditions, and engage in targeted strikes where a small force could potentially make a large difference. Bridges, passes, pillboxes, observation posts, field airports, and headquarters were favorite targets. Bushrangers would move as far ahead as possible, with one Kelly each in support if they ran into a small enemy unit (generally infantry or cavalry). Only if a viable target was found would Kelly Heavies be employed, each directed to an advantageous firing position by a Bushranger, where the Kelly Heavy could employ their Australian-built Owen Gun Shields, with their machine carbine and integral HEAT launchers.

Armored Scouts were consistently the most effective units including heavy infantry throughout the Global War, their tactics honed in part due to Australia’s much longer history with armored infantry, dating back to the 1890s Bush Battles against the Martian tripods in and around Victoria. Kelly Heavies, in particular, were designed with much heavier armor in front, especially on the head and chest, and lighter armor over the rest of the infantry fighter. Because they generally engaged in battle supported by more mobile units, Kelly Heavies could reliably face the source of the heaviest enemy fire and depend on support to alert them from threats outside their narrow field of vision. While no heavy infantry could survive direct hits from anti-materiel weapons, Kelly Heavies could take glancing blows to the heaviest section of their armor, and hold up to direct hits from most anti-personnel weapons. As a result, “damaged” Kelly Heavies were much more common than other heavy infantry units (which generally didn’t survive being hit by anything heavy enough to do significant damage).

I’m making an effort to make these miniatures more dinged-up than I normally try for, but they are otherwise fairly stock.

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More Diesel Pulp

Most of my “Diesel Pulp” figures and models are part of a specific setting I worldbuild purely as a hobby. I work on them in my (limited) spare time as something connected to many of the things I love about my hobby, without being something I plan to actually ever turn into a product. And, of course, a lot of it is left half-done…


In the background two Maginot Field Turrets (each topped by an Irregular — Sister Sanguine and Tommy Atkins), in the foreground several more Irregulars including Father Pentacaust, Buring Skull, Mister Mythic, Captain St. Louis, The Haze, Torch Singer, the Marshal , Kilroy, Pirate Jack, and Black Hood. to the far right, three members of the Iron Raptors.

Diesel Pulp Allied Troops

Diesel Pulp Allied Infantry
Top, Left to Right: US Light Infantry medic, three US Medium Infantry (anti-armor, close combat, flamethrower, all in unpowered armor), two US  Heavy Infantry (combat support, flamethrower, in powered armor), and one US “Rough House” AT2 Gun Carrier (walker equivalent of an armed jeep)
Bottom, Left to Right: two Allied Special Unit Light Infantry (Pacific Theater, the Yelling Yahoos; one with captured Japanese Death Ray rifle and one with an experimental Power Arm, both with captured Tokubetsu Kōgekitai swords), one Free Corps mercenary (European Theater, the Minuteman Militia) and two Irregulars (All-American Girl, with her Boom Gun and Tomastic Sword; and Sky King with his Jetpack, SpectraGoggles, and Colt 1911a .45).


These are for my ’49 setting I play around with as a hobby. I have shots of kitbashed walkers here and here, and talk more about the technology of the fictional setting here. and have a history of some of that tech here.

The Light Infantry medic is a rebased HeroClix
The Medium Infantry are Dust Tactics troops
The Heavy Infantry are Grindhouse Games APE suits for their Incursion game.
The Gun Carrier is a West Wind Productions Commanche battle suit
The Yahoos are rebased Heroscape.
The Free Corps is a repaint HorrorClix.
All-American Girl is a Heroclix Liberty Belle, with a modded-in gun and sword (and she’ll eventually have a US flag on her chest instead of a bell)
Sky King is a modified Lobster Johnson IndyClix (with the lobster claw removed from his chest, and Jango Fett’s jetpack from WotC’s Star Wars line)


Diesel Pulp Kitbash Project: White Tsar Tank

In the ’49 setting, the Crimea remains under the control of the White Russians, loyalists to the Russian monarchy despite losing most of their territory to the Soviet Union. The White Russians are commanded by Anastasia the Great, also known as the “Black Dutchess,” the last surviving child of Czar Nicholas II. Anastacia is a military genius with a reputation for ambushes and nasty surprises, a lifetime of conflict, and mysterious ties to the legendary Rasputin.

One of the things that has allowed the Black Dutchess is hold on to the Crimea as the last gasp of the Russian Empire is that rather than build walkers (which her tiny empire simply lacks the resources to design or maintain), she depends on the mighty White Tsar rolling heavy armor units. Faster and cheaper than walkers and more reliable than the legendarily finicky tracked vehicles, the White Tsar remains the only wheeled heavy armor unit in the war. Though the original Tsar wheeled mecha was too heavy to move, by using what Martian-derived technology is available to her on a revised wheeled design for a huge mobile cannon platform, the Black Dutchess has created a mobile mecha unit that performs very well, and which traditional anti-mecha tactics don’t work well against.

I plan to kitbash a “White Tsar” tank model. Here we have a picture of the real-world Tsar Tank prototype, circa 1914. This thing was massive, but never worked well. In the ’49 setting, many of its shortcomings were solved and, while it was never a great armor unit, it remained active through the Russian Civil War, almost exclusively in the hands of the White Army.

I have a model of the also-real-world VsKfz 617 Minenraumer prototype, a German minesweeper vehicle design, circe 1942. Clearly much smaller than the Tsar, it’s also a trike design, though it replaces 22-foot tall bicycle wheels with 7-8 foot pedrail wheels. Like the Tsar, it was slow and a terrible idea, and never put into production. But I plan to use a 1/35 model VsKfz 617 as the basis for my White Tsar  in the ’49 setting. Since my models are generally 1/48/O Scale/28mm, a 1/35 VsKfz 617 will look MUCH bigger, as fitting for my White Tsar II.

Also above is an illustration of a KV-2, an actual WWII Russian tank. The KV-2 has a distinctive, enormous turret. I plan to mount a 1/48 KV-2 model turrent on the 1/35 VsKfz 617 body to create the mythical White Russian.

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Tripod Toys and Diesel Pulp

My Diesel Pulp Nazis in the ’49 setting I play with are going to have “pocket tripods” as late-1930s designs they still use variants of in 1949 as light walkers. To represent these, I plan to kitbash from these McDonald’s Happy Meal “BLACK MANTA Launcher” toys I picked up on Ebay for about $7 each with shipping. Here they are unmodified next to a DUST Tactics German walker and a HeroClix heroine.

My Diesel Pulp setting assumes that the War of the Worlds happened, and involved multiple waves, one in 1899, and a second in 1903, both while Mars is in opposition to Earth. The first invasion goes very much as described in The War of the Worlds, but the second lasts until 1907 and was a significantly broader conflict. They are known as the First and Second Wars of the Worlds, and these events changed history forever.

At first Martian technology is too advanced for Earth’s governments to unravel, but eventually the secrets of compression gears, genetic chemistry, etheric generators, Cavorite, N-rays, odic forces, and red mercury began to be revealed to the nations of the world, though often at great cost and consequence, and unevenly. Some nations specialize in specific applications of just one or two of those technologies, while some secrets are unlocked only by a few specific geniuses.

As a result of these two invasions, the Russo-Japanese War, the Russian Revolution of 1905, first and second Balklans Wars, and World War One do not occur. There are many minor conflicts that do occur in the altered time and one major conflict, the largest of which is the Triples War, which is essentially a shorter version of WWI that is restricted to a conflict between the Triple Entente (the British Empire, France and the Russian Empire) versus the Triple Alliance (Germany, Austria-Hungary, and Italy). However this conflict runs only from to January 1915 to March 1917. Importantly, the United States, Japan, the Ottoman Empire, and Bulgaria do not enter the war. The Triples War did include the development of trench warfare, and it was also the first time major powers used Martian-derived technologies against one another.

Perhaps most importantly was the development of mecha, heavily armored mechanized units, specifically walkers and tracked vehicles. Because Martians had very advanced technology, and depended on walking machines (especially their tripod fighting machines, but also their working machines and excavators) a broad school of military thinkers concluded that “walkers” were clearly superior to wheeled vehicles of any kind. It was generally assumed that the fact compression gears and etheric generators were able to easily power an articulated limb, that the increased mobility of a walker was a clear advantage over any other form. After all, God had made man a walker, rather than some wheeled creature.

In Germany, a pragmatic school of planners argued that while armored legs might function better than wheels, advancements in tread technology for tractors could create a rolling war machine that would be faster, more stable, and present a lower profile than any walking design. Walker designs were clearly extremely complex, and the flexible all-compression-gear design of Martial fighting machines was well beyond any Earth nation. But as the death rates for trench warfare during the Triples War skyrocketed, the need for some mobile, armored, armed, trench-crossing machine became clear to both sides.

The British build the first Earth-designed walkers to be used in a military conflict, and both Britain and France fielded simple walker designs beginning in February 1916. The British Type I was a small two-man walker, with a driver sitting low in a central cabin that was taller than it was wide or long, and a gunner/commander sat above him. The Type I’s legs could fold up to its sides in such a way that if it was knocked over or fell, it could “squat” which would cause it to right itself, and then stand again. Though its external weapon sponsons (placed where “arms” would go in a humanoid figure) were not designed for climbing, operators soon found the strong, flexible legs and longer cannon-sponson would allow it to climb up and down the sides of trenches, albeit slowly.

Germany instead developed the A7V*, a tracked “Sturmpanzerwagen” (roughly “armored assault vehicle”). The A7V had a crew of 18, six machine guns and one Maxim-Nordenfelt cannon. It had poor off-road capability and a high center of gravity, which made it prone to getting stuck or overturning on steep slopes. It was also hot, slow, under-armored, and under-armed.

The first mecha against mecha combat in history took place on 24 April 1918 when three A7Vs met three Type Is (two armed with just machine guns, and one with two 4-pounder guns) near Villers-Bretonneux. During the battle, the machine-gun armed Type Is were damaged and fell back, unable to significantly impact the A7Vs. The remaining Type I then attacked the lead German sturmpanzerwagen with its two 4-pounders and knocked it out (killing five of its crew). The Type I then managed to damage the tracks of both remaining A7Vs. Their crews fled, which began a route among the German forces present.

The lesson learned by military planners of the time was that tracked vehicles were unreliable and, as suspected, Martians had depended on walkers because their advanced science had proven the designs universally superior for the role of front-line fighting mecha. This is arguably the wrong lesson, but it was largely accepted as “proven doctrine” by the nations of the Earth. While wheeled and tracked vehicles were still designed for personnel carriers, artillery, and support vehicles, all major militaries turned to walkers for the vast majority of their armored mecha designs. By the time the First Global War began in 1939, hundreds of walker and support mecha designs existed worldwide.

I have shots of other kitbashed walkers here and here, and talk more about the technology of the fictional setting here.

*The A7V really is the real-world German effort at tanks in WWI, and it really was a terrible design. That design really faced Brittish forces at the time and palce mentioned above, but I replaced the British units in that first real world tank-on-tank battlewith walkers, so Diesel Pulp’s first-and-only walker vs tank battle is responsible for the rise of walkers as military designs. This helps hammer home that however bad an idea a walker is for 1940s-era combat, there’s a reason they are at the forefront of heavy armored units in my ’49 setting.

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Diesel Pulp Models and figures

I continue to slowly modify and assemble models and figures for my Diesel Pulp headcannon setting. Obviously there’s priming and basing and painting yet to me done, these are all works in progress.

Diesel Pulp Gardland and Mulholland 01From L to R, a Garland Heavy Walker, a Free Corps Light Infantry demolitions expert, a Tumbleweed Light Mech (in back), a Heavy Infantry armor suit, a Mulholland Medium Walker, and a Free Corps Light Infantry soldier.

Diesel Pulp Allied ForcesAllied Diesel Pulp Forces
L to R: A Gardland Heavy Walker (with three of the most famous Irregulars: Sky King, All-American Girl, and The Yankee), three Free Corps mercenaries, a British “Tory” gun carrier (the famous interwar ‘Walking Pillbox’), three Heavy Infantry Armor Suits, three Medium Infantry (front) and a Gun Carrier (back), a Self-Motivated Mortar with three Yowling Yahoos (light infantry commandos), a Tumbleweed Light Mech, and a Mulholland Medium Walker (“torchie” variant).

Diesel Pulp Soviet Forces.jpgSoviet Diesel Pulp
In back, TS-1 and K-34 Medium Walkers. Along the front three “Night Ogres,” the Soviet attempt at Heavy Infantry that were too large and heavily armed and armored for anyone else to call them infantry (generally categorized as Gun Carriers by other nations). Both the walkers and the gun carriers show the distinctive sloped armor the Soviets had developed to good effect in the FT Fast Walker designs in the Interwar Period. The K-34 and leftmost Night Ogre also sport “Iron Claws,” one of the Soviet answers to their constant lack of munitions and high percentage of urban fighting (also resulting in the distinctive red-and-gray “Brickhouse” cammo patterns.
Also present two Commissars (currently sans-humpanzee troops) and a military seer (in back near the TS-1).

Diesel Pulp Dinos 01.jpg

Though the mystery of where Nazi Germany was getting dinosaurs wasn’t solved until very late in the war, in most theaters of combat the occasional unit of “Thunder Cavalry” had little enough impact that Allied planners did not consider them a major threat.
However, in Africa the dreaded Wüstedrachen were a major part of how Rommel managed to hold a large portion of the continent long after the Allies successfully cut off most routes of supply and reinforcement from the continent. The beasts were capable of outrunning and outlasting horses, camels, and even jeeps, could allow expert troops to carry significant material and even anti-tank weapons, and the higher portion of light troops without armor support made their close combat abilities more relevant.
Here three Wüstedrachen are seen alongside two interwar Italian C3/33 Mechettes. While Mechettes saw only limited use in Europe, Rommel made good use of what Italian forces he had, and employed them effectively as scouting and infantry support, often in conjunction with Wüstedrachen or Medium Infantry.

Diesel Pulp US Walkers


Diesel Pulp US Walkers a1

I’m making progress on my US walkers for Diesel Pulp.

The S4a1, a2, and a3 Mulholland Medium Walkers were among the most common walkers in the First Global War, and the US manufactured more than 50,000 of them. Originally conceived as an all-purpose armor unit, its ability to match German units — Gautaz Light Walkers and the Teiwaz Medium walker — when put into service by the British in 1942 lead American military planners to believe no heavier armor unit was required. However, by the middle of the Global War it was clear the mech’s light armament and thin armor could not compete with newer Wotan and Donar Medium Walkers, or even the Russian K34 Medium Walker. Though clearly more powerful than any light walker, it was often called “The lightest of the medium-weights.” Its stability and long-term combat staying power were second-to-none, but it simply wasn’t a match for mid- and late-war Medium walkers. Luckily, it was mass produced in vast numbers, so rarely was a single Mulholland tasked with taking an enemy Medium tank 1-on-1.
When the S26 Garland began production in 1944, many Mulhollands were retrofit as variants, and thousands continued to be produced as off-the-line variants. The Torchie flamethrower-variant was among the most common, designed to supplement combined arms attacks against fortifications, urban settings, or heavy infantry. Other late-war Mulhollands were converted to engineering walkers, walker recovery vehicles, self-propelled artillery, experimental weapon platforms, and mech hunters (with much heavier guns and open turrets).
The British successfully adapted the Mulholland to carry their heavy 17-pounder anti-armor gun, and the upgunned “Mulholland Wasp” was among the most popular walkers among British armor crews.

While disagreements about proper walker battle doctrine (especially the role of mech hunters and medium and heavy walkers) delayed the production of the S26 Garland until 1944, it quickly proved extremely effective in battle. Unlike the Mulholland, the Garland was heavy even for a Heavy Walker (and some historians claim it should properly be classified as a Superheavy Walker), and its two most common main armaments — a 90mm gun or a 1.21g Tesla cannon — remained effective against enemy armor for the duration of the war.

Genre: DieselDada

I’ve never been particularly happy with the term “Diesel \Punk,” because it often seems to be missing any “punk.” You perfectly well CAN add the punk philosophy to a superscience 1920s-1950s setting, but most people who make a run at it don’t seem to. Mostly, they are just doing flavors of pulp.

Now, I like pulp. A lot. I have mostly squared that circle by calling my own setting Diesel Pulp, which I feel helps convey more of what I am going for. But I have always wondered what a real effort to inject punk into a diesel-driven superscience setting would look like. And, personally, I think it would be more interesting to look to the movements of the era, and inject a big dose of Dada into a diesel-drvien superscience setting.


Imagine a world where calculating machines, broadcast power, personal flight, giant robots, teleportation, selective breeding, talking animals, and all sorts of other marvels and terrors of science and knowledge exist… because of a war. Where the world has all the tools to build paradise, but they were just used to slaughter millions as retaliation for a single assassination. Where some individuals have spent years as super-powered solo operatives, given permission to do anything for victory, and are now being told to take 9-to-5 jobs to make toasters.
In response to that insane circumstance, many of them rebel not just against the establishment, but against the very ideas of logic, money, society as a whole, and even rationality. Some wish to help in their own way, others use their vast sea of options to create nonsense acts even if that hurts others.
That diesel-driven super-science post-war setting of individuals rejecting modern society’s ideals and rules because following them lead to the Great War, which they see as the Great Horror, is DieselDada.

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Where Does He Get Those Wonderful Toys?!

Since I’ve been playing with my Diesel Pulp models and setting, several people have asked where a lot of the visuals and models come from. So, a post!

My just-for-fun Diesel Pulp “Weird War” setting has an aesthetic that I understand, but can’t necessarily articulate. As a result there are lots of miniature lines that have some material appropriate for it, but few that are entirely on-model for the idea in my head. For mecha in particular, I want to avoid things that are too anthropormorphic (I don’t want just diesel gundam), or too “goofy” (which is entirely subjective).

My Diesel Pulp world is focused on 1949, toward the last years of the First Global War, and after the long-running Ward of the Worlds, when Martian Walkers nearly conquered the Earth. This is a world where tracks are simply not considered reliable for front-line armor units (though anywhere wheels were used in the real world, tracks or wheels may still be considered acceptable, such as cycles and combat cars), and walkers are generally accepted as superior. Some advanced technology exists, mostly in the form of lightning guns, though individual nations have death rays (Japan), sonic weapons (America), wind cannons (Germany), rockets (Germany), freeze rays (Russia), and so on.

Walkers are divided much as tanks were in WWII, with heavy walkers, medium walkers, and light walkers. Mech Hunters take the Tank Destroyer role. Tankettes and infantry support vehicles are mostly replaced with mechettes (usually but not always very light walkers) and gun carriers (ranging from armored jeeps to extremely heavy powered infantry). Infantry ranges down from heavy infantry (full powered armor) to medium infantry (unpowered armor and often heavy weapons) to light infantry (unarmored, generally organized as real-world infantry of the time was). Different nations have a few other special units, such as German Air Cavalry (rocketpack troops) and Japanese Tokubetsu Kōgekitai (特別攻撃隊 “Special Attack Unit” – elite troops using Martian metallurgy for Samurai and Ninja style weapons) and Kikusui (“floating chrysanthemums”) kite-troops (the only nation to recreate Martian antigravity at a personal troop level).

Occult elements exist, but are rare and largely psychic in nature. Things like zombies and vampires might occur in tiny numbers, but not to the degree that troops on any side expect or prepare for such things. Germans have limited access to dinosaurs (with Allied rumors unable to determine if they are from someplace in Africa, someplace in South America, or from a Hollow Earth with a secret access point), which are mostly deployed in Africa as Donnerkavallerie (“Thunder Cavalry”). Germans also have surgically uplifted canine and simian units, though both are fairly rare (based on real-world German claims to have trained dogs to talk). Russians use Humpanzee troops (based on the real-world work of Ilya Ivanovich Ivanov), who mature very quickly, allowing Russia to maintain high-casualty-rate troop wave attacks, and who must almost always be directed by a Commissar. These are often call Organgos by other Allied units.

So, with that background, what miniatures do I like as aesthetic matches for my Diesel Pulp setting? This is just a partial list. Note that while I own some of these, many others I have just picked as appropriate, without the budget or space to actually acquire them.

AE-WWII (Darkson Design)

These are all difficult to get hold of nowadays, which is a shame. The Tumbleweed ( is based on an actual idea from the 1930s and was featured in Popular Mechanics. It neatly matches my idea for American designs to include experiments not undertaken by other nations. Technically a light walker, (torturously justified with the idea it walks on its fins, though clearly it’s a rolling mech), the Tumbleweed’s three heavy machine guns and extremely heavy armor make it more than a match for anything with light armor, and utterly unable to take on any other light walker. As heavy infantry support it excels, but only America has the industrial capacity to built armor units designed to fight just infantry and unarmored vehicles. While the guts of thousands of Tumbleweeds were sent to Britain as part of the Lend-Lease act, the actual armor was so heavy it was considered cheaper to let Britain forge that themselves. Rather than do so, the British made Jackrabit gun carriers.

AT-43 (Rackham)

Most of the AT-43 line is much too sci-fi for my Dieselpulp needs, but the Red Blok mecha work well for Russian Walkers. I already have a modified Hussar ( and modified Urod ( as Medium walkers, and use three modified Kolossus ( as Russian gun carrier they think of as Heavy infantry. I could happily use a Molot ( as another Medium walker, and a Dotch yaga ( as a heavy walker, if I could get them at reasonable prices.

Dystopian Legions (Spartan Games)

Most of Dystopian Legions is too Steampunk to fit well in my Diesel Pulp setting, but there are exceptions. Some Empire of the Blazing Sun troops ( work for Japanese Tokubetsu Kōgekitai (though not their “Ashigaru” troops), and the Rocket Corps ( are perfect for the Kikusui.

The Ke Ho Ironclad ( would make a great Interwar precursor to the American Tumbleweed from AE-WWII (if it weren’t so expensive). The Basset Takeneete ( is a fine Tankette design, and I have two, which are likely to end up as Italian or Japanese Mechette designs.

The FSA armored infantry *might* work for Medium infantry, but the design looks a little too hurky to me. The normal FSA infantry ( could work well for Brittish or German greatcoat troops, with a head swap and appropriate paint scheme. The FSA treadbike ( is perfect for mechanized cavalry for Germany (who did half-track motorcycles in the real world, for heaven’s sake), against with a head swap. I thought I disliked the Brittania light dragoons ( as too open-air, but have begun to wonder if they’d make good light mech hunters, designed to hit-and run with heavy weapons using something similar to tank destroyer doctrine.

The Prussian Teutonic Knights (, however, make great German SS Heavy Infantry.

Dust Tactics (FFG when I was buying them, it’s less clear to me where to get them now).

I like all the German mecha, and all the regular light and medium infantry units. Like many miniature lines, there is a strong pin-up element to their female units, which annoys me but can be worked around with paint and green stuff. I dislike the 2-leg US and Russian walkers, and have other choices for those in my setting. The powered armor units generally look too modern for my aesthetic, and I have chosen different brands to fill those roles in my setting. I don’t much like the aircraft.

GZG (Daemonscape)

Most of these vehicles are too modern, but the GZG Spider HQ ( works well for an Interwar or light walker design. I suspect I’d end up making it German, despite my desire to give the US spider walkers, and my constant search for French, Italian, and Japanese dieselpulp walkers.

Mekatank (Mekatank)

Several of these I don’t like, but a few are good for Interwar walkers, light walkers, or gun carriers

The Night Fighter ( looks like it either has a spotlight or a low-light system, making it a perfect infantry support mechette or gun carrier. It’d likely end up being German, despite my constant effort to find French, Italian, and Japanese dieselpulp walkers.

The Wolf I ( is pretty clearly an Interwar design, and I might make it Italian.

Secrets of the Third Reich (West Wind Productions)
This is one of the major Weird War 28mm lines, and there’s lots of stuff I like, and a little I don’t.
I love two of the four Russian spider walkers (, the Hammer Jaw and Termit. I have one of each, which I haven’t put together yet.

My plan is to use these not as Russian walkers (I like my AT-43s for that), but as US walkers. This would make the US one of the only major powers to prefer walkers with more than 2 legs even at the Medium walker stage, and I envision them as sacrificing armor for stability and thus the ability to fire their main gun while moving (rare for walkers in my envisioned Dieselpulp setting). Also, they have manual gun loaders, which slows down their firing capacity compared to those with external magazines, but gives them greater long-term offensive staying power.

I’ll probably put Dust Tactics Sherman-style turrets on these – the long barrel on my Hammer Jaw, and flamethrower for the Termit.

Walking Tanks (Mig Productions)

At 1/35 scale all of these walkers ( going to be giants. I assume I’d make the US, maybe Interwar designs, but might change my mind once I had one on my desk. There’s a third model ( that’s so clearly Russian I’d likely skip it entirely, and I am not a fan of its leg design.

World Without End (Clockwork Goblin)

It’s important to make sure you pick up the 28mm versions of these pics, and least in most cases.

I don’t like most of their Mech designs, but there are two exceptions.

The Grizzly Medium Walker ( is *exactly* what I want in a 2-leg US walker. It certainly meets my needs for a US mech hunter. I’m not a fan of having two very robot-looking arms, but I may be able to rework those as weapon pods, or more claw/crane looking options, if I ever get hold of one of these models.

The German Spinne ( is really too light and small to count even as a light walker, but it would likely serve well as a gun carrier or mechette. I might make it Italian or Japanese rather than German, however, since my Germans have Heavy Infantry to fill this role. It reminds me a bit of the Fiat L 6/40 Light Tank, an aesthetic I might be able to augment if I made it Italian.

The Soviet Heavy Infantry ( ) is pretty good aesthetically, though the weapons are a bit too modern for my tastes. They make me think of Ned Kelly, and I was already thinking of using modified Kelly Gang figures ( for Australian Medium Infantry, so this would work well as heavy versions of the same armor program.

Also, the 15mm German Heavy Mechpanzer Thor ( still comes on a comes on a 50 x 64mm base, which means it likely could work for a light walker or mechette, which would compliment some of my plans for spider walkers from the US.