Showing posts with label Sci-Fi. Show all posts
Showing posts with label Sci-Fi. Show all posts

Thursday, January 5, 2012

Battleboard project

I've wanted my own battleboard for a long time and after looking at all the options I had within my budget (flocking a board, buying one outright, using felt, using carpet etc...) I opted for 3 2x4' boards with a sampler pot of texture paint I then spraypainted in several layers of different $2 car spray paint hues.

I started by painting the textured paint onto the a single board with a roller.




They were then left to dry and spraypainted in about 7 shades of different greens, reds, yellows and browns VERY lightly in irregular patches building up from the brownish textured paint


Pretty happy with first one I went ahead and did the others!


Here's Dave investigating devious tactics to win our next game, perhaps?




The finished product



Lastly I used what remained of the textured paint to put together a batch of hills






 


All in all happy with the result of a day's work (inc. drying times)


Wednesday, November 2, 2011

"Suck it Up!" - A Tomorrow's War Report

G'day lads!!
While I could go on hours about the hype this game has raised among non-GW fans the world over (some excellent reviews to be found here), I'll just say I'd not had a chance to pass comment until yesterday as never having played any Ambush Alley games I didn't really have much to go on.
The rules seemed to appeal to "my" kind of gamer, the reviews spoke highly of them, one of world's largest and most authoritative historical reference publishers (Osprey) chose them among many, many others (the Commander series, Disposable Heroes, FUBAR, 5150, Rules of Engagement to mention only those I actually own or have played myself - and I doubt any of these didn't their hand at bagging a big name like Osprey themselves...and if they didn't that makes me wonder, as well!) to enter the world of miniature wargaming in a strong way. Not bad credentials thus far, but how does the game actually play?

Fog of War cards - what and why?
Does it handle command?
ANOTHER IGOUGO game?
Excellent Disposable Heroes morale mechanic and reduced firepower, how we going to top that then?
Do choices make a difference, how are reactions handled, do I feel like my men have been in a battle or is it another bucketful of dice slugfest?

Well, after yesterday's game, I know I've found my rules of choice for platoon-size sci-fi engagements.

THE SCENARIO
Tom was kind enough to host the game and provide all the miniatures, and upon my arrival we discoursed about how to go about turning a table with ample terrain (he included all the main types in a lovely setup - open, light, medium, buildings of all grades, LOS hindrances, woods etc...) and it was suggested to match two forces in a secret mission scenario. The attacking force would be a Veteran Tech Level 2 Confident set composed of
1x Command squad (4 men with a +1 platoon leader and AT man-portable weapon and a human medic)
1x Infantry squad in light APC (10 body armored men with +1 leader and AT man-portable weapon)
1x Infantry squad on foot (10 body armored men with leader and AT man-portable weapon)
1x Infantry squad on foot (10 body armored men with leader and AT man-portable weapon)
1x Sniper with heavy Sniper Rifle

The defending force would comprise Regular Tech Level 2 Confident troops:

1x Command squad (4 men with a +1 platoon leader and AT man-portable weapon)
3x Infantry squad  (10 unarmored men with leader and AT man-portable weapon)
3x Medium Mortars with crew

We were also lucky enough to have Tom's friend Owen pop in and guide us through the first few turns as he'd clearly played before, and that was an invaluable aid - as the game slowed right down when he left and we started having to flip through the VERY badly arranged book for bits and bobs of rules
To keep it interesting we randomly determined who would play each side and wrote the three possible objectives on cards drawn randomly
The objectives included
A. rescue an attacking force's personality held by the defender\
B. destroy the mortars which were assumed to be firing on rear transport troops and therefore required silencing
C. Clear both ends of the road of enemy troops (thus opening the road to reinforcements off-table)

As it turns out we also opted to draw a FoW card each at the start of the game - following deployment - and began to play.
To those who haven't played this is how the game proceeds:
both players at the start of the game roll a number of dice (d10 for the attacker, d8 for the defender in this case) equal to half the number of infantry units on the table plus one for each vehicle. The greatest number of successes has the initiative to the turn.
The player nominates one unit to move, in Tom's case his APC, and moves it. I can opt to react but didn't as all my troops were in cover in buildings and I planned on letting him close in before I opened up. Thus as I turn down the opportunity to react he moves to the next unit, his tank, declares its action and if I don't interrupt carries it out. So on and so forth though his next two infantry units, command squad and sniper.
NOW I got to move any units that didn't react, which in turn one meant everyone, thus I moved a unit without ever crossing his line of sight from one building to one closer to his advancing line.
End of turn, we roll the next initiative with various modifiers, either he or I (I think he, though) rolls a 1 - draw a Fog of War card!
Here the game got REALLY interesting!

Out of 72 possible cards Tom drew one that read that one of his units had run into a booby trap prepared by the opponent's forces. Thus far, no worries - 8 units, I suggest we roll 1d8 and randomly determine who gets hit - it turns out his APC cops it.
Roll for the hits, the dice gods smile and I score two hits. Here, too, no worries. Roll for the damage - an 11 and a 12!
One APC and one squad vaporized (mighty big booby trap if you ask me!) and Tom now has a center and a right flank, his left flank a smouldering wreck....

I'd gauged by his deployment that opening the road was probably his objective, thus as it was a practice game we proceeded despite his losing two units to some incredible dice rolling on my part (and a great Fog of War result!)
He maintained the initiative every turn despite his loss and my lads kept quiet until turn 3 when a unit fired on the tank before retreating as the tank responded, my mortars firing ever so wildly and missing everything turn after turn (eventually one hit began to decimate a unit) and another squad held its fire until the tank was upon them.
 

With another bellow of smoke its turret went up and the rest of my force drew from their cover and opened up, mortars firing, infantry firing, the medic on hand it was, to say the least, a real disaster for the attackers and our practice game went to me.








CONCLUSION
I stand by my estimation the scenario was balanced. A ratio of at least 2:1 if not more is required for any assault on a defended position thus Veteran units with armor SHOULD have had a relatively good shot at taking on a Regular force with mortars. Of course that didn't turn out to be the case as, as the saying goes "no plan survives contact with the enemy!"
Losing the APC to a booby trap left Tom in a precarious situation and, had I been him, I'd have pulled my tank BACK and set it on overwatch with the sniper, not forward, advanced with the infantry to make my own units reveal themselves, then aimed at breaking me that way by levelling the terrain with the infantry in it.
He opted to lead with the chin and got his tank shot up for it, and at that point by sheer attrition my infantry and mortars just devastated the rest of his force into oblivion.

THE RULES
Initiative rolls keep it interesting as there's lots to consider. The opposed roll for firing mechanic means both players are constantly involved, the Fog of War cards REALLY have you on your toes. Being able to react over and over means no unit is "static", making it impossible to write a unit off as "it's already had its turn" and in all this is a game I want more of, more often, and hope other Leaguers will make time to come by and try out the game soon.
10/10!

Monday, September 19, 2011

Outer Rim Newsreport III - A UNS Special Spotlight on Manfred

Good evening and welcome to our scheduled United News Service Special Report - bringing the Outer Rim to YOU and proudly sponsored by EnerCorp.
As you may recall we promised you a spotlight on Manfred, the galactic storm that has isolated the Outer Rim on and off for some decades now and which experts still believe may only be in the early stages of its gestation period.
Manfred developed 32 years ago when all Faster Than Light vessels were suddenly vaporised into what experts at the time believed was a black hole. As investigations began and military operations were brought to a standstill, it was understood the FTL traffic was generating such spatial winds that their own vortex displacements brought them originally into the fold of Manfred as he entered our dimension.
Fairly soon however it was understood that with Manfred firmly in our dimension and with no intention of moving on, we would simply have to learn to live with him. All FTL traffic was permanently halted to the region and commerce and travel to the region returned to normal, if proceeding ever-more slowly, as Manfred's wrath waned and built up about the Outer Rim planets. In substance Manfred's effect is, much like a real storm of water on hydrogen and oxygen based planets, to soak the galaxy with black mass and other space debris which impede or slow travel through him. A little like a cyclone, in his eye it is most calm while the forces build through his mass to the outer edges. The problem of substance however is that in Manfred's case he is at times an amalgamation of cyclones, at times no more than a gentle spatial breeze. What experts are still unable to determine is how come there are interruptions in Manfred's presence, which occur suddenly and without warning, while in other parts of the Outer Rim his presence and effects are so thick that even the most diverse telecommunication attempts and teleportation technologies cease to function with any effect, and the destruction he wreaks is beyond measure.

To all effects, Stella has appeared to be the least affected Manfred in this region of the Outer Rim in recent time which has caused it to flourish immensely. with great benefit to our benevolent sponsor and governor of Stella, the EnerCorp corporation, while other planets have not been so fortunate. We all sadly remember how Tercio Secundi was swallowed whole 17 years ago, while Kaine II has been isolated to all communication for some time as well. Xuran has only recently returned itself from a decade-long isolation caused by the galactic storm's convulsions, among many other affected planets.
Experts predict we have yet to see the worse of Manfred, whose unpredictable nature means travel to and from the region and the planets affected, as well as orbits about them, remain under constant threat.
Soon we will return with a special spotlight on Stella itself and, most importantly, a celebration of EnerCorp's founding of the planet due to be celebrated in less than a month. Preparations across the planet are in fact reaching fever pitch as citizens, military and corporate personnel all prepare to embrace this huge milestone in the Outer Rim's brief history!

From Jaqueline Villeneuve this is all for this special. We thank EnerCorp for its continued and benevolent government of Stella and the other Outer Rim planets blessed with its patronage and welcome you to join us again soon for more news from United News Service - bringing the Outer Rim to YOU and proudly sponsored by EnerCorp.

Saturday, September 17, 2011

A Saturday morning chillout painting session

Right so yesterday was my RDO - Rostered Day Off for the uninitiated, which I was until very recently! - which was spent chasing around my bike in the hope it would be serviced as well as shooting to Eureka miniatures to pick up a batch of sci-fi Germans for my 15mm collection.
Today I'll be heading to NWA in Mitcham to try out a new game but this morning I got my hands suitably grubby finishing off some Warmaster miniatures, a pair of ARC fleet walkers and starting an ARC fleet assault walker.
Thought I'd do a little video, as well, to keep practicing my recording skills (or generating them from scratch, depending on how lenient you want to be with me!)

Hope you like it
S.

Friday, September 16, 2011

UNS - Outer Rim News Report II

Good evening and welcome to this week's edition of United News Service - bringing the Outer Rim to YOU and proudly sponsored by EnerCorp.


Our top stories this week
The USX reports EnerCorp stock posted an 0.3% growth in its quarterly revenue as ARC forces sign a contract to maintain security on Stella on behalf of the planet's benevolent corporate governors. The ARC military mercenary forces are said to have netted some 65.4million United Space Credits from the venture but EnerCorp was still able to draw financial advantage from this deal as a large percentage of the USC charge was withheld and offered as payment in kind for the ARC forces to utilize EnerCorp infrastructures planetside to carry out their duties. An ARC spokesman reported "ARC is very glad to have won the tender to assist EnerCorp with its security concerns on Stella. The ability to use its intricate and complex surveillance, security and maintenance systems once on the ground allows us unprecedented access to an array of prevention and control measures that other colonies and democratic democracies cannot implement - we were therefore very happy with the profit we netted for this deal as we consider it a collaborative pilot project."
EnerCorp Security Division spokesman reported "In recent times there have been a series of growing security concerns on the planet for us. There are a large number of mercenary forces battling on the planet and the sway of NAC and the Islamic Federation's dealings is also of concern to us. The Oceanic Union has a presence on the planet now and is obviously reinforcing its detachment in order to protect its interests. One of the factions we will be monitoring closely is the rogue Vandolyan Inter-Regional Unification Service, or VIRUS, who are at present at the end of their contract to protect Kaine II governor's interests on the planet. We are concerned that with civil war on Kaine II and the mercenaries' contract funding having dried up they may take some convincing to depart our planet if their intentions do turn sour. Thus the agreement with the ARC forces takes on a more pre-emptive rather than reactive security role."

UNS SPOTLIGHT - VIRUS Mercenaries
Hailing from the now defunct planet Vandolya, which was condemned to extermination by its Imperial governors over 60 years ago, this mercenary caste has long organized its military presence around its fast moving and lightly armored walkers, known as Striders, and the teleportation devices used by their infantry.
VIRUS infantry teleport onto the battlefield in support of the advance of their Scout Striders which are traditionally tasked with reconnaissance roles. When a threat or theater of operation is identified, the Scouts will attempt to fall back to a position of vantage to which the infantry will be teleported in a defensive support role.

The Scout Striders and infantry will then be quickly joined by the heavier Combat Striders who can either be dropped onto the site from orbiting VIRUS spacecraft or advance planetside if already deployed.
Armed with fusion rifles, target-designators for the Combat Striders' twin-linked weapons arrays and heavy man-portable fusion cannons, the VIRUS mercenaries are a fast, mobile and deadly mercenary force which EnerCorp is preparing to welcome into its stable or remove from the planet altogether if they turn unfriendly!

From Graham Stuart, this is all for this week. We thank EnerCorp for its continued and benevolent government of Stella and the other Outer Rim planets blessed with its patronage and welcome you to join us again next week for more news from United News Service - bringing the Outer Rim to YOU and proudly sponsored by EnerCorp.

Tuesday, September 13, 2011

UNS - Outer Rim News Report I

Good evening and welcome to this week's edition of United News Service - bringing the Outer Rim to YOU and proudly sponsored by EnerCorp.

Our top stories this week
The New Anglian Confederation has accepted Federal Stats Europa's invitation to vacate its installations on the Outer Rim planets of Orgoth and Stella. Analysts predict this move by the NAC to be in preparation of a complete withdrawal from the sector following renewed hostilities between it and the Islamic Federation. As Jez Goodwin reports, an NAC spokesperson recently commented "Stella is traditionally EnerCorp territory, who founded the first colony there some 150 years ago.
The NAC would have been glad to lend support to our newfound friend but our resources are required elsewhere at present. We will endeavor to return to Stella as soon as we can as many of EnerCorp's citizens hold dual NAC citizenship and it saddens us to have to abandon the planet at this time. Indeed we are all familiar with how complex and dangerous travel to the Outer Rim has been for some decades as the galactic warp storm, Manfred, intensifies and wanes unpredictably conflicting with the main routes to the sector, thus we have thought it best for now to concentrate our efforts elsewhere"
Thus no admission of renewed conflict was made but UNS will be sure to keep you posted on these important developments.

In other news, the FSE celebrates the cessation of its hostilities with the Oceanic Union and a return to what both sides deem a "profitable and lasting relationship founded on the respect of one another's dominions". This important item of news confirms what analysts and the United Nations Space Command had been auspicating since the FSE made a move on OU's first Outrim settlement on Stella.
Indeed we, and all citizens of the Outer Rim, hope this will be a lasting and peaceful relationship as this is certainly not the first time these two two factions have clashed.

Further to his declaration he was not implicated in any form of corruption, EnerCorp Chairman Ken Young has accepted the corporation's offer to remain on at the helm for another term. The founders of Stella's first colony, Forgia Primus, have again been confirmed as the galaxy's largest single energy provider in a recent UNX stock exchange analysis - and for that we congratulate both our EnerCorp sponsors and Mr. Young.

Xuran Planetary Governor Jules Von Bitten is said to be ecstatic with the results of an independent confidential report, due to be released in a few weeks, reporting the crime on rate on Xuran to be now the second worse in this sector of the Outer Rim. Indeed its traditional position as the Outer Rim's most violent planet was lost when civil war erupted on Kaine II last May. As you will recall we have had no opportunity to report from Kaine II for some months now as Manfred continues to impede contact with the planet and analysts unfortunately predict ESU may condemn the planet to nuclear extermination once contact is made again if the situation has degenerated to the point many fear.

Lastly the entire Outer Rim but, in particular, New Israeli citizens and armed forces can at last breathe a sigh of relief in preparation for the holy Islamic month of Ramadan, due to begin in only a few weeks. This ancient celebration heralds the cessation of hostilities, for one month, involving both the Saeed Califate and the Islamic Federation as well as members of the Pan African Union.

From Martha Thomson Jones, this is all for this week. We thank EnerCorp for its continued and benevolent government of Stella and the other Outer Rim planets blessed with its patronage and welcome you to join us again next week for more news from United News Service - bringing the Outer Rim to YOU and proudly sponsored by EnerCorp.

Tuesday, February 8, 2011

A little Monday night Epicness

Alas, with the new year it's time for a little more sci-fi youknowwhats ie death, carnage and objective acquisition....small scale!

Yours truly wandered over to the GW camp late last year in a bid to find players with whom to game consistently. Comprising adult gamers with lives the League meets regularly but these encounters can be months apart. Is the wait worth it? 110%! Does it fulfill yours truly's mad gaming obsession? Most certainly not!
Thus ensued a wander into 40k with the Imperial Fists and the building of a very respectable Ork force. Sadly however these are going to have to go soon as they just take TOO LONG to paint (and this gamer's attention span is short....like a goldfish sort of...) Need smaller miniatures to paint faster to get gaming quicker....what to do?!
As the old adage goes "amateurs study strategy and tactics, professionals study logistics".
GW's IGOUGO system just does not reflect ANY accounts I've read of combat and it's just that. A warGAME good for finding opponents, rolling some dice, having an evening's laughs and working the memory center remembering the 127,564 special rules that characterize each army.
One of the best systems GW did develop, however, was Epic. A venture into 6mm with alternate activation, hidden ordering, and later a command system requiring die rolls. Everything this player fees a WARgame should have. When troops just DO what you want them every time it's just...not...real...
One shot against either AT or AP instead of 54 for each unit type, fast and furious, and extremely hard to master.
Having now played four games of 40k and won THREE, this player just doesn't get what he needs out of 40k. The game I lost was a gimmick "oh your weapons can't harm that guy!"
I don't like games like that. They leave a sour taste in my mouth.

So last night I played my first game of Epic.
Up against the uber friendly and welcoming fattdexx of Wargamerau, commanding a Chaos force, went a Marine battlegroup comprising the following detachments
1x Devastators
1x Assault
1x Terminator
1x Tactical
1x Land Speeder
1x Land Raider
1x Thunderhawk gunship

Chaos brought
2x Predator
1x Terminator
1x Scouts disguised as Demons
2x Chaos Marine
1x Defiler (mean looking walkie things)
1x Evil Flying things of death
 The Chaos forces advance
 Marine deployment
Land Raiders deploy in cover to support their rear objective or contest Chaos' holdings

Long story short I won the first activation and the Marines immediately moved west to scout out the enemy's objective. The plan was for the Thunderhawk to then drop in and claim it then return to pick up the Marines and deploy them where most needed, the Terminators teleporting in to claim (or more likely contest by a hair's breadth!) the objective in the enemy's rear and for my forces to totally ignore the enemy strong points - the trenches in the center of the table I would have serve as Chaos' traps rather than strongpoints. While they were safe in there my troops weren't particularly threatened, in fact.
However (and the sign of a good system!) the Thunderhawk IMMEDIATELY failed its 2+ activation (dopey pilot!) and the Defilers moved out of the woods to claim my line of advance to the objective. Jolly good. This is all turning to the proverbial baby-poop me thought!

Turn two opened with Chaos holding the central objective, his scouts covering my lines of advance down the center, his garrison untouched, the Defilers sitting atop a mountain, his Preds advancing rather menacingly toward my objective and his flying things of evilness continuing strafing runs over the board giving me the quintessential prick in the side.
As my morale turned south out popped a load of Terminators to contest the latter and by the Emperor's graces my troops stood their ground and annihilated these! One major attack down it was high time to fight back or the Marines would be effed. Hard!

The Thunderhawk bravely (insanely!?) sped across the board defying ground attacks to drop Devastators and Assault troops on the enemy's objective en mass.

Having delivered its heavy duty cargo, of course, it was then shot down to bits and exploded in a heap but its job was done (and given his prior opening game performance that pilot was best off the roster anyway...) Now the assault troops could act as a buffer if the Defilers advanced by jumping in their way and sacrificing themselves to buy the Devastators shots and breathing space.

On my left the Terminators appeared from the Warp right on cue despite my last minute re-routing change and stood solidly in the way of the advancing Chaos horde as the land speeders moved about for a crossfire. That detachment was thus shattered and destroyed.

In the rear however the Predators came over the hill and opened fire. Bloody and brutal firefighting saw the Land Raiders lose a couple of their number but all in all the Predators had the worse of it.

Thus as turn 4 beckoned I held the Breakthrough objective, my own rear objective and a second objective in the enemy's half of the board thus winning the day. Not the war....but the day....

Thanks for reading and to JD for the chance to try out the game!
Til bullets run out and peace comes to gaming tables everywhere....long live the League!

Tuesday, December 28, 2010

Orkz abrewing....

The Ork horde arrayed. Most of it, anyway...





The Orkz got a new set of toyz this Christmas in the form of a looted tank, a dedicated transport and a horde of Deff Coptas.
Some details of the - only - painted one? Thank you for asking, indeed!




S.