Wednesday, 31 October 2012

Building the Insurgence

It took me a few days to post again since I was busy painting.
The core of my Insurgence force is slowly taking form. In TW rules these would be my Tier1 army.
In not campaign related games, these are just a regular army with TL1 weapons and armor.

Here are the results of my hard labour :).

 My APC, type Brick
And a scout car, type Hot Wheels

Here's some fluff for them:
c) Eradicta United
Rebel Faction
The first colonists were a group of drafted volunteers from both India and Siberia. These were mostly people that no one would miss; even criminals convicted to menial labor were put on board. Some among them were families, but individuals and entire villages had to go as well. Needless to say that after the launch, things went away on board as there was a struggle for food and space early on. The corporation guards did nothing to stop this and even fueled the fire on occasions to prevent a full sale riot in the cramped ship.
After the arrival on Eradicta the small war continued, many spread out fast to claim land and resources for their own. A few months later a Siberian warlord called Ivanovitch Straboskovsky managed to unite almost all the remaining Siberians, who were smaller in number from the start on. As they already came from a harsh climate they adapted well on this new planet. But the Indians who are amongst the most successful entrepreneurs on earth already build a lot of factories around the spaceship that brought them here, and were ready for a strong offense. Their crystal mines and the minerals in the soil gave them access to energy weapons that the Siberians could not match. They salvaged the ship for other resources as well, such as synthetic goods and food. 
But just as the Siberians were preparing for a siege they found the starting Indian city devoid of life, smashed consoles and structures as well as signs of battle. As the investigation went it soon became clear that they were not alone on this forsaken planet. First contact with a new alien life form was made, as far as one could speak of contact. A temporary alliance was formed with other Indian villages to investigate this new threat. Deep within the mine they found a nest of what they called: The Demons. This seemed to be a primitive alien race that took the Indian citizens with surprise to feed their young.
The alliance lasted, united against the common threat and the colonists prospered under a newly elected government. This gave a voice to all the parties including the former corporation guards.
When the Soviets arrived they found the colonists united against them as well. The rebels as they were soon called were not going to give up their planet to any newcomer. Long years of hard life had made the though Siberians even tougher and the Indians even more resourceful as well. They were going to teach this oppressor a lesson.

*Tactical Information
Amongst the machines that came with the ship is an old construction walker. The Indians called it Indra and after the first factories arose they refitted it with an energy weapon. At first Indra was meant as a defense against the Siberians. These days the old walker is piloted by Vladimir Matchedev, a half blood who is meant to represent both the Indians and the Siberians. Vladimir has started to call the walker Olga after his mother though, a name that the Siberians happily picked up.
Indra has seen better days, but its presence alone gives a huge boost to the rebel's morale.

With almost no supply of synthetic materials to work with, it is little wonder that the colonists have very few vehicles. Almost all serve a dual purpose as haulers, transport, offense and defense. Most synthetic goods come from the salvaged ship, where they landed with, or tradeoffs with small independent merchants and are a very valuable good on Eradicta, better than their currency even.
The coming of the soviets gives the rebels a chance to gather more of this resource or perhaps make trade routes available with other nations, as they are now aware of Eradicta's existence.
Amongst the vehicles are also a large number of bikes and trikes as these are better suited to traverse the rough terrain of Eradicta. In typical biker fashion these are often customized by its owner and, like the vehicles, are often equipped for offense as well.

While most of the technology on Eradicta stayed on the same level, there was one major invention that reflected their resourcefulness. The creation of the Caretaker or смотритель/केयर टेकर was not without a huge sacrifice though. Six of the highly valuable and almost sacred power armored suits had to be sacrificed to gain the necessary components for this new walker. No wonder that the onboard control system is closer to these suits than to these aboard Indra. These days, many people at the SCS (Sector Control Security) staff are still not sure whether the investment was worth it.
The Caretaker is a slow walker, but capable of traversing any terrain. It is also build to fit into the larger mining shafts to stop the larger alien creatures from emerging. Despite all its virtues, it is rarely fielded though.
But war can change that.

After many years of isolation, the level of technology the rebels possess is far behind to that of the rest of the human forces. But the equipment they have is adapted to the life on Eradicta and possibly more reliable in the harsh climate as well

Standing Troops:
The rebels are a ragtag bunch of hardened but unorganized fighters, led by the self-proclaimed warlords Alexander Sidorov and Ajeet Balakrishnan, who were appointed by their government to deal with the problem.
One of the most frowned upon customs among many civilian workers and rebels alike, is the use of cybernetics, which is viewed as archaic by earth nations. This can take the form of self-mutilation such as buzz-saw hands and the like.

The SCS, short for Sector Control Security are the best trained troops available on Eradicta and can be compared to earth side police forces.
These were at first trained by the former ship guards, but soon a real academy was erected to enhance this training even further.
SCS members are all used to operate in confined areas to stop any alien incursion from happening, but are also fielded to stop small scale uprisings and other conflicts. They even have some investigators and a crime fighting section.
This security force is equipped with better weapons than the rebels and wears some kind of armor when on duty. They lack the logistics and expertise for full scale war though. But they are the best that Eradicta can field against the invaders. Luckily they have the home base advantage and can count on the support of any native Eradictian. On top of that they have their training and are able to work in coordination with each other as well as non-security units.
Among them are also a small number of highly trained pilots for both walkers and the power armored suits.

After the initial landing, the security force was quick to secure the few power armored suits that were on board. During the chaos and war that followed, these were safeguarded and kept secret. Nowadays these receive constant maintenance from the Eradicta Security Force engineers. In times of need these suits can be an unpleasant surprise for the enemy.
While limited in number, they are still in top condition and can give the security force much needed armored support. Unlike other powered suits, these security suits were designed to operate in zero G, where their size and weight didn't matter. Twice as tall as a human, these are closer to a walker than a more advanced powered armor. Unfortunately, they draw a lot of firepower with their size, which also makes it hard to find cover. With their reversed legs, they handle very shaky when not piloted by one of the especially trained security pilots. Luckily they are quite versatile when it comes to weaponry as they have open hands to handle a multitude of tasks.
Eradictian engineers upgraded the suits with extra hardware such as an enhanced lifesaving kit and stronger sensors to make them more combat ready. To save the elite pilots after a breakdown, they were also kind enough to install an ejection seat, similar to those used in fighter jets.
They are however unable to reproduce them due to a lack of materials and specialized facilities.

Right now I've started to paint my irregular insurgents and another tracked APC. I also still have to convert my power armored suits, as I found out that one of the weapons blocks the suits visor slits. So I'm going to raise their heads and add some sensor eyes. If only I was better with the putty, I clearly did not play enough with clay when I was younger.
Anyway, lot's more to come.

See you all along

Saving and logging out

Sunday, 28 October 2012

Theatre of War

Here's the setting for our Tomorrow's War campaign. For the campaign I altered the scenarios that help you learn the rules a bit to make them fit in our campaign. The setting below describes the Neo-Sovjets as the invaders, but this will likely change as soon as my friend's got a name for his marines.

After the groundbreaking discovery of 'gate projection' technology in 2065, mankind began to search the stars. With the discovery of the garden world Grissom by the US in 2099 the possibilities seemed limitless.
In 2106, right after the discovery of St. Brendan a garden world as well, another possible colonization world was discovered. The world which was dubbed Eradicta, while close to its star (NebulaXVII, BetaVI), showed a high concentration of crystals and minerals which creates a characteristic red planet, just like it is the case with Mars. There was almost no vegetal life (except for some grasses) however and the close proximity to the sun would mean temperatures that could range from 50°C to 80°C during daytime. But that didn't necessarily mean that no plants could grow there. Despite all this and the protests, the planet was classified as ready for colonization as major companies viewed the probable gain weighed against the risks. In 2108 spaceship Majestic, which was little more than a converted transport ship left for the planet with onboard about 2300 colonists, mostly Siberians and Indians. Ten months after arrival, communication faltered. Since its star send out some violent star storms during this period the colony was considered lost and the planet was soon forgotten because of the rise of the Martian workers against its investors.
2291, Man has travelled further in space and war is once more at hand. Eradicta was disputed by both Japan and the Neo-Soviet union of Russia because of its resources. What couldn't be done during a time of peace was no problem during a time of war. Russia claimed the planet as spoils of war. And because resources were hard to get during these hard times, the workers union send out a ship to harvest the resources before other nations could get to it. There was one possibility that no one had foreseen. The earlier colonists had spread over the planet and weren't really happy to see the newcomers. Hardy and sturdy survivalists forged in the mines and by the harsh climate rose up against the Russians. None of the Russian workers would ever leave the planet again. The Russian army, decided to split a small part of its main army to crush the insurgents led by the Russian matriarch-general Yulia Tymoshenko. Little did they know of the dangers deep in the mines, a danger that caused the communication breakdown earlier in the colony's history.

I also took some pictures, just to show off my 'Aliens' and for the fun off it. They turned out a bit glossy though:

This is some work in progress. These are the power armored suits (from Critical Mass) for my insurgency force. As they are a bit large to be just power armored suits, I give them the Mounted Cavalry rule as well. Ruling that the pilots could leave the suit by an evacuation seat.
I'm not a big fan of the arms that came with them as they looked a bit goofy. So I took some WH40K Space marine arms, they fit nicely as these models are about the same size. For weaponry I plan to use some Heavy Gear weapons, but these are still on their way. They still need bases as well.
Behind the suits you can see some of the many civilians that I still have to paint :).

Wouter out

Saturday, 27 October 2012

second battle

Friday evening is battle evening at my place. And Saturday afternoon we play an rpg, well almost every saturday.
As a side note: Currently I'm leading a Fireborn campaign, but recently the following rpg came to my attention and I will probably try it at some time:
I think it is a wonderful idea and hope it will see many supplements in other languages as well.

Anyway, about Friday evening. We played a pretty straightforward battle, with me using my spetsnatz troops and my opponent his marines. I had the better trained troops and recon power armour while he outnumbered me.
His mission was to get to his APC and guard it, while I had to try to capture an enemy officer. Our missions were generated using the rules in TW. The real goal was to get familiar with the rules. Last time I forgot to use the rules for powered armour and my opponents forces had better Tech Level. This time our Tech Level was the same.
In contradiction to our first battle, the game only lasted for three turns. Where I annihilated his forces with superior Troop Quality. I didn't even bother going for my objective. He won initiative the first round, but could only walk to his doom. Because of the Recon armour I could cross the battlefield very fast, and had almost as much firepower as he had. Especially since every unit had two support weapons.
The gaming mat we play on is a 2'x2' from Baueda. Which should be the right size for TW. We talked it through and I think my opponent should take more units next time.

I'm still playing with my Neo-Sovjets because I still haven't painted my Insurgents yet and I'm still waiting for my reinforcements (hurry up Khurasan ;)).

Logging of for now!



Friday, 26 October 2012

New to this

It took ,me a while. But after surfing around a lot and visiting other people's blogspots I decided to start my own. Recently, me and a friend, started with a 15mm project.
This after many years of 28mm wargames. We played and still play a lot of different games: Warmachine, WH40K, Anima Tactics, Malifaux, Infinity, Freebooters Fate to name a few.
So it might be possible that this blog isn't about 15mm at all from time to time.

So, why start with 15mm. The reasons are simple:
1. We are busy people with little time to paint and 15mm paints so much faster.
2. Trying something new. And the idea of picking the mini's that we like from any manufacturer is something that really got us started.
3. I saw the Demon models from Khurasan and was hooked.

About the project, our goal is simple: Try as many game systems as we can find and select the one that suits us best. First up is Tomorrow's War from Ambush Alley Games.
I started with an Neo-Sovjet force and my friend with an army based on the Rebel miniatures Titan marines. Which he still hasn't named yet (so, Bram if you are reading this: hint, hint ;)).
But since I liked more difference in our respective forces, I switched to an insurgent force. Saving my Sovjets for later. Of course I also started gathering some space Demons.
To field them I really need some anti-tank weapons, so I started a conversion to create a larger creature.
The creature is an old Rezolution model. That I'm going to make more 'Alien'.
Here's some of my Neo-Sovjets. With a gigantic walker... I was lazy I know and bought an old prepainted Rackham Yaga. In front of it are some Spetsnatz troops.
 This is a group shot of my Neo-Sovjet leader, military advisor and aid/driver.
 And some civilians in front of bunker 18 (from Brigade models). They are a mix of GZG, Khurasan an A lot more are on their way, and I mean a lot.

Space out for now.