Saturday 22 December 2012

Friday night battle

Hey

Last night, me and my friend had our first Tommorrow's War battle that incorporated vehicles.
We had some issues such as: Can I ram something with my vehicle (it isn't described in the rules) and what happens if my troops crawl from the burning wreck: Do they have a reaction or not.
In the end we decided to not ram things and work things out in a realistic way.

Anyway, we had fun and that's what counts. Altough my friend felt that the rules for morale are to heavy. Perhaps we played 40K for too long :). It is true that once you start taking casualties there is a downward spiral. Personally I like this gritty aspect and find it quite realistic, where my friend thinks it is too rulesheavy and limits the forces too much.

Here's the rapport:
We both had 800 points (using the beta rules for armybuilding) worth of troops and rolled for the mission. I had to exit at least half my force from my opponents edge of the table. My friend had to stop me from leaving and cross the middle of the board by turn 4.

We both failed, I can tell you that.

Turn 1: My friend had initiative and moved forward. Two units were riding in his APC's while one had to slug it out on foot. I had a shot with a guided missile but failed to penetrate his thick deck armour (4D8ATGM versus 3D8 Deck Armour). It also meant I now had to start rolling to see if I got a missile.

Turn 2: Initiative was mine! My vehicles and Mobile suits crossed the open field very fast and I shot at his only vulnerable unit, making 3 casualties. Another shot with my guided missile was another failure. I started to worry.

Turn 3: My friend had Initiative again and moved his vehicles forward. His main gun from the first vehicle easily rendered my scout car with the missiles out of action. Luckily only the crew was killed and since it didn't brew up, I could still use it as cover for my fireteam inside. His other APC unloaded the fireteam inside and shot at other scout car. It brew up in a ball of flame, killing almost everyone, except 2 members of my second fireteam. His Fireteam also shot at my mobile suits and flattened all.



Turn 4: With only one vehicle left, things looked very bad and I almost lost hope. When my friend won initiative again and blew up my last vehicle I thought everything was lost. With a stroke of luck all my Mobile suits stood up, unscarred and where ready to return fire. He fired at them with his vehicle, but my armour saved me. When his Fireteam whot at me I mowed them down in return. Then another lucky shot destroyed my friends hope to win the battle. At the bottom of the table a lucky RPG shot penetrated his vehicles armour and brew it up. Only four of the passengers managed to crawl from the wreck. I shot at them with my other weapons and caused three casualties, pinning them down.
Turn 4: The missions were already lost, but I knew then that I could still win if I could only destroy his remaining APC. The dice gods were kind and I won Initiative. First things first, I shot again at his pinned fireteam, but this time no casualty was caused, his return fire also did nothing. Especially since I was still using the scout car as cover.
Then I moved on to my mobile suits, firing my grenade launcher and assault gun at the vehicle, since these have AT capabilities. With only one die I caused a hit and brew it up in another ball of flame. My leader with his SAW then shot at his fireteam at his table-edge, but he won the reaction and left the table.
The battle was mine!

It was a very exciting to see how it could easily have gone the  other way. Me losing my vehicles left me with almost no AT capabilities. My mobile suits are tough, but as infantry gets an extra die against them and they don't gain a cover bonus they are kind of fragile as well. I've got some infantry and another tank that I'm very busy converting/painting. Perhaps I'll try them out next time.
This was also a battle with two regular forces, I'm curious to see what happens when I field my irregulars.

Enough for now!

Logging of

Thursday 20 December 2012

Mobile suits

Hello,
Here's a quick update as I managed to finish my Mobile suit team. As a way to distinguish my commanding officer from the rest I added a little antenna using a guitar wire.


I took it early in the morning so it is a bit dark.
 But you get the idea.

Greetings


Sunday 16 December 2012

Slow progress

Hey I'm back!
It took me a while to post this update. Mostly because its so busy at work and in my private life that I  have almost no time to paint. Luckily I've got a lovely wife who gives me some time off.
This weekend I was finally able to finish some miniatures that were near completion anyway.

Rather than starting some on something new I also took the time to paint the bases of some bought terrain.
I'm certainly not a terrain Guru and don't like spending to much time on it. So when I need something I buy it and paint it if necessary as I lack the time and patience to build it myself.
The shown terrain is from Battlefield in a box, at first I thought it was a bit too red, but after painting the base to match my table (which I did paint myself a few years ago, before I had kids) I found the red a nice change of colour. I'll probably repaint my existing terrain to match this badlands terrain from GF9.

Here are my Mobile Suits. They are a bit rushed and won't be winning any beauty contests, but I think they turned out OK. Now I only have to add their weapons and finished!
As their bases are a bit large I'm thinking about adding some crystals or rocks, but haven't really decided yet.

These are my vehicles so far. I finished another scout car, with a missile launcher this time.
Three cars that are capable of transport, so my small force suddenly gains some mobility.

Here's a picture of my badlands terrain. Just to show the colour differences.
I'm not so sure about the crystals, they are too glossy. Perhaps those from GF9 are better.


Now, another hectic week and the holidays are there! Finally some time to finish more troops.

Logging out for now!

Sunday 11 November 2012

Busy at work

Well, it has been a very hectic week at work. So much to do and so little time. I barely found any time to paint.

What I finished were just 5 mini's for the irregular tier of my army.




Not the best paintjob or photography, but I guess I did ok.
These are the first 5 of 10, but I guess you get the idea. I used Wasteland warriors from 'The Scene'. The miniatures are brilliant and I was not sure how to pait them at first, so much detail.
What I really like is also how versatile these are. They could easily be a 15mm Goliath gang for Necromunda or feature as a road warrior gang for Savage Worlds Hell on Earth.
By the way, I did the chessboard design on the one above as a sort of homage to the original WH40K spaceorks.

Next up are some more of these guys and some zombie-survivors that I'm going to paint up as Indians.

Greetings from the edge of sleep.

Over and out

Sunday 4 November 2012

Crisis Antwerp

Yesterday I went to Crisis in Antwerp (http://www.tsoa.be/crisis_2012_general.html).
And as always with conventions I go with certain hopes and expectations. This time I was hoping to do some demo's for both Dreadball and Sedition Wars and get some stuff for my 15mm Insurgent army.
But as usual you end up with some highs and lows. Here are mine:

The Highs:
-This year Crisis moved to a new location. It was a very pleasant experience. Where the corridors were crowded last year, and you had to use your elbows to make room if you wanted to see something. There was plenty of room this year, you could see the tables clearly and talk to the ones participating without problem.
-The stands of both Wolsung, Eden and Bushido were really cool. Wolsung had this guy answering questions, dressed up in a steampunk uniform, including the high hat. There was also a very nice display table. Bushido had some very nice demo tables and I was able to do a demo here. The guy who did the demo was very kind, despite my many mistakes :), it was clear he was used doing this. Well I lost with the monks, but did get a good idea of the game and tactics involved. They also showed me a picture of the latest Ito green, a snake-warrior who looked really cool.
Taban (Eden) had a nice display board as well and did show of almost every mini. I remember that I still have to paint a lot of Bamaka's.
-At the Critical Mass site I pre-ordered some buildings to pick up at the convention. They where at half price this time. So I got the 3 sets of Arc Fleet buildings at £80 instead of £160, a very nice deal. I also received a free rulebook.
-Freebooters Fate had a new maw-dropping demo table. Well I had seen it online, but is always better in real life. I also picked up the LE Gunpowder Mary here.
-The super Dungeon Explorer table was very beautiful as well. I got this game lying around for almost a year now. Perhaps I got to blow of the dust and start assembling everything. Here's the link to see it: http://forums.sodapopminiatures.com/viewtopic.php?f=5&t=355

The Lows:
-When I searched for Studio McVey, I finally found a map. It said: Studio McVey/Car broke down/Not here :(. Disappointment number one!
-Mantic did not give any demos. In fact, their stand was little more than a show for their products, with Dreadball almost not present (with a basicbox, just the box and not the contents and the package of the Delvers team). They were giving out flyers and answering questions, but that was about it. Very small for such a large company. Disappointment number two!.
-The scene and Ground Zero Games who were present last year did not come this year. So I had to order some more vehicles from the GZG site when I got home. Me and my friend were also hoping for Clockwork Goblin to come. But they were not there either. Some more disappointments.

Well, we had fun and did see a lot of cool tables.

That's about it for this time, I forgot to take my camera, so no photo's I'm afraid.

Greetings

Thursday 1 November 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
Technology:
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:
http://www.kickstarter.com/projects/1858774754/magicians-a-language-learning-rpg
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!

Greetings

Wouter



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 15mm.co.uk. A lot more are on their way, and I mean a lot.

Space out for now.

Greetings

Wouter