Showing posts with label 40K. Show all posts
Showing posts with label 40K. Show all posts

Friday, May 10, 2019

An Exorcise in Caution Part II: To Dance With the Devil

Previously on An Exorcise in Caution, Lucas Warmbier, the ancient scion of the Burkhan Kaldun dwarven engineer's guild, was tasked with studying Terran equipment and tactics under the guise of a joint exercise without letting the Terrans learn too much in turn. We find Lucas sitting in his sidecar and watching the parade from the starport.

.  .  .  .  .  .  .

Lucas thought to himself and jotted down a few notes as he watched the troops roll onto the field. His task was ostensibly to serve as "blue team" defending the shuttleport against an alien incursion from "red team." With the one twist that "red team" was, in fact, a mixed company of Terran marines and army troopers. No matter how this came out, it ought to be interesting and educational, and the weather was lovely, so . . . Lucas was ready. If the other fellow would march his men up the hill Lucas would march his down again and see where that left everyone when all the smoke bombs and flashing lights cleared up.


The basic plan fell into the broad category called "Let the Wookie Win" by fans of old earth theatre. Hopefully in this case, since it was a contest of strength, it wouldn't prove too difficult to make that convincing.The real question was to see how strong the big hairy monster from humanity's ancient past really was, and whether that monster had half the tactical acumen to match its ancestor's be damned strength. Still, it paid to at least try to deploy well. Immediately outside the spaceport gate was a replica castle with enough mass and care to be genuinely useful. To approach the spaceport gates, which were themselves fortified with modern plascrete, the would be attacker would inevitably need to pass quite close to the castle. So Lucas put a strong force both within and without the fortress. To the east, on his right flank, he deployed the Bradislav brothers (a quartet of enormously tall ogres), a mobile rocket launcher, and a squadron of Burkhan Kaldun's finest petrocavalry, including the younger Ganbaatar. 


The left he anchored with Moab's most veteran lifers, a squad of Burkhan Kaldun's most experienced, a small artillery battery, and a mobile reserve mounted in an APC.





Outside the castle that dominated the center Warmbier arrayed his hearthgard and a scout walker as further mobile reserve.



The fortress itself was defended by two squads from the Logansport 1st, one mounted on the battlements and at the firing slits below and a second held in reserve in the bailey, where they could easily deploy to either flank, should reinforcements be required.





And finally it was time to test the theory. Gaius Josephus had arrived with his troops in tow and they were indeed marching down the hill. The referees set off the first smoke pots and declared the opening salvos to have missed.



But the fighting was fast and thick. Before the dwarves could even bring it to bear their microwave cannon emplacement was declared disabled with suitable pyrotechnics for punctuation.


Luke's defenders finally gained a measure of retribution when the howitzers and SAWs began to score hits on the heavy suits.


On the right the mobile artillery was jusdged to have scored against further vac troopers.


But the cavalry charge was disrupted and one of Burkhan Kaldun's own vac suits was obliged to play the role of casualty.


Just as the mobile arty was itself removed from play the ogre brothers made a valiant charge at the Terran left.



At the end of the day the referees called the exercise a draw, but Warmbier was fairly certain Josephus had convincingly gotten the best of him. Those Terran Marines really were fairly fear inspiring units, particularly the chaps in the heaviest turtle suits and the gent wearing the walking tank. The pocket panzer was a force to be reckoned with, much more dangerous than a scout walker, even if there was a superficial resemblance. There was just no arguing with force shields without something along the lines of a microwave gun or a plasma projector; something with a good chance of overpowering them. They'd have to ask Captain de Bayamon for more intel. In any case, no matter the outcome, Luke hoped he and the other Rim officials had learned enough if push ever came to shove.

.  .  .  .  .  .  .

Meanwhile behind the curtain . . .

Jay Bobson and his brightly colorful Star Marines played the role of the Terrans. I, of course, played the Rim defenders. We mostly used Rogue Trader, but with a few tweaks. Since I was defending, I deployed first, and Jay reacted to that. His goal was to capture and hold the entrance to the spaceport. The graphic below gives an approximate view of the battlefield. The top is a low ridegeline with a rocky promontory at its center. on the right a road angles through the low spot in the ridge and down past the castle. The barrier walls at left guard the entrance to the starport, with the resort world's signature castle beside it. Some scattered woods and a few coral walls from a farmer's pasture land provide a bit of cover.


The one significant change we made was a turn sequence modification inspired by Bolt Action: we used a card draw to determine who would go next. Jay had red cards and I black for each of our units. Also included was one joker. Shuffle the deck and draw. Whatever comes up determines who can activate. The joker ends the turn and whoever has not already moved simply does nothing.


In theory this means you want to move your important units early, but I think we had too many cards. Not only did we include them for squads, but also for personalities in the cases where they moved separately. This meant there were lots of cards in the deck, so the joker wasn't particularly likely to come up in any particular draw. This dulled the "whammy" aspect of each draw and made the turns run longer.

For next time I think a better system would be to have every personality a member of a squad. If squad and personality satisfy unit cohesion rules, you may activate them together. If they are acting independently perhaps it should be one or the other. No reason you couldn't use a future card to activate the other part, but that would automatically mean you won't be moving everything, even if the joker comes up dead last. This creates a natural cost to detached operations. (The same could probably work for any detached element.) Sure, you can do more subtle stuff, but the more complex chain of command will slow you down. I think I can live with that. And with fewer cards the odds of the joker coming up increases dramatically. Winner winner!

Which brings up another thought: we both used snipers. Snipers could be the one exception to a couple of rules. They should probably be the only units allowed to target individual person-sized models. And they could perhaps all act on a single activation phase, unit cohesion or not. After all, snipers always act independently. That's just what they do. But one card should probably still suffice for all of them.

Anyway, I think we both had a good time, though long games and hard concrete floors aren't the friendliest on the tootsies. And obviously this will all work better as we get our stride back and settle on some major combat rules that satisfy both of us. In the end, I'd love to maybe shepherd a campaign through the distant stars, so we do need to find good rules.

As always, thank you for reading along. I hope you enjoyed the yarn as much as I.

Sincerely,
The Composer

Tuesday, April 2, 2019

The Good Steal

Genestealers. You cannot fail to notice a thing that loves you so much and wants to make you a part of the family. By Any Means Necessary. When Games Workshop turned the Lord of the Rings in Space into a more general Sci-Fi homage (and who wouldn't, really, given half a chance) it was perhaps inevitable that they should lean on the great works of the day. In Rogue Trader they gave us elves, dwarves, orks, and evil wizards. They mentioned ornithopters and laser swords. They had dusty waterless settlements, slaves, mines, and gangs of motorcycle punks. They even named a prominent setting after a half forgotten B flick. But they made only the most bare, passing reference to the crazed space bugs with a penchant for violent and involuntary cross pollination that were then taking the world by storm. It didn't take long to rectify the omission. (With a disco beat. Oh yeah, you know what I'm talking about Mr. Soul-Patriarch.)


Normally, Citadel seems to have entrusted one sculptor with getting a range started; with setting the tone and creating the atmosphere that would define it forever after: Bob Naismith gave space knights bascinet beaks. Mark Copplestone taught us the army of the future needed spats. Bob Olley gave dwarves giant noses and cigars and pirates a perennial hunch. Jes Goodwin gave elves shiny space chainmail and a dancer's poise. But when it came time for extra arms . . . we got the Olley hunchbacks and big noses, oh yes we did, but also Goodwin's dancers. I'm not sure I can think of another iconic sci-fi trope where two such different artists had such a dramatic impact so early. But you really can't have genestealers without both. And so far, my collection was a little wanting for the dancier hybrids. I have fixed that.



That Jes Goodwin fencer's pose is unmistakable. (Olley, to his credit, even seems to reference it in some of his more recent offerings in the style.) So it's a happy making moment to add a Goodwin genestealer to the cult. Welcome home, Mr. Goodestihl. The congregation has been waiting for you.


Thank you for joining me. May your gaming bring you joy and may you find your treasures without turning too much gold into lead. ;-)

Sincerely,
The Composer

Friday, January 25, 2019

Moab Militia

Here's another project that didn't get the attention it deserved last year: a guard unit for my desert world. It's a diverse sector of space that recruits from all strata of society, so there's more than just your average four-limbed ten-toed two-meter hairless Homie (sapiens) grade stock here. That said, the "normies" form the backbone of the group: the 1st Logansport Guard. IG clearly doesn't stand for "Not Going" but maybe it doesn't quite equal "I'm Gonna (Regret This.)" . . . (Probably close, though.) This unit, though local, looks pretty experienced and maybe even fit for its environment.



There's not really a whole lot to say here. The models are unmodified Rogue Trader era Imperial Army and Guard troopers. I went with something of a desert camo, which was even rather popular in the US at the time, what with recent memory of quick and uncontroversial military excursions to khaki coloured environments. I batch painted them after a fashion, which allowed me to work more quickly than usual. For uniformed projects it's truly the way to go. It's really hard to argue with these lovely old models. I'm glad to have added them to my collection, and I think I ought to find my way to more of them.

Next up I'd like to spend a second talking about a repaint. The fellow below was one of my original Rogue Trader models acquired and painted in the late eighties. He is labeled "scout," but I don't recall if it's clear a scout for whom, precisely. I'm taking him to be a scout for the local guard unit. I loved the Lawrence of Arabia vibe the fellow gave, and who better to serve in a desert militia than a deeply desertified scout. But the paint was not quite to contemporary standards and I'd once previously given him the repairative treatment and found it wanting. So it was time for a dip in the green waters and a new coat of colors. Here's a last look at what he once was.


And here he is after repaint with an equally veteran friend. The new colors are fairly reminiscent of the old, save for his khefiya. I considered giving him a more traditional black and white pattern, but I think the blue stands out well at this scale and stripes are perhaps clearer than checks. Blue is, in fact, something of a theme. I don't usually paint eye colors, but for him I made an exception.



And while neither of them is quite in the standard contemporary uniform, well . . . they've been out campaigning a long time in a lot of places. And I gather it's best to be at least tolerant of the snarfy looking veterans and maybe even to listen to what they say.

Our next batch of militia are two ogre brothers joining the previous pair. Ten toes maybe, but quite a bit more than two meters. Probably three to the chin.


In keeping the tradition of naming them after my grandfather's brothers these two are John and Rudy. (The blonde ogre and the fellow in the breastplate.) They join George and "Little" Milton. (I suppose now this means I need to craft a couple of female ogres somehow.)


Here you see them out hunting bugs. (One of their favorite activities. Kill your enemies and put food on the table at the same time!)


That should about wrap up the local militia expansion. (There were previously several with fewer than ten toes and quite a lot more fur. And the shorties are mostly not local and not in the guard.) As always, thanks for looking.

Sincerely,
The Composer


Wednesday, January 3, 2018

2017 in Review

From the perspective of this blog you might get the impression 2017 was a rather slow year. While that wouldn't be entirely incorrect, it would be at least a little misleading. I didn't get the biggest pile of work done, but I wrote about a much smaller proportion of it than usual, so the quantity was, perhaps, not so startlingly low as one might think. So in the annual act of summary, here's what actually happened . . .

2017 started off slowly, but in a fairly large way with a solid few set pieces and some good adventuring.

The MB-1210 Starshuttle.

The Shrike Light Fighter

And the Carnival House

All of which made appearances in the first story arc of the year. That's about all the scenery I managed to finish all year, but I got a start on some other things and painted a few 28 mm miniatures. To wit:

Cowboys on Commission made 1 and 2.

Mr. Bishop was 3.

4 and 5 were an octopus and his handler.

6, 7, and 8 were something of an odd lot.

9 through 19 fleshed out a small army unit.
(Ignoring the more conventional field piece and the two people on the far right.)

20 and 21 were hardened veterans.

22 was a croc I call "Killface."

23 and 24 were two more ogre brothers.
(The pail blonde fellow and the gent in the breastplate.)

25, 26, 27, and 28 started a second Hexapodal Messianic congregation.

29 and 30 were a warrior missionary and a bone-fide Messiah.

31 and 32 were guards, both human and mechanical.

33 though 37 were repaints of  Marines from the legendary 32nd Legion.

and 38 was a rainbow ganger for a miniature exchange.

. . . . .

I did get a few other things started, but let's consign them to 2018. Here's how it relates to my goals of last year.

A. Please do try to get a little more done in 1/2400.

Nope. Not happening.

B. Some non-human civilians would be mighty nice.

Sort of? Do armed demi-bugs count? Or a cheerful demi-bug schoolteacher? They're only part human. And maybe a couple of weekend warrior ogres. They're mostly civilians now. Let's call this a qualified success.

C. Moab needs "entertainment." And maybe more religion.

I suppose the carnival house counts for entertainment. It doesn't completely scratch the itch, but it's a clear start. A partial success.

D. Ships. Multiple now, and not just one. For the Lace Rock kinder and others. You have materials. Ues them.

I got two done and started not one, but two others. The Gang's ship is still on the ways, but we'll count that another qualified success.

E. Additional Space Port facilities.

Not really, no.

F. Some more dense urban stuff might be a nice change.

Mm, no, not really. Not unless you count the brothel. It's supposed to be "Venetian" in its inspiration, and I suppose that counts as a dense, if small city. We'll give this another half hearted sure.

G. A rock. The gang really does need their hidey-hole.

I've done a little more thinking on this one, but it's been pushed off another year.

So that's four partial successes and a little "Whoops! Where did the year go?" Four out of seven isn't too bad by my own standards. Hopefully 2018 will be a little better, but . . . it wasn't a terrible year. 38 miniatures, a couple of spaceships, and a modest building.

And I did get more gaming done than showed up here as well. I suppose I got in several local games, a solo or two, some Space Hulk (that counts, right?), and not one, but two conventions: Cornhammer and Oldhammer in the Jerz, which was the primary US Oldhammer event this year, I do believe. That might have even been as many as ten events pushing lead around tables with friends. For me, that's a pretty substantial year. Helps to move back to civilization, I suppose.

So where to next year?

Well . . .

A. Let's get those other two ships finished off, at the very least.
B. It would be nice if all my spaceports didn't look quite so similar, so more spaceport buildings.
C. A temple and a bar for the city.
D. A hideout for the gang.
E. The interior of a Gubernatorial palace, I think. Oddly. More on that later.
F. Some desert road tiles. More on that later as well.

Thanks for coming along.

And Happy New Year!




Sincerely,
The Composer