More additions to the Halfling army here. They've been in-process for weeks, I've just had precious little time for painting recently. Models are 28mm from TT Combat.
Happy Thanksgiving everyone. We're off the Charlotte, NC for a few days.
More additions to the Halfling army here. They've been in-process for weeks, I've just had precious little time for painting recently. Models are 28mm from TT Combat.
It's been a while since I attended a Tanksgiving event, but made the trek on Saturday for an afternoon of gaming with a group. I didn't actively play anything, I just GM'ed a game of my Stardust: Ground sci-fi battle game. I set up a four-player game, in teams of two. The setup...
Investigation at Spiritreach
Or
The Spiritreach Standoff
a Stardust: Ground scenario
Miners at Spiritreach outpost have recently uncovered ancient tablets containing Contaminant markings. The people of Spiritreach have slowly succumbed to the dangerous whispers released by the unearthed tablets. Not only have civilians in the mining community been turned by the powers of Contaminant, but the Red Guard posted nearby have been twisted and see nothing wrong with what’s going on. Outsiders of course have sensed the change and know it cannot be allowed to continue.Defenders’ Orders and Situation
Why can’t those nosy troublemakers leave us alone? We’re doing our own thing and they’re still getting their shipments of unobtanium. Well, it looks like they want a fight so we aim to give ‘em one!
Your forces are deployed around the mining outpost. You might be able to play a bit of cat-and mouse hiding among the buildings for the early parts of the battle. The Red Guard have two VTOLs that each carry a squad of infantry. Those enter the game as reinforcements and should catch your opponents by surprise. The VTOLs are transports, not fighter-bombers, so be careful with them!
The Cultist Demolishers and Red Guard Lancers are both very capable heavy tanks. The Harrier is more of a specialist and the Catapult tanks are rocket artillery vehicles more useful against infantry than vehicles. The Python Walker is quite strong, particularly in close combat and targeting the flanks of enemy vehicles. Its Elite status can allow it to activate twice in a turn, a very rare capability. Keep it hidden so you don’t lose it quickly to lucky shot.
Yadin played the Red Guard and David commanded the Cultists.
Attackers’ Orders and Situation
These rubes never learn… you play around with ancient writings, you get mutated and lose your eternal soul. What’s so hard to remember about that?
Aside from neutralizing any resistance, there are three locations within the outpost that are likely to house the unholy tablets. Finding those tablets is a high priority. The GM will let you know those locations that should be searched.
Your forces include Space Marine Terminators. They can deploy onto the battlefield via Teleporter. When you’re ready to deploy them, give them an Order and place the Terminators anywhere on the battlefield in base contact with one another and not within 5” of any friendly or enemy unit.. Yeah, it’s just that easy. They may immediately take their action. This sudden appearance should be a nasty surprise for the defenders! The Captain must remain with the squad; unfortunately this means his Elite ability won’t be available.
The Dawg’s Brawler tanks are very powerful heavy tanks, but your force, overall, is quite outnumbered in the tank department. Terminators are good for anti-tank work in close combat as are the Dreadnoughts. Keeping the Dreadnoughts healthy during their transit could be difficult.
Disembark the Space Marines from the Rhinos once they’ve made some good progress onto the battlefield. Marines are quite difficult to kill while on foot due to their Veteran status.
Wayne B was the Dawg Commander while Ziggy ran the Marines.
Our battlefiled. The Cultists and Red Guard occupied the big hill and buildings while the Marines and Dawgs joined the battle from the far end of the table.
I didn't take many pictures, especially early into the game as I was GMing and helping my players understand the process.
Ziggy's Terminators teleported in atop the hill and assaulted a squad of cultists in the large building. The terminators were in-turn assaulted by a second group of cultists. Terminators, being the most powerful infantry unit in Stardust, were able to handle the challenge without much trouble. They entered the gray building a turn later and searched for the tablets they were hunting. Of course, they found them sitting right there on the coffee table being used as coasters!
The battle continued to rage all over the tabletop. Batteries must've been weak and gunpowder wet because for all the shooting, there were remarkably few casualties.
But melee was a different story. The Python walker vehicle was manhandled by a unit of Space Marines!
In the attacker's backfield, the Red Guard sent two airborne infantry units. One of the VTOLs was hit by AAA and crash-landed, but only one of the infantry stands was taken out. Not pictured... moments later, the Dawgs called in artillery on the downed VTOL, wiping out the squad except for the medic!
Darkness fell and of course visibility was now a major issue. True to form, weapons fire was still almost completely ineffective.
Dawgs and Cult Fanatics mix it up!
It was a bad day for fliers! The Red Guard airborne troops assault and destroy the immobilized Marine Dreadnought. They'll take all the kills the can find.
The last shots of the game. The Guard's tanks fire another barrage of plasma at another immobilized Dreadnought. More misses. More failures to cause meaningful damage! Yadin had spent 3/4 of the game shooting at that thing all all he could muster was a mobility kill. It truly was amazing.
We decided to call the game. The attackers, Wayne B and Ziggy won handily but all the players enjoyed themselves. The two who'd never played before (Yadin and Wayne B) both were quite happy with their choice of a day's entertainment so that makes me feel good as a game designer and scenario maker.
Happy Thanksgiving everyone!
I finished up the Malifaux models I included in the previous post. They painted up more quickly than I was expecting. I didn't go gangbusters with the highlighting and all that. Just colors and inks. Rough and ready, looking for some table time.
And a reverse of the lot
I can't explain the blue base edges; it just sort of happened.
I did test out a new set of skirmish rules I've been working on Saturday evening with my wife. The intention of the rules is "group friendly" and "very little explanation needed." The test went well. We used my 15mm toys - it was an X-Files episode again.
I've been under the weather the last few days. I've been hard at work watching Mythbusters and assembling miniatures while coughing, snotting and aching. Feeling much better today, though the congestion will be with me a while I suspect.
Zig and I pulled out X-Wing on Saturday. It had been a while for both of us. We used the updated "2.5" rules by Atomic Mass Games. Some minor changes but nothing game-changing.
I put my Galactic Republic Jedi + Clones out there, including young Anakin, Obi Wan and Yoda. How's that for a triple-crown? Ziggy's Separatists had difficulty finding the fire button and it ended up as a pretty one-sided affair. Either way, it was nice to play the game again.I put together some Battletech bases a week or so out of spare hex bases I had, combined with 6mm WW2 and cold-war leftovers. It was a fun little project which netted five AFVs and six infantry stands for my Marik forces.
The crew got together for a Saturday of gaming yesterday. It started as just a Check Your 6 Jet Age game but Mike and I threw a Battletech Alpha Strike game in giving us a full day with two games.
Wayne set up the first game, an air battle set over Kashmir 1971. The Indians (Wayne, Mike and David) flew Mystere IVs and MiG-21s while the Pakis (me and Ziggy) had Sabres and Starfighters. There was also a bit of AA on the table that was ultimately nothing more than a distraction.
My F-86es (nearest in the frame) hooked in to go dance with whatever they'd find in the center of the table. The Indian Mystere IVs were being played by Hawker Hunter models.
I set the table up quickly for the Battletech scenario. I GM'ed and supplied the attacking force of Steel Viper Clan mechs. Mike supplied the Inner Sphere Davion defenders.
I added to the Battletech collection and finished up some new minis over the weekend. These were new purchases for a change, not hand-me-downs. Enjoyable as always to paint up!
Given that I needed to beef up the size of my goblin units to twelve each (bows, spears and hand weapons), I had to pick up some minis that would get the job done. God bless Reaper minis. One $7 pack of Bones has everything I needed:
And because I was in a shopping mood and figured the goblins will have tougher orc friends, I snagged a pair in another Bones pack for the tidy sum of $5.
While at Southern Front, I picked up a freebie metal orc miniature in the giveaway bin. He got based up a painted along with these.
I'm happy with how these came out. They'll fit in nicely with the other members of the tribe. The mix of sculpts and aesthetic is appealing to me; I like the chaotic assortment of armor and weapons in my orc and goblin hordes.
I finished up the second batch of Wargames Atlantic 28mm Halfling Militia a few days ago. These are armed with pikes and halberds. Short arms necessitate long weapons! They're done up just like the archers I did a month or so back, with minor tweaks to the basing. A fun group for sure.
I've been putting together a healthy sized collection of goblins and halflings recently without a specific goal or game in mind. As the collection grows, my mind has been turning to "what am I going to do with these?" I've given Donnybrook a look and I think it'll work rather nicely. It'll require some extra bodies to get up to 12-person units, but that's certainly in the cards. More to come!
The season of the witch, that is. I'm on another tangent right now and have dipped my toe back in the 1/72 pool. The models are from Re...