Sunday, September 30, 2012

Blood Angels 6th Edition Battle Update

Wednesday evening I played my first game of 6th edition against Masta Cheef's Speed Freaks Ork army sporting a lovely choo choo train looking center piece. We kept the game simple by avoiding psykers and using 1,000 point army.

At 1,000 points a my army list was as follows.

Headquarters (Warlord)
Recluse with JP

Command Trait - Coordinated Assault

Elites
Furioso Dreadnought with Blood Talons

Troops
Assault Squad with 2 x Melta gun and PW - (All headless as always, lol)
Tactical Squad with Plasma gun and Lascannon

Fast Attack
Bal Predator with HB sponsors
Land Speeder with 2 x HB

Heavy Support
Predator Destructor with HB sponsors

I went with a variable selection of units to try and see how everything would play out in the new rule set.

The Reclusiarc, although expensive, his extra +2 strength in combat was nice.

The dreadnought I counted as an anti-tank asset, despite having claws versus fists. The dreadnought never got to infantry combat, but got a lucky shot and blew up the grot choo choo. The dreadnought also took down a  killer can before be destroyed by one.

The assault squad was fine. I kept them away from taking out the killer cans for fear of being assaulted and killed off. Be honest I am not sure of the Reclusiarc' +2 strength could win the day. The assault squad was lacking the power first. Normally I add a sanguinary priest to the squad so it was good to see how they would fare.
The tactical squad was fine and this time I gave them no rhino and no special weapon to save some points. The lascannon and plasma rifle was a good change. Funny thing is the time both the lascannon and plasma got to fire in the same turn was when the squad was on the move towards the objective. The lascannon killed an ork out of snap fire and the plasma over heated killing the marine.

The Bal predator was a pure assault tank. I seized the initiative and forgot to scout move it closer.
The land speeder with two bolter is a great harassment unit and I really like taking them. Plus the move 12, fire two weapons and still receive a 5+ save is really good.

The Predator Destructor was a good all around tank. I wanted to take the Annihilator or maybe the lascannon side sponsors, but the cost was it bit hard to get in.


The game went well and it was good to finally try out the 6th edition rules. I rarely get to fight Masta Cheef's orks and I understand his reasons. I put so much fear into thinking I was going to get pulverized, but I really have no idea why. He almost won by having his killer kans sit on the objective while the warboss trotted along to retrieve it. Once I destroyed the rest of the killer kans it took almost two turns of a stupid amount of shooting to kill the warboss, his right hand ork, and a few of his boyz.

The game was really like a game of two yodas.

From the start of the game I had an overwhelming fear of being shot to pieces and assaulted to death by mobs of truck fast orks. Masta Cheef could smell the fear and was constantly asking why.

Yoda of the Orks


While Masta Cheef use this against me in the future?

Turn after turn of the game, the fear of being shot at and being assaulted turned the other way around. My Blood Angels destroyed every vehicle and killed every ork. Around the second turn I was wondering about my opponents ork's demise.

Yoda of the Blood Angels



I did lose a handful of assault marines, the dreadnaught, and I immobilized my predator. (Go Me!) He also managed to assault my assault squad first again.

Masta Cheef did have some nice comments for a power sword held by the tactical squad sergeant I painted long ago. I know I am a good painter, but a slow painter and I often am distracted and flat out quit I suppose. I need to get going with it already. The sergeant belongs to an all beak helmet tactical squad. The sergeant has both frag and crack grenades and has his beak helmet attached to his waste. The segeant also follows the squad with an ammo pouch on the right shoulder pad and an ammo pouch on the back pack. Lets not forget all members of the squad have a pointy stick attached to their weapon.


Tactical squad sergeant with power sword.





My next post will describe my current road block with painting my blood angels and provide a way to unblock the road to painting.




Note.

The whole idea of "much profanity" is a rolling joke between Masta Cheef and I and our gaming and it should not be taken seriously at all.


Monday, September 24, 2012

Magnetized Death Company Squad

A box of Blood Angels Death Company, some creativity, a spot of patience, and a lot of magnets

A long time ago in another city far away I purchased a box of Blood Angels Death Company marines. Upon examining the various sprues I set a goal to magnetize the entire squad.  I wanted to have a squad of Death Company with the ability to field different war gear options making the entire squad as versatile as possible. The boxed set is really good for war gear options, I wanted them all. The only detail I dislike somewhat is all of the small thin hanging features. They are quite brittle and may snap causing profanity.

Here is what I was able to do achieve with 5 Death Company marines and a horde of 47 1/8 magnets.

Foot infantry with CCWs


Foot infantry with bolters


Jump infantry with CCWs or Bolters


Swap CCW for PW


Swap CCW for PF


I did not take WIP pictures, but the overall affect of the magnets shows how much more valuable a squad can become. However magnetizing does have its down sides as some parts tend to sway despite using a high magnet rating. Mostly the back packs and jump packs do this, but its worth it.

The magnets I used were 1/8 in size which I got through kjmagnetics along with some extra drill bits as well as a 1/8 dremel drill bit. The dremel drill bit is essential is it helps to hollow out the drill hole and make a nice snug fit for a magnet. The back pack and CCW arms were very easy to drill. The bolter arms were slightly tougher as I had to get the drill hole as high as I could in the shoulder to make sure the arms connect. The jump packs required no drilling as I just glued a magnet in the lowest portion of the already present hole.

I still need to add their heads and their shoulder pads. I delayed gluing the heads thinking I would not be able to paint the necks coils. However, Death Company armor is pure black so I doubt I will need to paint them. Masta Cheef is well aware and the first to contemplate why squads in my army are constantly missing their heads and still able beat the stuffing out of his various minions. I think I will go ahead this time and glue them in place, less lose them in the case of the my No-Dachi battlemech. Sorry Mr. Hunchback. ;)

The Shoulder pads are kind of tricky as a lot of the ornamental shoulder pads are to bulky for various positions so I have to plan them accordingly to arm position. The boxed set came with twenty different shoulder pads so I actually have enough shoulder pads for all the CCWs arms and bolter arms minus the PW and PF arms. I can leave a shoulder pad off one right arm held chainsword to compensate or find some for sale no one is using.

Sometimes I wonder if I should have just glued the PF on instead of magnetizing it. In 5th edition you had to carry a PF in case the Death Company engage something they can not fight off. In 6th edition the Death Company has the choice of what to do so the PF may not  be as necessary compared to a PW.

Once all of the above is done I can consider them assembled and ready for priming with black spray paint. Painting them may be slow as I need to do some research for paint recipes for their various gear and ornamental parts. I want to get all my Blood Angels models to a point of primed at least. Assembling the Death Company is certainly a good leap towards this goal.


Monday, September 10, 2012

Battletech Battle Report

Last Wednesday, I spent some time at Corey's Table with Dah Masta Cheef for a much wanted game of Battletech.  Masta Cheef was ready and delivered a stunning game of Battletech with crap being blow to smithereens.

Enjoy the carnage, I know I did, and tell me what you think. I cut down a bunch of the map setup information and went with the narrative no turn report fashion.


Battle Setup and Forces


Mission

No specific mission type, but story driven an unknown mercenary unit possessing rare and valuable battlemech variants is attempting to pass through a valley. The mercenary unit is discovered by another mercenary unit who eventually recognizes the variants and attacks in attempt to destroy or salvage the battlemechs.

Mapsheet Selection and Layout

We used one Battletech mapsheet in the Northeast and Southwest corners along with one Rolling hills mapsheet in the Northwest corner and one Open Terrain mapsheet in the Southeast corner.


Attacker

Mercenaries

Heavy Lance

Battlemech Variant Gunnery Piloting
Hunchback  HBK-6N 3 4
Hoplite  HOP-4B 3 4
Dragon  DRG-1N 3 4
Stalker  STK-6M 3 4
Vehicle Variant Gunnery Driving
AC/2 Carrier 3 6


Defender

Unknown Mercenary

Assault Lance



Battlemech Variant Gunnery Piloting
Kintaro  KTO-19b 4 4
Thunderbolt  TDR-5Sb 3 5
Battlemaster  BLR-1Gb 3 5
King Crab  KGC-000b 4 4


(All battlemech are SLDF Royal Unit "b" varaints)

Battle Report


In a fairly open area of terrain a mercenary unit spots an unknown unit of battlmechs passing through the valley. Long range visual spotting combined with long range sensor scans registered the combined might of an incoming assault lance. The mercenaries were unfamiliar with the battlemech variants their computers were reporting as "b" variants. The mercenaries began to argue among themselves about the "b" variants to a point of yelling at each other over what to do. The lance commander finally told them all to quiet down so a secure message could be sent to command. While a secure channel was opened to command, the lance commander asked for status updates. Each pilot checked in with their status and any new updates. The Hunchback's pilot did not check in and remained quiet despite being rather loud during the previous heated debate about the battlemech variants. The Huncback's pilot spoke three words softly "Star League Mechs" and darted his battlemech towards the nearest battlemech at full speed.

The lance commander shouted an order for the Hunchback's pilot to stop immediaetely, but the Hunchback did not slow nor did he respond over the radio. The rest of the lance moved after the Hunchback in an attempt to stop his advanced before a confrontation was initiated with the unknown mechs. The time to stop the Hunchback had past as the unknown battlemechs were in visual range. The unknown mech lance apparently took the fast approaching radio silent Hunchback as aggression and sped towards the Hunchback in defense.

The first few moments were uneasy as no shots were fired, but all units on both sides continually advanced with no shots fired. The Attacking Hunchback led the charge toward the Battlemaster and a King Crab to have the fight target to shot at., followed by the Dragon and Stalker with the Hoplite further back and the AC/2 carrier sitting quietly atop a large hill top. The Defending Battlemaster matched the Hunback's speed while the Kintaro, King Crab, and the Thunderbolt speed toward an intervening tree line for cover.

The dragon's pilot saw the Hunchback was heading towards a possible three against one fight. Realizing the inevitable fight ahead. the Dragon fired a volley LRMs at the approaching Thunderbolt peppering its left torso a bit to help change it path away from the Hunchback.

The dragon's LRMs' did the trick and the Thunderbolt turned right towards the path of the Dragon. The dragon failed to hit the Thunderbolt again, but the Stalker got off a volley of LRMs peppering the same left torso location. The Kintaro advanced with the thunderbolt in an intervening treeline for cover.
The Hunchback completely enthralled to capture or destroy a royal mech fired its AC/20 at the approaching assault mechs and missed completely. The Hunchback was in for some hurt for missing the first shot. First from the Battlemaster the glare of a medium laser than the sizzle of a PPC damaged singed armor followed by bright flashes of a LPL burning a hole through the outer center torso armor and damaging the engine. The Hunchback then felt a tremendous amount of force as the King Crab fired an AC/20 tearing all the remiaing armor off the left torso. Despite the heavy amount of damage the hunchback kept the mech upright and ignored warning about excess engine heat.

The Kintaro continued its march through the woods towards the dragon taking cover first from the woods and then a small hill side after darting through open ground. The hillside posed a potential attack route to the Stalker.

With the Thunderbolt now fully committed to engaging the Dragon and entertaining the Stalker saw a large amount of potential firepower from the two mechs go a miss. The Thunderbolt responded with and the Dragon's pilot saw the bright flash, the armor sizzle and the Dragon's head was blown completely off the battlemech. The Dragon's torso stood for a few seconds before crashing to the group from a lack of controls and a pilot. Battlemech Destroyed!

The Hunchback now heavily damaged anxiously moved further toward the Battlemaster to land a good shot and missed again. Both the Battlemaster and King Crab were in perfect range for a kill. The Battlemaster singed armor all over the Hunchback with a combined energy displayed of an ERPPC, a LPL, four medium lasers. The King Crab pulled a devastating two AC/20 shots removing all of the armor off the Hunchback's right arm and right torso follow by a large laser blast for good measure. The Hunchback took an impressive 74 points of raw damage and stood upright in defiance and anger. The Hoplite finally catching up and moving out of cover into the path of a full volley from the King Crab's LRM 15 launcher. (This was a double twelve rolls with a result with a roll of 12 on a to-hit roll of 12 and then a roll of 12 on the cluster roll.)

With the Dragon out of action, the Kintaro was  in a position to attack the Stalker. The Stalker got to a higher vantage point and managed to fire a few SRMs with one slamming into the mechs head. Along with a head hit the Stalker's systems registered a NARC homing pod attached to its left leg. The Kintaro's overwhelming successful attack on the Stalker was short lived as it returned fire causing the Kintaro's pilot to steady the mech a top a ridge. The Stalker's return attack was serious enough to tear a large amount of armor off the the Kintaro's left torso with little left to protect its volatile ammo inside.
The Hunchback broke from the double assault mech fight and took to the cover of a nearby hill. The Pilot was happy to see well placed AC/20 shot to the Battlemaster's left torso with absolutely no useful return fire. the King Crab broke away from the Hunchback to introduce its AC/20's to the Stalker.

The Kintaro was successfully scared away from the Stalker by raw firepower and proceeded to run far behind the Stalker for safety. The Kintaro speed for safety kept all of its weapons fire from doing anything to the approaching Hoplite or the Stalker. The Hoplite finally got to a good firing position and sent a few LRMs to pepper the Thunderbolt giving the Thunderbolt's pilot the impression his mech was a giant LRM magnet. The Thunderbolt managed two measly medium lasers blasts to the Stalker as it was backing away for a better firing position. The King Crab continued toward the Thunderbolt's position while being denied any shot due to intervening terrain.

The Battlemaster caught up with the Hunchback and gave it a trio of energy weapons being medium laser, a large laser, and a LPL, which destroyed the Hunchback's right leg. The Hunchback's left leg unable to support the force from the damage fell to the ground hard damaging the left leg. The pilot fully conscious cancelled a trio of warnings being an upper leg actuator damaged, a lower leg actuator damaged, and foot damaged.

The Hoplite continued to support the Stalker's efforts to punish the thunderbolt with a successful PPC shot the its right arm. The Stalker, now with a great firing stance sent 24 LRMSs along with two ER medium lasers blasts, followed by an ER large laser towards the Thunderbolt and ripped open its left torso damaging a double heat sink contained within. The damaged mech's pilot kept the proper footing from the LRM laser barrage. The Kintaro has since left the near vacinity of the Stalker to the safety of mech waist deep water. (I just now realized I forgot to consider the water removing excess heat bonus, lol.) The Thunderbolt managed to get a single ERPPC shot to connect with the Stalker. The King Crab was denied another potential round of fun.

The Hunback got up! The Hunchback took no time in pumping a perfect AC/20 shot into the Battlemaster's right torso. The Battlemaster closed in further towards the Hunchback using its LPL to destroy the enemy mech's right torso silencing its AC/20 and rendering its right arm useless along with two medium lasers and a double heat sink. Not stopping the Hunchback suffered an additional energy trio of an ERPPC and two medium laser blasts ripping open the center torso armor and failing to do any further internal damage. The Hunchback although critically wounded refused to die.

The fight on the other side was a full on fire fight with weapons fire coming and going from all corners. The Hoplite turned against the Kintaro and King Crab with no effect. The Kintaro managed to sear some armor off the Hoplite with two medium lasers and attach a NARC homing pod to the mech's right leg. The Thunderbolt and the Stalker traded damage with each other with the Stalker getting the critical shot. The additional critical damage only resulted in the same double heat sink being further damaged. (Sucks for the technician for repairs and the pilot due to possible lostech.) The King Crab fired a batch of LRMs and its large laser causing what appeared to be a mech falling.

The Battlemaster shot the Hunchback with everything and it only took the LPL to destroyed the rest of the enemy mech's internal structure armor away resulting in the mech to go into a complete shut down. The Battlemaster had finished the fight with the Hunchback. Battlmech destroyed!

The Kintaro got out of the water from its swim to the Hoplite and fired a two volleys of SRMs and a volley of LRMs at point blank range and took no damage in return. The Hoplite unaffected by the missile kicked the Kintaro in the left leg as the Kintaro kicked the Hoplite in the left leg. Both pilots were not going done.
The Stalker on a good roll pummeled the Thunderbolt with laser fire with one laser hitting the mech's head. The Thunderbolt a midst the laser volley fired a full LRM 15 volley and an ERPPC into the Stalker's center torso rupturing its guts inside. The Stalker's console flooded with excess heat warning from two engine shielding hits. The Stalker stood its ground. The Stalker was not out of the clear as the King Crab had caught up and joined the fray with a direct AC/20 hit to each arm along with a large laser elsewhere. The Stalker taking 73 points of raw damage refused to fall or be beaten down.

The AC/2 Carrier came out of hiding at flank LOL speed and starting throwing slug shots directly at the Kintaro. The AC/2 Carrier for most of the battle hid in tree making pop shots at the Battlemaster and King Crab with no desired effect.

The Battlemaster moved at full speed towards the mech firefight on the other side of the valley.


***** ATTENTION *****


We interrupt this battle report with a picture which has something to do with the actual post.



The Battlemaster walking away after putting down the Hunchback.

Also is a glimpse of  light forest hex 1115 and light forest hex 1116 which both posses trees with the ability to stop all kind of weapon firepower for no apparent reason of all.


***** THANK YOU *****


We now return you to your regular scheduled battle report.

While the Hoplite turned its attention was to the King Crab, The Kintaro hit the Hoplite with two medium lasers and a bunch of SRMs, but failed to make the Hopllite care. The Hoplite's pilot shrugged off the blows and kept the mech upright for a support shot to the King Crab in helps to assist the Stalker.

The Hoplite saw an opportunity to hit the King Crab in the back, the King Crab's pilot nothing it had plenty of rear armor thought nothing of it. The King Crab began to fire its weapons at the Stalker where its systems paused for a fraction of a second from left side rear PPC blast from the Hoplite. The Hoplite's pilot witnessed a torrential flash as the rear left torso armor ammo panel was jettisoned and an overwhelming amount of explosive flame and smoke poured from the left rear of the King Crab. The Hoplite had detonated the remaining six rounds of AC/20 ammo along with the remaining LRM 15 packs therby destroying thr King Crab's left torso. The damage silenced the LRM 15, rendered the left arm useless while silencing the left arm AC/20 cannon. The King Crab lost two heat sinks as well. The Hoplite's pilot was overjoyed. The King Crab was saved by CASE allowing it to still function while the pilot remained conscious keeping the battlemech upright. The Stalker's pilot smiling took advantage of the King Crab's pilot neuron shock from the ammo explosion and fired an ER medium laser somewhere in the King Crab as it was busy having its ammo exploded.

The Thunderbolt took away the Stalker's smile with an ERPPC shot to its left torso damaging another double heat sink.

The AC/2 Carrier crew continued to annoy the Kintaro with AC/2 shots to no end.

Turn 10

The Hoplite was now in the sights of a fully pissed off King Crab pilot. The Hoplite's pilot saw the critically injured King Crab turn around and stretch its right arm towards it and fire its AC/20. The AC/20  shot  tour the Hoplite's left torso to pieces destroying it and rendering the left arm useless. The Hoplite's LRM 15 was silenced along with four heat sinks.

The Stalker and the Thunderbolt traded everything they had at each other again. The Thunderbolt's suffered a lesser barrage with the left arm armor completely torn to shreds exposing internal structure. The Stalker suffered a worse barrage and had its right arm completely blown off its side. The attack silenced an LRM 15 and two ER medium lasers. The Stalker also suffered a head hit, but with much experience the pilot kept the mech upright.

The Kintaro missed the Hoplite completely, but fired two medium lasers at the AC/2 Carrier damaging the motive systems reducing movement considerably.

The AC/2 Carrier bored with bothering the Kintaro, turned its attention towards the King Crab in hopes to damage it further, but all they could do it tear minimal amounts of armor away.

After the Stalker was almost destroyed the Attacking mercs signaled for an end and fled. The unknown mercenary unit sporting Royal battemechs and some experience did not lose any mechs, but suffered some serious and possibly irreparable and irreplaceable damage.

End

(The game lasted 10 tuns.)

Carnage Report



Attacker Damage Report

Mercenaries

Heavy Lance

Hunchback HBK-6N
Pilot hit (Head hit)
Pilot hit (Fall)
Left torso heavy damage
Right torso destroyed
Right arm destroyed
AC/20 silenced
Medium laser silenced
Right leg destroyed
Left leg critical damage
Left upper leg actuator destroyed
Left leg lower leg actuator destroyed
Left leg foot destroyed
Center torso destroyed
Engine hit
Battlemech Destroyed

Hoplite HOP-4B
Left torso destroyed
Four heat sinks silenced
Left arm destroyed
LRM 15 silenced
Remaining LRM 15 ammo down to 9 packs
Right arm heavy damage
Left leg heavy damage
Right leg NARC homing pod attached

Dragon DRG-1N
Pilot hit (Head hit)
Head critical damage
Head blow off
Battlemech Destroyed

Stalker STK-6M
Pilot hit (Head hit)
Pilot hit (Head hit)
Pilot hit (Head hit)
Head critical damage
Left arm heavy damage
Left torso critical damage
Double heat sink destroyed
Six packs of LRM 15 ammo dumped
Right arm critical damage
Double heat sink destroyed
Left leg NARC homing pod attached
Center torso critical damage
Engine hit
Engine hit


AC/2 Carrier
Motor system damaged

Defender Damage Report

Unknown Mercenary

Assault Lance

Kintaro KTO-19b
Left arm moderate damage
Left torso moderate damage

Thunderbolt TDR-5Sb
Pilot hit (Head hit)
Left arm critical damage
Left torso critical damage
Heat sink damaged

Battlemaster BLR-1Gb
Left torso heavy damage (AC/20)
Right torso heavy damage (AC/20)

King Crab KGC-000b
Pilot hit (Ammo explosion)
Left torso critical damage
Left torso destroyed
AC/20 ammo explosion
Left arm destroyed
AC/20 silenced
LRM 15 silenced
Right torso
Remaining AC/20 ammo down to 6 shots

Thoughts


I have never pulled of a head capping before and much less from a PPC either. It took a double 12 roll to do it and apparently I was rolling a lot of 12 that evening. Taking the Dragon out so early really put a dampening buffer of the Stalker.

I was using some house dice which were yellow/orange and red/orange and was told they were Buttery Khorn and they were indeed some good dice.

The Thunderbolt continues to amaze me with its versatility and longevity. The loss of heat sinks does damper it slightly, but is a sum bitch in a stand up fight against other mechs. The Kintaro on the other hand might not want to pick fights with assault mechs again. The King Crab was a beast, its reputation of being on the field and not being ignored is well deserved.

I have never experienced an ammo explosion, good thing I had CASE

I used a different gunnery piloting combination for this battle. I gave the long range fighters the Thunderbolt and the Battlemaster the 3/5 profile for better shooting. I gave the short range fighters the Kintaro and the King Crab, the 4/4 profile for better piloting since they have to get up close they will need the extra piloting boost. I never had a mech fall this game and I think the shooting went well. I am not sure if it was because of the Buttery Khorn dice though.

The Stalker 6M variant was tough to beat down in my opinion. The Hunchback had an AC/20 instead of LRMs this game and it made quite a better opponent. I feel the dice rolls were sucking royally as more AC/20 hits to the Battlemaster would have started damaging guns and heat sinks.

I have never heard or seen Masta Cheef yell so much insults and profanity at a mech before, it was lol.

The game was good.





Wednesday, September 5, 2012

News, new stuff, and the arrival of 6th edition.

My August challenge kind of flopped, but all was not lost.

I painted and flocked four termagaunts
I  purchased some new  Battletech miniatures
I assembled some Battletech Hawk Moth miniatures
I got married  :)

Last Wednesday, Masta Cheef and I had quite a game of battletech. Lots of damage, destruction, and death so I hope to have the battle report up for your reading pleasure in a few days.

I must say I invited my friend Masta Cheef to attend and he not only attended, he arrived first and helped me deal with the long wait till everything started. A darn good friend indeed.

Tuesday my new wife wanted to get some goodies for ourselves so she went after some Legos and took me to my local game store to get me some stuff. First I thought Battletech miniatures, but I didn't see anything out of the ordinary jumping for me, then I though a new mapset and rulebook might be better. However, I thought to combine Battletech and 40K and get a mapset and a Hive Tyrant or Tervigon, but I remembered 6th edition and then thought of the new rulebook. Then it popped and remembered Masta Cheefs long cries of a smaller more portable rulebook and I began to search for it and the store had a copy. The store had one copy of Dark Vengeance available and I grabbed and proceeded to checkout like a boss.

On the way to the car my wife told me you should go play a game with Masta Cheef and I was like yeah, no I was like %$#& yeah! I was so yeah I sent him a picture of my new prize.


Then I patiently waited for the reply text.

To my complete suprise and I quote Masta Cheef countered in the most awesomeness of ways.

"Oh yeah? Well take that!"


I loled, my wife loled, and I think Masta Cheefe was a loling right along as well. It was just awesome, you can't say something like this can't make a day turn awesome.

I wondered when he got his, because he must have been at work when I sent him my photo as I was off work that day. Still some plans may be in motion to play our first game of 6th edition next week.

For Dark Vengeance I like it. I think the Dark Angels can easily be used as small allied groups with my Blood Angels and the Chaos army is a nice small start to try Chaos. I kind of wanted to start Chaos and to some interesting ideas, my wife liked the Necrons. She told me I don't even have a painted army, but I told her most don't, lol, thats it I've gone to the dark side of the unpainted force. I got more small useless dice, another scatter die and some much needed templates. 

Well I leave you all till next time.

Thursday, August 16, 2012

Magnetizing a Carnifex

I decided to take a break of painting gaunts and revisit one of my Carnifex models which I never use as intended for and usually serve as proxies for a Tervigon. Both are modeled with a Venom Cannon and Strnglethorn Cannon which are of the template variety and are usually seldom spot on or dependable. Now there is an actual Tervigon model available and the release of 6th edition I can model the Carnifex to hopefully suit a better role. There is rumor the Carnifex could be useful, but I have not been able to determine this yet.


The red is where I placed the magnets which were a ton of work as I had to remove the previous cannon weapon arm sets. I only uncured one set of arms successfully causing a lot of drilling to remove all of the excess plastic in order to create a socket for additional arms. This feat is much easier to accomplish prior to assembling the upper torso. 


For the meantime I magnetized this Carnifex model to accomadate dual devourers and retain the ability to swap everything for Scything Talons or even some type of cannon. I pinned the head to make painting it easier or maybe even swap it, but I like the multiple eyed head with antenna a lot better.


I am still not sold on my work. I like things even such as both front devourers pointing in the same direction and both being perpendicular to the ground at eye level. I know some variation will come from the arms are bent differently.


Still my ultimate idea is to sell my ugly smiley faced third edition Carnifex and depending upon usefulness, keep or sell my other Carnifex. Hopefully this Carnifex you see in this post will get to see some action soon.

Till next time.

Tuesday, August 14, 2012

August Challenge Update

At the beginning of August I started a challenge with a goal of eight troops per week. I was not able to make my quota so i lowered to quota to something more manageable. With this being said I have painted four troops except the bases, which should be finished as soon as I can get some new static grass and flocking material. I only have boring old green flock and to say the least it is boring to use again.

I am pleased to say I am painting about four troops per two weeks while working on other projects. My other projects are assembling Battletech mechs which take a lot of filing and pinning work. Some things I have changed with this batch.

Lower claws and hooves are now light grey instead of bone. I am not good at bone right now so it helps move me along, plus it doesn't cause attention to those areas at all. I want to go with a swampy, low lying wooded areas base theme so I changed the base color to a green. I also added Citadel texture paint to one gaunt base, but I decided to paint the green first then apply the texture after along with a secondary dry brush for color variation. I thought about changing the teeth color to a paler white, but I am afraid it would stall progress.

Here is one gaunt.


Here is another gaunt with a bit of the basing experimentation. The white are rocks molded on the miniature which have not been painted. I think I will  paint them brown or a dark mossy green such as a rock covered in lichen.


I should only need to finish the bases, apply a coat of sepia to the yellow armor, and perform minor cleanup details where paint has come off. I have been disciplining myself to hold the miniature by the base as much as possible now. I actually paint the tail last now so I can hold that area for a bit longer. It seems to have helped with this batch of gaunts.

Here is my next batch I have started.


I will follow the painting process I started with the first batch in hopes to develop an effective method for painting troops or all Tyranids essentially.

So my overall goal will be eight troops done by the end of August which is a standard brood size and fine with me.



On a side note I have been trying to remove the arms from a bunch of assembled spine guants. The process despite using uncuring solution is becoming fruitless. I have managed to remove one arm completely and break two arms leaving the shoulder joint. I am wondering if removing the arms by cutting out the shoulder joint is worth it. If I don't make a clean cut and smooth surface for the new arm it won't look right at all.


Till next time.



Thursday, August 9, 2012

Battletech Battle Report!



Here I present my latest Battletech battle report for a game I played with Dah Masta Cheef about two weeks back. I hope anyone who reads it likes it and feel free to comment and follow for more.


Scenario Selection

Scenario - Meeting Engagement

Objective - Kill them all!

Mapsheet Selection

Mpsheets - 4

Mapset 6

Northeast Mapsheet - Desert Sinkhole #2
Northwest Mapsheet - Desert Mountain #1

Map Set 6

Southeast Mapsheet - Desert Mountain #2
Southwest Mapsheet - Desert Sinkhole #1


Mapsheet layout

North mapsheet touch short length to short length
North and South mapsheets touch long length to long length
South Mapsheets touch short length to short length

NE | NW
SE  | SW

Force Selection

Mercenary Force

Medium Lance

Cicada CDA-3G
Hunchback HBK-4J
Hoplite HOP-4D
Dragon DRG-? (Gauss Rifle Variant)

Support Units

Maxim (Fire Support Variant) (No Infantry)


Draconis Combine Force

Close Assault Lance

The idea for this lance was a fast unit which can close the distance either by speed or jump jets and then swarm enemy units with close range firepower. The major drawback was the lance had no long range weapons except two LPLs (Max range 10) and three ER MLs (Max range 12),  all other weapons had a maximum range of 6 to 9 hexes. To help I brought along a support Saladin with a class 20 autocannon to be either a fire magnet or place a lot of damage in a battlemech where needed.

Strider SR1- O F (Gun 3 / Pil 4)
Kintaro KTO-K (Gun 3 / Pil 4)
Wolverine WVR-7K (Gun 3 / Pil 4)
No-Dachi NDA-2K0 (Gun 4 / Pil 4)

Support Units

Saladin Assault Hover Tank Standard (Gun 4 / Pil 6)


Force Deployment

Mercenary Force

Deploy a single battlemech up to three hexes from the long deploy one of the four available corners of one long deployment edge. Deploy a single vehicle up to three hexes in one of the four available corners in which a battlemech has been deployed.

Mercenary

Northeast Mapsheet -  Desert Sinkhole #2

Northeast Corner - Hunchback and Maxim
Northwest Corner - Cicada

Northwest Mapsheet - Desert Mountain #1

Northeast Corner - Hoplite
Northwest Corner - Dragon


Draconis Combine Force

Deploy a single battlemech up to three hexes from the long deploy one of the four available corners of one long deployment edge. Deploy a single vehicle up to three hexes in one of the four available corners in which a battlemech has been deployed.

Draconis Combine

Southeast Mapsheet - Desert Mountain #2

Southeast Corner - No-Dachi
Southwest Corner - Kintaro and Saladin

Southwest Mapsheet - Desert Sinkhole #1

Southeast Corner - Wolverine
Southwest Corner - Strider


Battle Report

Less narrative this time. :( I found my notes were lacking, but I will improve and long as I can play Battletech.

Turn 1

The Mercenaries move forward traversing the terrain as best they could. The Maxim found a suitable location in the sinhole ridden terrain to have maximum coverage and range for its LRM launcher. The Draconis No-Dachi pilot heated up his battlemech to take advantage of its TSM. The Wolverine and Strider jumped down into the safety of the sinkhole sub levels.

Turn 2

The Maxim using its excellent fire position fired its LRM launcher at the No-Dachi scoring a head hit stripping all but the last outer armor. The pilot shrugged the damage off without a care.
The Kintaro jump jets allowed it just enough range to pour laser and missile fire at the Maxim jamming its turret in place. The Maxim's armor held the damage quite well, however the crew reported damage to the skirt and controls reducing its movement by more than a hlaf.

Turn 3

The No-Dachi's pilot had eyes on the Hunchback for destruction fully committing to chase it down. The Kintaro played cat and mouse with the Maxim while entertaining the Hoplite. The Saladin emerged from hiding and moved into position to engage the hunchback and missed with its AC/20 giving a giant sigh of relief from the Hunchback's pilot.

Turn 4

The Saladin went for the Maxim and despite a direct hit, the MAXIM's superior side armor absorbed all the damage. The Hoplite gave chase to the Saladin and damaged its skirt thereby cutting its movement speed by more than half.

Turn 5

The No-Dachi was now in perfect range and showered the Hunchback with PL fire. The Hunchback armor continued to absorb the damage and stay in the fight.
The Hoplite fired at the Saladin again causing more damage to the skirt and silencing the AC/20 for good. The Wolverine finally caught up with Hoplite and opened fire with a deadly mix of PL and SRM firepower. The Hoplite had the armor to shrug off the PL damage, but the shear luck of 11 SRMs from to the Wolverines dual SRM6 launchers overwhelmed the Hoplite's pilot causing the battlemech to fall.

Turn 6

The Hoplite stood up!
The Strider caught up with the Cicada in order to fire at its vulnerable rear armor. The Cicada showed no honor by keeping his battlemech's back to the Strider's pilot and flipped its arms in order to focus it main weapon elsewhere an direct its secondary weapons to the Strider. Both Pilots didn't manage to harm one another battlemechs.
The Kintaro jumped towards the Hunchback thereby sealing it in a death trap between it and the No-Dachi. The Hunchback took two full SSRM6 salvos resulting in a devastating gyro hit. Despite the gyro hit, the Hunchback kept upright
The Hunchback retruned fire to the Kintaro's face in hope the battlemech would back off with an additonal kick to the leg.The Kintaro stood fast in the short confusion of a had hit.
The No-Dachi closed in for the kill unleashing PL death causing the complete destruction of the left side of the mech following up with a hopeful to gut the Hunchback open from the rear armor with a quick and powerful sword slash to the rear armor, but only managed to slash the right arm. The Hunchback stood fast against the onslaught of the Kintaro, but could not hold upright against the No-Dachi and fell to the ground. The Hunchback's systems registered only scarce armor points protecting the mech's engine from complete destruction.
The Wolverine kept the Hoplite in check with more PL and SRM firepower. With the Hoplite witnessing the viscous attack against the Hunchback refused to fall a second time against the Wolverine's continuous onslaught.

Turn 7

The Hunchback stood up!
The Strider jumped towards the Dragon's right side and out of the firing arc of its GR to attack it. The Strider's weapon fire missed entirely.
The Hoplite still being punished by the Wolverin fired at the Kintaro finally strippping away enough armor to damage internal compnents in the left arm. The Kintaro's systems did not register any damage components or silencing any weapons.
The Wolverine continued to pummel the Hoplite with PL and SRM firepower, but the Hoptlite would not fall.
The No-Dachi fired another round of PLs at the Hunchback's exposed center torso and destroyed its engine completely.

Turn 8

Game ended due to time restraints.

Carnage Report

Mercenary


Cicada
Minor or no damage
Hunchback
The Hunchback was doing good damage with its twin LRM10s, but after the No-Dachi and eventually the Kintaro close ranks, the Hunchback was out gunned.
Major torso damage
Critical torso damage
Engine destroyed
Hoplite 
When the Maxim was forced back the Hoplite had to fend off both the Kintaro and the Saladin as they along witht he No-Dachi where all going after the Hunchback. The Hoplite would have been swarmed next, however the Dragon would have been in range at that point as well.
Major torso damage
Dragon
If the Dragon had gotten some of the GR hits in, the Kintaro most likely would have had to back off.
Minor or no damage



Strider
Minor or no damage
Kintaro
The Kintaro was a superb variant. The 5/8/5 movement, dual SSRM6s, 3 ERMLs to stay out of normal SR weapon ranges plus superior armor for its class made a touch opponent. The armor proved most useful from all the hellish LRM/AC10 fire coming from the combined efforts of the Hunchback, Maxim, and Hoplite. The Kintaro's ammo bins would have been exposed soon.
Major torso damage
Critical LA damage
Wolverine
The Wolverine variant was the opposite of the No-Dachi packing lots of PL and dual SRM6s. The JJ helped it stay out of sight from the Dragon and sneak up to the Hoplite.
Medium torso damage
No-Dachi
I tend to forget when the TSMs are engaged the pilot id subject to a +1 to gunnery. I found this worse with the 1K variant with the MRMs. Still the MPL array is just nasty up close.
Medium torso damage
Saladin
A/C 20 damaged
Movement severely reduced

Here is a small breakdown of the firefight in the NW Map's NW corner.
I - IV is the Hunback's movement till destruction.
I Start, II Movement to firing position, III Firing position close to the Maxim's firing postition, IV Chased by No-Dachi, V Trapped, IV Destruction.
SI Saladin's failed AC/20 attack on the Huncback and S2 is the Hoplite's Silencing of the AC/20.
The Kintaro really had good control of the middle of the map.






















Thoughts


  • We got started late so I think we lost the ability to get to round 10 which is half way of about 20 rounds.
  • The desert maps where a lot of fun and I think we will have to use them again.

  • I noticed a ran my units with the intention of swarming the enemy units with PL and SRM fire. I am not sure if it was pack mentality, but there is a Draconis Combine unit which resembles these tactics called the Amphigean Light Assault Group which I might use for painting purposes.

  • I always making mechwarriors Gun 3/ Pil 4 which comsumes a lot of points. I think I need to dare the Gun 3/ Pil 5 or Gun 4/ Pil 5 areas for a change.

  • Humorously, after the Strider failed to damage the Dragon it jumped into a nearby sinkhole for safety. I took the chance of losing the initiative next turn and would watch the dragon fire a GR round down into the sinkhole and out would come a bunch of dust, smoke, and Strider parts. 

  • In this scenario I used 2 mechs with dual SSRM6s and one mech with dual SRMs and I find a mech with twin SRM6s or SSRM6s is dangerous for the following reasons.



  • Dual SRMs


  1. ~12 SRM hits ( ~12 x 2 = ~ 24 damage)
  2. Potential HHs
  3. Potential cricitical hits
  4. Potential piloting skill roll (20 damage)




  • Dual SSRM6s



  1. 12 SSRM hitss (12 x 2 = 24 damage)
  2. Potential HHs
  3. Potential cricitical hits
  4. Piloting skill roll (20 damage)