Sunday, September 27, 2015

Photos of Ligny in 15mm

   This game was played on Saturday, September 18th. However, thanks to certain technical difficulties, I am just now able to post these photos.

The town of Ligny.

French advance through Ligny

Prussian defense of the center

French cavalry on the bridge about to have a bad day.

A fierce defense of the wood, with charge and counter-charge.
Three times the Prussians cleared the woods of the French before being forced back.

French skirmishers keep up a galling fire (and screen)

Those dratted skirmishers!
I'm not entirely familiar with the rules, so on advice of the author,
I didn't advance my own formed infantry to scatter the skirmishers.
Probably should have brought up some cavalry to do it for me.

Prussian dragoons and hussars advance on the flank!

   The Clear Lake Area Wargamers' Society is playing out the Waterloo campaign in 15mm this fall, in honor of the 200th anniversary. It will consist of four battles. Success or failure at any previous battle may have consequences for future battles.

   Thankfully, I believe this one came out a draw, with a close to historical result. For the Allied side (mine), that means we don't lose anything later in the campaign. Sadly, it also means that we didn't harm the French too badly yet.

For rules, we used Honor and Courage. The rules have been 25 years in the writing, in large part by a member of our group, Tom Lytle.

Saturday, September 26, 2015

Second Gruntz Game

The Defense of Garmin Farm on Tau Ceti IV

Initial T-800 Deployment
Terminator Objective: Kill all Humans!

Initial Deployment of FedArms Forces
Objective: Defend the Farm

First turn: Terminators advance. 
Taken under fire by Havelock suit and mortar, killing two.

Brave FedArms troopers advance and fire - to little effect.
 In return, T-800s cause three critical damages to the armoured car with only one hit.

Armoured Car pops smoke canisters to protect itself 
from the T-800s lurking by the bridge.
Sheep in foreground.

Armoured Car Brews Up under intense fire on the FedArms right; 
one squad of infantry also wiped out in a single turn on the flank by concentrated
fire from 40W phased plasma rifles.

   In the end, the Terminators were again defeated. It was much closer this time. I lost an entire sad of infantry in one blaze of plasma fire, and half of another, plus my armoured car blown to bits. My infantry rifles just can't do much to them at long range. Area of effect was far less powerful in this game, as the T-800s were spread more widely and we used the 2" diameter, not radius, like we should have done the first time (my bad). Also, the fusillade of fire that each T-800 now produces is really scary. You want to fight Termies? Use heavy weapons. It was luck that the rifles and SAWs took down any. May need to upgrade with some missile teams in place of SAWs.

The Fence

   I guess I never got around to posting photos of my fences that I made... so here I will remedy that omission! All I have handy is the gate section, but you can see what it looks like!

Torii-style gate. The gate section raises.

Gate up.

Friday, September 25, 2015

Hordes Warbeasts

   I recently finished painting these two Warmachines/Hordes Heavy Warbeasts. I purchased both at Historicon's Wally's Basement flea market. Both were painted already, to one degree or another.

   The first is from the Minions faction - one of the very few I own from this faction and the first I have finished. He's the Blackhide Wrastler. He was pretty much finished when I bought him. I just had to do some touchups and a bit more shading and highlighting on him to get him good to go. Also, three coats of clear coat - the raised scales on his back have some serious paint loss issues.

Love his base. Part of why I bought him.

I think he also fits in with Dr. Vardu's Genetic Experiments in VSF. Don't you?

   The second one is for the Orboros faction, one of the golem-like wolds. In this case, it's the Wold Guardian. Those big ol' pistons of his, all rune-carved - oh yeah! He was primed in gloss brown spray when I got him, so this is very much my own paint job. I'm really happy how the stonework came out, a little less so with the 'glow' of the green runes. They got a bit too muted, I think. Still visible, though.

Thursday, September 24, 2015

Speaking of PLA...

   In the last post, a few minutes ago, I mentioned purchasing a ClearHorizon Games Cyclops for my PLA forces.

   The Peoples' Liberation Armies of the Greater Asian Hegemony have also expanded their capacity with the addition of a couple of pieces of field artillery and their first mecha!

PLA Type 18 120mm Mortar
(A copy of FedArms 120mm mortar) 

PLA Type 98 Autocannon
(A copy of a FedArms "Sergeant Harper" Multibarrel Autocannon)

PLA Type 95 "Gaoshepang" AA Mecha

   The Type 95's quad cannons are also quite good at shredding lightly armoured vehicles, mecha, and, of course, infantry squads.

ClearHorizon Cyclops

   Available now for $8.99. I just ordered one. I totally see this as fitting in with my People's Liberation Army Scheme.

Saturday, September 12, 2015

First Gruntz Game!

   Well, Zach came over yesterday and we had a little game of Gruntz - our first official 15mm sci-fi game. I only have a few pictures, and the game was very short, but I'll still share.

The Forces:

ZM: Terminators (Rebel Minis, I think). We worked them up as if each individual T-800 was a 4-man infantry squad. I put four squads on a card, and that made each card a 4x T-800 'squad'. Each T-800 was worth 14 points. He took three squads of four, for a total of 12, making it (12x14) 168 points for his forces.

T-800 card, using Barracks

JW: FedArms (Khurasan and Ion Age)  I chose a well-rounded selection of differing units because I wanted to try them all out. I had a commander, three squads of rifle infantry, a mortar, a mecha, and an armored car. Total 171 points, so a slight point advantage.


The table was pretty simple, about 3x4. The FedArms were protecting a fenced in area, and the T-800s were doing what they do - seeking to eradicate human life! As the attackers, the T-800s took the first turn.

The valiant defenders facing the road down which marches doom!


T-800: Each unit activated and took two Move actions. This allowed them to reach the bridge over the stream, in a tight clump.

A blurry shot of a heck of a target.

FedArms: Infantry squads fired at long range, to no effect. What few hits were generated did only minor damage (one point of damage to a single T-800). Then I fired the mortar. Direct hit on front center T-800. He vanished (Waxed, in Gruntz parlance). Then the blast of the Area of Effect took over. Damaged (but did not Wax) five more Termies. Activated my commander, who moved to the gate and used his second action to raise the gate. Then the armored car, an Ion Age Red Adder Lifter, moved forward and fired it's gatling gun, also an area of effect weapon. It missed, and deviation of the beaten zone meant no hits. Finally I activated my last unit, the Havelock Suit. He fired his Missile Pod (yet another area weapon) and scored a direct hit on the T-800 right in the center of the entire force. This meant the blast would get every other Termie. The results were three more dead machines and several damaged to one degree or another. The follow-up shot with the railgun proved an anti-climatic miss.


T-800: Having passed all required Mental tests, the T-800s were unfazed in their mechanical hearts. Onward they strode! This time they paused and fired. And this is where we made waht was probably the biggest rules error which made it virtually impossible for Zach to win. We only gave each of the Termies a single shot as if they were single humans. He had paid points as if each was a squad of four - after battle analysis concluded that he should have been firing four times each. As it was, his fire was light and ineffectual, managing only a single point of damage on the Red Adder, barely scratching the paint.

FedArms: Again, everyone lit up the T-800s, starting with the area effect weapons on a still very compact body of robots. All three weapons hit, and casualties were heavy. One squad was eliminated totally, while the other two were reduced to a total of five (damaged) machines. Directed fire from the infantry added a bit more damage to the reeling (and now suppressed) foe.

TURN 3: 

T-800: With only five units remaining, Zach began to unclump them. One unit could only move and not fire, as they had been suppressed. The other fired two shots, to missing both.

FedArms: Area effect again. The mortar missed, but the deviation put the shell directly on top of another T-800 - blasting it to bits. The blast damaged two others, now down to only one hit remaining on each. The Adder's gatling fired next, finishing off those two. The missile pod of the Havelock missed completely, but the railgun took down one. The infantry fire began to take a toll, taking down the last two of the soulless killing machines.

It was an overwhelming victory for humanity, but after-battle analysis shows that the T-800s were severely hampered in their return fire, and had underestimated the effectiveness of area effect weapons. We both enjoyed ourselves, though, so that's the main thing!

We plan on fighting a re-match next week, with adjusted firing for the T-800s. I also think that there will not be as tightly packed a group of targets for my blast weapons, either.

Tuesday, September 8, 2015

Cane Toad and Ion Age Hovers

   I apologize for the quality (or lack thereof) of these shots. Taken with my iPhone at the desk. But you can get the general idea, I think

Size comparison shot. Ion Age Black Adder (l) and Khurasan Cane Toad (r)

Black Adder AT Lifter
These I plan to use as hover armored cars.

Cane Toad APC

This one has one each of the missile launcher and gunpod.
I also added a smoke grenade launcher, just visible on the front right wing.

Green Adder C3 Vehicle
I added some small anti-infantry defenses as well, the miniguns
on the forward wing surfaces.

Black Adder crossing the new bridge, and some new palms.