Earlier this week the powers that be finally got the local post office to deliver my copy of Horizon Wars.
Needless to say, I've spent the week prepping for my first game and so here we are!
With border skirmishes and general saber-ratteling increasing between the USS and the NIJA, the former decided to increase their presence in the border systems.
The Churchill system, planet Churchill III.
This newly re-staffed USS outpost is about to be attacked. In an effort to probe enemy defences as well as to screen a larger offensive, the NIJA scout company was ordered to divert some assets for this mission.
The Imperial attackers, two P2 mechs, the left one being the CHQ, along with light and heavy cavalry and a unit of mobile infantry. The hope of the imperial high command is to destroy the outposts fusion generator, in addition to learning enemy strenghts in the area.
The USS base defenders, a P3 marauder mecha, two units of light foot, a heavy cavalry element and a P2 CHQ mech.
As one of the imperial mechs comes in to view, the base alarms are tripped. Before long a firefight is raging between the heavy particle cannons of the USS marauder and the imperial mech, backed up by the heavy cavalry.
Both mechs receive light damage to their mobility, but are still very much in the fight.
Digging in at the guard tower, USS alpha squad manages to damage the imperial heavy cavalry's tracks.
Imperial mobile infantry is quick to retaliate, but their dug in opponents are unfazed by their attack.
Adamant to keep the attackers out of the base, the USS commander moves up to block the entrance and lends his fire to that of the heavy mech. Concentrating their fire, the imperial commanders mech and the light cavalry unit inflict several telling wounds on the enemy commander. Armour comes off the armoured behemoth in big chunks, exposing critical systems. But he is still in the fight..
End of the first turn. Both sides have savaged eachothers mechs, but so far the USS is giving better than they get.
Stealing a page from the attackers playbook, both USS mechs concentrate their fire on the imperial commander, even as the other mech launches barrages of rockets into the USS CHQ.
The volume of fire, and ferocity of the Marauders particle cannons, is too fierce for the imperial CHQ.
With a deafening bang, the mech crashes to the ground, even as it's internal magazines erupt.
Even as the commander falls, his troops focus their fire on his target. Determined to avenge him, cavalry and the remaining mech rain explosive death on the CHQ.
His wounds beginning to tell, the USS commander tries to momentarily stave off critical systems failiure, but just as he gets some motive function back, a shell from the enemy cavalry element rips through a opening in the armour. The metal giant crumples, like a puppet with it's strings cut!
With the way into the base at least partially open, the imperials light hovertank guns the engines and makes it inside the base and into the relative safety of a quonset, out of the line of fire from the towers. The crews celebration is cut short however, when the heavy cavalry element catches up to them. AT rounds and machinegun fire tears at the armour of the light tank, denting the steel plates and ripping gashes in the armoured skirt.
Following the path opened by the tank, imperial mobile infantry is not far behind. As they enter the gates they come face to face with the heavy mech.
As they are inside his reach, they fire without suffering any in return. Dented armour and chipped paint is their only reward.
They'd not counted on the enemy soldiers in the towers being able to fire at them with much efficiency, an error they realized far too late. Before they could speed past the gates, they are gunned down!
Knowing that the mission is almost lost, the imperial heavy cavalry charges through the gates, firing shell after shell at the generator at the far end of the base.
The USS foot follow the now unsupported tank into the open, throwing grenades and firing AT rockets.
Tracks shatter, armour ruptures and the tank skid to a halt, but the crew keeps firing round after round at the generator with zelous efficiency.
The Imperial light cavalry limps towards the generator, adding it's fire to the other tank's, heedless of the damage it's sustaining from it's enemies.
Still dueling with the marauder, the remaining imperial mech can see the writing on the wall. His comrades zealous devotion to the mission will not be in vain he wows, but he must report to his superiors, while his machine can still get out under it's own steam.
The generator is still functional, but it's damaged and those of his comrades that survived will be ransomed. The battle might be lost, but the war is far from over..
A victory for the USS, albeit a costly one. One mech out of action and another severly damaged. Worse still is the damage to the fusion generator. But they have prisoners, and the enemy mech might at least be stripped for parts. Hopefully this will make command realize the precarious situation they face in the border worlds...
My first game was a blast! Some tactical blunders and less than optimal choices aside, it was a good first outing. I've already started looking at more scenarioes for clashes between the USS and the NIJA, and a few other parties as well :)
I hope you've liked it, more and better things to follow!
Til next time!
A Blog about most things gaming-related in any period and scale I happen to get drawn into!
Saturday, 21 May 2016
Monday, 18 April 2016
Final preparations for the NTC and the USS
Work has been slow these last few weeks, but now I have finally finished the latest batch of reinforcements!
I'm sure you haven't failed to notice that I've been looking forward to Horizon Wars, which is being officially released later this week.
In preparation, both the NTC and USS have been given a few more elements, so I'll be able to field at least a small force to try out the rules as soon as my copy arrives in the mail!
So without further ado, the models in question:
The USS have plenty of conventional forces, but was crucialy lacking in the stompy robot department. I recieved the rest of my Reaper CAV models recently and so the USS got some mechs.
The final mech in the USS new arsenal is a scout mech. While armed with three light lasers, it's primary role is as a scout and spotter for artillery and air assets.
I managed to finish up the test pieces for the NTC conventional armour, so that they have something other than the Warrior mechs.
One of each of the conventional armour(from left to right): a light tank, an troop transport/command vehicle and a heavy tank.
The HQ/APC. Armed with twin light cannons and heavy armour, these units will be able to work as HQ until I get some dedicated HQ armour.
Finally the NTC got their first 4 units of multi-based infantry. This should give me enough boots on the ground to start with, while I try to figure out if I need any other sort to represent special forces and such.
With this I hope I have enough to try out some battles between a number of the forces I have available. There is a few pieces of terrain I might try to get done as well, just to boost the number choices open to me when I get the book.
I hope you've liked it, til next time!
I'm sure you haven't failed to notice that I've been looking forward to Horizon Wars, which is being officially released later this week.
In preparation, both the NTC and USS have been given a few more elements, so I'll be able to field at least a small force to try out the rules as soon as my copy arrives in the mail!
So without further ado, the models in question:
The USS have plenty of conventional forces, but was crucialy lacking in the stompy robot department. I recieved the rest of my Reaper CAV models recently and so the USS got some mechs.
A heavy mech with dual rotary cannons, able to engage both ground and aerial targets.
Supplementing their conventional artillery, this heavy mech carry a large number of heavy missiles.
Armed with twin particle cannons, this new USS mech is deployed as a mech-killer.
The final mech in the USS new arsenal is a scout mech. While armed with three light lasers, it's primary role is as a scout and spotter for artillery and air assets.
I managed to finish up the test pieces for the NTC conventional armour, so that they have something other than the Warrior mechs.
One of each of the conventional armour(from left to right): a light tank, an troop transport/command vehicle and a heavy tank.
The heavy tank, armed with a dual cannon and missiles.
The NTC light tank. It's only weapon is the main gun, but they carry several types of ammunition to handle different battlefield situations.
The HQ/APC. Armed with twin light cannons and heavy armour, these units will be able to work as HQ until I get some dedicated HQ armour.
Finally the NTC got their first 4 units of multi-based infantry. This should give me enough boots on the ground to start with, while I try to figure out if I need any other sort to represent special forces and such.
With this I hope I have enough to try out some battles between a number of the forces I have available. There is a few pieces of terrain I might try to get done as well, just to boost the number choices open to me when I get the book.
I hope you've liked it, til next time!
Saturday, 26 March 2016
Mecha War in the jungle
In anticipation of the upcoming Horizon Wars ruleset, I decided to reexamine the basics of that game through it's original version, Mecha War.
Mecha War uses the same basic rules that will be found in HW, so I thought it would be a exellent time to get reacquainted through some stompy robot action. Having played some MWO and reading battletech novels recently did little but encourage big mechs slugging it out anyway :)
All the mechs surge forward, looking for good angles of attack. Both light mechs heads towards the caves, hoping to outflank the main body.
A duel starts up by the cave, as both lights starts tearing into one another. Some Cerulean missiles strike the Crimson light..
..But the Crimson light is quick to strike back with autocannon fire, damaging the lights missile launchers.
Attempting to pull off a decisive blow, the Creulean light close the gap between the units, firing all of it's weapons..
In the heat of the moment the pilot failed to realize that one of the Crimson heavies were moving to support their damaged light mech! Gauss-cannons and a particle cannon make short work of the Cerulean light!
Having taken a severe blow, the Cerulean heavies now aim to keep the enemy at bay. One of the heavy mechs launch a volley of missiles at the pair by the caves to keep their back clear.
Right here is the moment that ultimately decides the fight, as the Cerulean missile mech turns to add his fire to that of his comrade, the remaining Crimson mechs close the distance, zeroing in on the damaged heavy. Missiles, gauss rounds, particle blasts and lasers hit the mech from all three Crimson mechs..
..Under fire this intense not even a heavy armour can hold out for long, and the heavy mech is taken out of action!
Even though heavily damaged, the three Crimson mechs now surround the lone heavy. His mech is captured and the Crimson have won the engagement!
Easy to get the hang of and with more tactical depth than I remembered, Mecha War is a good stompy robot game, as long as you can accept the level of abstraction involved in building your mechs.
From what I've come to understand though, Horizon Wars will contain special traits to further customize your units, so hopefully that will allow for more variation in that department.
Even so I had a blast (no pun intended) and I'm now looking forward to Horizon Wars even more!
For those of you that thinks mecha and stompy robots are a silly idea, never fear, the game can just as well be played without mechs. I know I have a few battles I'll probably play sans mechs already..
I hope you've enjoyed it, Til next time!
Mecha War uses the same basic rules that will be found in HW, so I thought it would be a exellent time to get reacquainted through some stompy robot action. Having played some MWO and reading battletech novels recently did little but encourage big mechs slugging it out anyway :)
The piece of jungle that was about to be a warzone.
From the northeast a patrol arrives. It's two Crimson heavies and a light mech..
..And from the south east comes a Cerulean strike force of two heavies and a light mech as well, hoping to take the enemy mechs by surprise.
In Mecha War your mechs have a simple stat line consisting of movement, firepower, armour and defence.
All the mechs surge forward, looking for good angles of attack. Both light mechs heads towards the caves, hoping to outflank the main body.
A lucky laser blast strikes a Crimson heavy, knocking off some of it's armour!
In Mecha War, like HW, you roll a number of d12's according to your firepower, trying to beat the enemies target number. this number is based on the range between the attacker and defender plus the armour and possible cover of the defender. The attackers dice can be added together to form groups of hits, while the defender rolls a number of dice according to their defence stat, trying to match these dice exactly to cancel out some of the attackers dice.
A duel starts up by the cave, as both lights starts tearing into one another. Some Cerulean missiles strike the Crimson light..
..But the Crimson light is quick to strike back with autocannon fire, damaging the lights missile launchers.
Attempting to pull off a decisive blow, the Creulean light close the gap between the units, firing all of it's weapons..
In the heat of the moment the pilot failed to realize that one of the Crimson heavies were moving to support their damaged light mech! Gauss-cannons and a particle cannon make short work of the Cerulean light!
Having taken a severe blow, the Cerulean heavies now aim to keep the enemy at bay. One of the heavy mechs launch a volley of missiles at the pair by the caves to keep their back clear.
The other heavy is engaged in a duel with the second Crimson heavy, taking several blows to his drive train and damage to his weaponry as well!
Start of the 3rd turn. Things are looking grim for the Ceruleans.
Right here is the moment that ultimately decides the fight, as the Cerulean missile mech turns to add his fire to that of his comrade, the remaining Crimson mechs close the distance, zeroing in on the damaged heavy. Missiles, gauss rounds, particle blasts and lasers hit the mech from all three Crimson mechs..
..Under fire this intense not even a heavy armour can hold out for long, and the heavy mech is taken out of action!
Even though heavily damaged, the three Crimson mechs now surround the lone heavy. His mech is captured and the Crimson have won the engagement!
Easy to get the hang of and with more tactical depth than I remembered, Mecha War is a good stompy robot game, as long as you can accept the level of abstraction involved in building your mechs.
From what I've come to understand though, Horizon Wars will contain special traits to further customize your units, so hopefully that will allow for more variation in that department.
Even so I had a blast (no pun intended) and I'm now looking forward to Horizon Wars even more!
For those of you that thinks mecha and stompy robots are a silly idea, never fear, the game can just as well be played without mechs. I know I have a few battles I'll probably play sans mechs already..
I hope you've enjoyed it, Til next time!
Saturday, 12 March 2016
Test pieces for outpost walls
One of the last pieces of my military outpost terrain, and by far the most time-consuming has been the walls.
I wanted something like the T-barriers that are used in modern times, since it's a simple enough design that works for more setups than the originally intended one.
So I spent some time playing around with putty and oyomaru, trying my best to create a useable "master" if you will, since I knew I'd need quite a lot (I think my original estimate was around 20 or so, I've since doubled that).
I wanted something like the T-barriers that are used in modern times, since it's a simple enough design that works for more setups than the originally intended one.
So I spent some time playing around with putty and oyomaru, trying my best to create a useable "master" if you will, since I knew I'd need quite a lot (I think my original estimate was around 20 or so, I've since doubled that).
These are the first set of walls, success or not? Judge for yourselves:
The first 20. Now I just need at least that many more..
A couple of SADU and NTC soldiers for scale..
.. As well as a Warrior and a Turle-class mech. As you can see, the walls are just about tall enough to obstruct the view of the mechs as well.
So that's the small update for today!
With HorizonWars soon being released, I have kept from playing any more engagements between the SADU and NTC, as I think these new rules might fit perfectly. I will however try to give some big stompy robots a fight or two if time allows!
Til next time!
Sunday, 28 February 2016
Unity's finest and more troops
The protagonists for the intended mini campaign is finished!
Meet two of the most accomplished teams of Unity's Operator program, teams Red and Full Metal:
Hand picked from various branches of Unity's vast military assets, Red and Full Metal operate independantly from the regular chain of command. They take their orders from a senior Unity agent known to them only as Boss. These are the people that handle some of the most highly volatile situations in human space.
First we have the Red team:
Mentally and physically trained and conditioned for their assignments, they only go by squad assigned numbers, Red 1 through 5. One leads the team in the field.
Red 4 carry a support weapon, configurable to fire various munitions as the situation requires.
Red 5 is the one with the big gun. The launcher is attached to the backpack and braced against his shoulder plates for stability. No armoured target is safe when Five is around.
Red 2 & 3 doesn't have any unique equipment, but don't let that fool you. They are both exellent marksmen and all-around soldiers.
And then there's the Full Metal team:
Similarly trained and conditioned to Red team, Full Metal is a Power Armoured strike team. Clad in nigh-inpenetrable armour and with heavy weapons thanks to the suits strenght-enhancing properties, the operators of Full Metal is the hammer of overwhelming force to Red's scalpel-like precision.
Full Metal 4 is trained to use the chaingun. Normally used on VTOLs and other vehicles, the armour's powerful motors allow Four to wield it like a standard machine gun.
Against targets too hard for the chaingun, Five carries a launcher capable of firing explosive and armour piercing shot.
With tension ratcheting up between the SADU and NTC, there are some reinforcements for both sides:
Another team for the SADU, 6 man strong with the standard missile launcher and plasma gun.
The NTC reinforcements have loaded up on extra heavy weapons, two missile launchers accompany the latest team.
I also started painting a test piece for the NTC's first non-mecha vehicles. This first one would be one of their Assault-class grav tanks:
With these pieces, the mini campaign is well on it's way to the first game and the next clash between NTC and SADU is just around the corner as well. A few more bit's for the NTC outpost is all that's left before the next chapter can play out.
Til next time!
Subscribe to:
Posts (Atom)