Samulus has just started posting the background to the universe we've been working on to add some flavour to our 15mm SciFi forces. His post includes some pretty stonking artwork (not his own, he admits). I'll post some background to my home system, New Vedith, later.
In the meantime, I've more 15mm SciFi to share, first up is my first unit of Power Armour - five suits by Khurasan. I say Power Armour, but they clearly aren't as I can't see how a human would fit inside the torso comfortably. So, to me they are remote-controlled humanoid battlesuits. Still, they are awesome sculpts, a real pleasure to paint.
They form the shock infantry of my 'New Vedith' forces - heavily armoured, agile due to their jump jets and equipped with the latest plasma weaponry. With their pilots hundreds of miles away, they are also relatively fearless. To encourage audience participation, comment below if you've any ideas for naming them. I came up with the 'Armoured Assault Brigade', but I was having an unimaginative day as I think it's a bit bland.
'Big Stompy Armoured Suits' would be descriptive, but inelegant
To finish, a little extra I finished at the same time: some squad support weapons for my infantry platoons, one tripod-mounted heavy laser and one portable missile system. All GZG, magnetically mounted to metal bases.
In other news, the first issue of my WS&S subscription arrived last week. I did say I wasn't going to subscribe, but after some thought (and a discount) I did. I'm glad of that, getting a magazine full of hobby ideas popping into my letterbox every other month is nice. If expensive for the potential it offers for hobby inspiration!
EDIT: I've also just got an email notifying me that I won a digital subscription to one of WS&S's other magazines, for filling in a survey (I vaguely remember doing to). They've given me a voucher code which I can use on anything on their store - an extension to my WS&S subscription is in order, I think. That's the first thing I've won in ages, which is nice.
A Hobby blog about wargaming, miniature painting, board gaming and other musings. Why magpie, I hear you ask? Simple: I'm constantly being distracted by new shiny things. Come in, make yourself at home and feel free to leave a comment. Caw!
Showing posts with label GZG. Show all posts
Showing posts with label GZG. Show all posts
Monday, 2 July 2012
Tuesday, 19 June 2012
15mm SciFi Command
Well, it was going to be one or two things this week, and the quicker job won out in the end. Nothing to do with the steady flow of packages that have been arriving with fresh goodies to prep!
Here we have my Command stand. Part of the pack from Khurasan's Nova Respublic range. I couldn't resist a commander in a massive hat and shiny medals - I used to play 40K Mordian Iron Guard! The blue uniforms came out quite nicely to match the much more armoured GZG troops which are the bulk of my infantry. I might go back and add some piping to detail the tunics more - or would this be fiddly overkill?
This pic was taken without flash - I find it can make the blue look far too electric.
I thought they made a nice diorama - the Commander reviewing a holo-map with his ADC to attention, while his platoon leader radios out commands. I borrowed the idea for the round base from some Napoleonic forces I've seen on Blogger - I think that it sets them apart nicely.
This time with flash, including the Platoon Medic (the same Khurasan pack) and a squad I finished at the same time (GZG). The two mix well and the lovely Khurasan ranges give me plenty of options for future expansion.
Here we have my Command stand. Part of the pack from Khurasan's Nova Respublic range. I couldn't resist a commander in a massive hat and shiny medals - I used to play 40K Mordian Iron Guard! The blue uniforms came out quite nicely to match the much more armoured GZG troops which are the bulk of my infantry. I might go back and add some piping to detail the tunics more - or would this be fiddly overkill?
This pic was taken without flash - I find it can make the blue look far too electric.
I thought they made a nice diorama - the Commander reviewing a holo-map with his ADC to attention, while his platoon leader radios out commands. I borrowed the idea for the round base from some Napoleonic forces I've seen on Blogger - I think that it sets them apart nicely.
This time with flash, including the Platoon Medic (the same Khurasan pack) and a squad I finished at the same time (GZG). The two mix well and the lovely Khurasan ranges give me plenty of options for future expansion.
Saturday, 19 May 2012
Gruntz AAR and review
As Samulus describes, we played through a game of Gruntz the other night with my fledgling New Vedith Defence Force troops facing Samulus' robotic Autosentia. We threw together some stats for what we had as best we could and played around 100 points. I had two NV infantry squads with support weapons, a platoon command base (Mal standing in) and two IFVs which had fortunately arrived from Antenociti that morning.
The battlefield from the NV perspective. Terrain was cobbled together from what I had already, except the alien jungles I knocked together during the week from some plastic fish tank plants that Gharak gave me years back.
We were a but short on suitable counters, so used red gems for waxed (wounded) troops, blue for suppressed, White dice for a command 'push' order which grands a bonus action or for vehicle damage and a small green dice for prone which gave combat bonuses.
An NV IFV's laser and missile weapons take their toll on the Autosentia assault troops.
The IFVs spectacularly fail to bring their weapons to bear on the Autosentia mech, whose Gatling gun decimates an NV squad. The Mech was a bit overpowered for its size, something for us to tweak.
Autosentia light infantry combine fire and damage an IFV, which was helpfully laser-painted by the nearby drones. But NV infantry push forward and gun down the light robots. I conceded shortly afterwards, although close it was a rules taster rather than a competitive game and we wanted some time to discuss our thoughts.
So, what did we think? I'll start with some pros:
-really nicely presented and well-written rulebook for a bargain download price of £6. We struggled to find some specific rules (such as what flamers do), but overall a solid product
-interesting mechanics which seem to mostly work right. Although I wouldn't personally agree with all design decisions, such as the lack of a rate of fire, Samulus and I both felt it was a very good base which we could tweak to our taste
-easy to use unit-builder with a points system. We were happy to use it as a guide and bend the rules if needed. And having not played before, some of our first efforts were a little bit skewed - the mech too powerful and IFVs seemed pretty tough.
Cons? Happy to report there isn't much that we felt we couldn't tweak to suit with our own house rules. Something I'm increasingly happy to do, as I have developed pretty specific tastes in rulesets. These were the things we thought could be improved:
-command system. While we used the alternative activation rules and there is a small command element in the way you can use your command base, i think this could be deepened. I've already an idea for how to develop this further. Also, the need for a command base didn't really fit with Samulus's robot force.
-I can see the mathematic appeal of a 2D6-based combat system but it became a bit ungainly with our 8-man squads as we only had 5 different pairs of dice. We will try 4-man fireteams next, breaking out special weapons as attachments.
-the range of modifiers meant shooting became a bit maths-y, adding 2D6 plus stat, plus or minus modifiers, with a target number that could also vary from modifiers. We really needed a decent reference table and for personal taste I might streamline some of the modifiers.
-Gruntz sure died quick, even in cover. If we use smaller fireteams, I'm toying with the idea that cover and prone status should grant Gruntz an extra wound rather than a to hit modifier, from small arms fire at least. I don't think this will break the core system so we'll try it out and let you know how it works.
-Some oddities like equipping combat knife being optional, but free. I'd have thought all but the worst rabble would 'count as' having a ccw, be it knife, gauntleted fist or rifle-butt!
As I say, these opinions can pretty much all be easily fixed with house rules. I would definitely recommend people looking fir a ruleset to check out Gruntz.
Also, the author of Gruntz was kind enough to comment on Samulus' blog with his response so in the interest of balance, please see here. It is great to see that Robin is open to constructive feedback and I'm pleased to see that at least some of the points are already being tweaked for future editions.
Have a nice weekend, bloggers!
The battlefield from the NV perspective. Terrain was cobbled together from what I had already, except the alien jungles I knocked together during the week from some plastic fish tank plants that Gharak gave me years back.
We were a but short on suitable counters, so used red gems for waxed (wounded) troops, blue for suppressed, White dice for a command 'push' order which grands a bonus action or for vehicle damage and a small green dice for prone which gave combat bonuses.
An NV IFV's laser and missile weapons take their toll on the Autosentia assault troops.
The IFVs spectacularly fail to bring their weapons to bear on the Autosentia mech, whose Gatling gun decimates an NV squad. The Mech was a bit overpowered for its size, something for us to tweak.
Autosentia light infantry combine fire and damage an IFV, which was helpfully laser-painted by the nearby drones. But NV infantry push forward and gun down the light robots. I conceded shortly afterwards, although close it was a rules taster rather than a competitive game and we wanted some time to discuss our thoughts.
So, what did we think? I'll start with some pros:
-really nicely presented and well-written rulebook for a bargain download price of £6. We struggled to find some specific rules (such as what flamers do), but overall a solid product
-interesting mechanics which seem to mostly work right. Although I wouldn't personally agree with all design decisions, such as the lack of a rate of fire, Samulus and I both felt it was a very good base which we could tweak to our taste
-easy to use unit-builder with a points system. We were happy to use it as a guide and bend the rules if needed. And having not played before, some of our first efforts were a little bit skewed - the mech too powerful and IFVs seemed pretty tough.
Cons? Happy to report there isn't much that we felt we couldn't tweak to suit with our own house rules. Something I'm increasingly happy to do, as I have developed pretty specific tastes in rulesets. These were the things we thought could be improved:
-command system. While we used the alternative activation rules and there is a small command element in the way you can use your command base, i think this could be deepened. I've already an idea for how to develop this further. Also, the need for a command base didn't really fit with Samulus's robot force.
-I can see the mathematic appeal of a 2D6-based combat system but it became a bit ungainly with our 8-man squads as we only had 5 different pairs of dice. We will try 4-man fireteams next, breaking out special weapons as attachments.
-the range of modifiers meant shooting became a bit maths-y, adding 2D6 plus stat, plus or minus modifiers, with a target number that could also vary from modifiers. We really needed a decent reference table and for personal taste I might streamline some of the modifiers.
-Gruntz sure died quick, even in cover. If we use smaller fireteams, I'm toying with the idea that cover and prone status should grant Gruntz an extra wound rather than a to hit modifier, from small arms fire at least. I don't think this will break the core system so we'll try it out and let you know how it works.
-Some oddities like equipping combat knife being optional, but free. I'd have thought all but the worst rabble would 'count as' having a ccw, be it knife, gauntleted fist or rifle-butt!
As I say, these opinions can pretty much all be easily fixed with house rules. I would definitely recommend people looking fir a ruleset to check out Gruntz.
Also, the author of Gruntz was kind enough to comment on Samulus' blog with his response so in the interest of balance, please see here. It is great to see that Robin is open to constructive feedback and I'm pleased to see that at least some of the points are already being tweaked for future editions.
Have a nice weekend, bloggers!
Wednesday, 16 May 2012
Cast your votes please!
Not the French Presidential elections. Not to help Greece elect a government. Not even for the winner of Britain's got Talent. No, this is the vote you've all been waiting for.
I'm undecided on how to paint the helmet visors on my GZG infantry. So I'm throwing the question to our hobby community. Which of these do you prefer - red or jade? It could go either way. Nail-biting, eh?
And with flash:
Assuming I keep the rest of the grey/blue colour scheme, if you have any other suggestions for good colours, I'm all ears!
Cheers,
Phil
I'm undecided on how to paint the helmet visors on my GZG infantry. So I'm throwing the question to our hobby community. Which of these do you prefer - red or jade? It could go either way. Nail-biting, eh?
And with flash:
Assuming I keep the rest of the grey/blue colour scheme, if you have any other suggestions for good colours, I'm all ears!
Cheers,
Phil
Tuesday, 15 May 2012
SciFi project: first finished minis
I finished these 15mm Ground Zero Games UNSC infantry over the past couple of weeks. I've a whole platoon of them to do, but thankfully they are pretty quick to paint.
They are magnetically based onto steel FOW-size bases which I ordered from here:
http://www.freewebs.com/pwsltd/steelbases.htm
Samulus of 'Life vs Gaming' and I are planning to test some rulesets out later in the week, I'll let you know how we get on.
They are magnetically based onto steel FOW-size bases which I ordered from here:
http://www.freewebs.com/pwsltd/steelbases.htm
Highly recommend them, steel bases have a nice weight to them, he is happy to make custom sizes and delivered quickly.
I haven't got the photography right at this scale as they've come out a bit bright, especially the blue, which is somewhat less lurid in real life (Vallejo magic blue). I'm not set on the red visors, though they are a standout feature. Might try a different colour on batch two. They really need a coat of matt varnish, but I'm all out.
And this infamous smuggler captain and his first mate were among the freebies GZG were giving out at Salute.
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