51

(11 replies, posted in Miniatures)

I said "f--- it" and bought one of those disposable digital cameras from the local CVS Pharmacy this morning.  So sometime in the next few days I'll have some photos of my 6mm  stuff for folks to see  big_smile   .... look for it by Wednesday.

I HAVE to let you guys see the finished Giap anti-grav scout vehicles.  They're a little fiddly to assemble, but holy crap, does the finished product look nice.  I got it with the dark grey base, black camo pattern, with gunmetal weapon barrels and a "glass" cockpit higlighted in the same fashion as my Aeronef minis.  The elevated stand for the thing is tilted/slanted forward, which gives the impression of speed!  Nice. 

As for Assault Corps, I got the playtest pack because I figured it might be well suited for BIG battles, but haven't really read all the way through it, yet.

52

(11 replies, posted in Miniatures)

For mass battles, we're playing Iron Cow 2103.  I really am hooked on that rule set.  Simple, but not overly so.  And the rules are clean enough that if you want to add some home guidelines of your own, it's really easy to make them mesh  8)   (IE -- I wrote up some rules for attacking static defenses).


For skirmish level stuff, I've been playtesting Todd's Wardogs rules -- and it's well suited to playing a smaller battle with no more than 12-20 vehicles a side, where as in Iron Cow the ideal game looks to involve about 40 or more per side

(although I think a full blown "Army" of several platoons would get a bit effort-intensive because you'd end up pushing 70+ around per side).

If I can get a decent digital, I'll send i pics.  I'm finalizing my CDSU guards unit.  I broke from the unofficial paint scheme with them.  A flat grey hull for the tanks, with gunmetal gun barrels, steel plating on that grating along the bank, and  black tiger striping for camo -- looks neat, especially when, because they're  a GUARDS unit and are dismissing the whole concept of hiding, they've painted their grav skirts solid red.  Nice revolutionary colors  lol

53

(11 replies, posted in Miniatures)

Know what rocks?  Airbrushes!!!

$20 investment at Wal-Mart, and I got a teeny airbrush kit that allowed me to prime, base coat and then finalize -- by hand -- my entire AMREP force from Brigade in a single night (it helped the girlfriend was sick and couldn't go out -- I got to be a geek without feeling like I had abandoned the other aspects o' my life).

Base coat dark tan -- with armor grey for the Kochte grav skirts, and steel plate for the baffles/grating on the back.  Hunter camo scheme with dark green on top of that and they look CHOICE  big_smile

IFVs same basic scheme, except there are shiny bits on the turrets done in gun metal.

And I have enough (or will) for an entire AMREP Brigade (of my making -- read "Mechanized Infantry Brigade")

Command Group
6 Boyd HQ APCs
3 Boyd MBTs  -- inbound

AA Platoon
3 Baumann AAs
1 Baumann HQ APC (I see this group being dispersed on a 1-1 basis among the other formations instead of being a dedicated unit)

Artillery Battery
3 Doherty SP Guns
1 Baumann HQ APC

Tank Platoon
12 Kochte MBTs
1 Baumann HQ APC

Two Mechanized Infantry Platoons, each with:
6 Baumann IFVs
1 Baumann HQ APC

Tank Destroyer Platoon
4 Boyd SP AT  -- inbound
1 Baumann HQ APC

Recon Platoon
6 Oldmann Recce Tanks
3 Oldmann Recce Tank (missile variants)
1 Baumann HQ APC

= 59 vehicles

& I  got 6 Dark Realms 6mm Piranha gunships to stand in as Martindale VTOLs and a bridgelaying tank.


Now to do my CDSU fellers  8)

54

(1 replies, posted in Miniatures)

Amrep and CDSU stuff is pure eye candy  big_smile   I have the first two sections of Kochte MBTs painted up.

Now if only Tony, Steve & Co. can forward some of their stuff to a US distributor  big_smile    big_smile    big_smile     

Right now, I can field a full brigade for AMREP and pretty much the same for the CDSU.  I just want more.

55

(9 replies, posted in Wardogs)

Then you need to differentiate between night time illumination flares and the chaff/flares dispensed by planes and ships and other units to distract/deter missiles.  You got two vastly different apps there.  I'd not equip units with space consuming kit for the illumination purpose, you can just put night fighting rules in the game.

56

(9 replies, posted in Wardogs)

Possible fix would be to limit flares to the same hex as the equipped unit.  Or else simply mark the unit as having deployed flares.

Why equip a unit with a flare projector that could benefit hostile units?

57

(9 replies, posted in Wardogs)

Looking at the rules, flares are dropped after movement, and the only range limit is a 3 hex cap.

So a plane can really benefit from 'em.

Now, that really isn't a problem until you have a player design a plane with 20 flares, at which point he'll always end his movement safe from lock on attempts.

And again, I think it's enough to note AA or Ground Targets alongside a weapon if they're limited to one role.  DP guns should get a modifier.

But DP weapons are RARE anyway, aren't they?

58

(9 replies, posted in Wardogs)

There's no set range for flares, except to say it can shoot the thing up to 3 hexes away.  So conceivably a plane can drop a flare in its own or an adjacent hex, right?  And aren't flares and other measures like cratering charges done AFTER movement is complete?

I don't think you'd have to make AA a bonus.  You either state outright whether a weapon is AA or for surface targets.  The bonus would be if you allowed dual purpose weapons, which could target both.

59

(9 replies, posted in Wardogs)

I've had some concerns about planes being too easy to target if they don't have flares, at which point they become  impossible to lock on to:

IE -- you have a plane with a thermal of 4 moving 13+ hexes = 1 or less "lock on" base value .....against an enemy with advanced sensors and a gunner (+3)= lock on with 4 or less ....until the flare (-5) drops you to -1.  Even with a heat seeker you can only boost that lock on target number to a 0.  Which means the plane is immune from harm.

So there's a strong risk of cheese designs if you allow planes with flares.

Now, on the other hand...

Same plane with thermal of 4 and 13+ hex speed = 1 or less needed to lock on.  Targeted by the same platform (+3) brings that back up to a 4 or less to lock on, unless the plane has basic ECM (-1), which drops it back down to lock on with a 3 or less.

That seems OK to me,  as the plane's main defensive measure is still its speed.  It should be able to angle itself outside of most enemy vehicles' arcs of fire.  And even if it does fall within an enemy ground vehicle's line of sight, you're looking at a 30% chance to hit, and then, assuming D8 is the default DAM value, you only have a 62.5% chance of causing a penetrating hit to an ARMOR 3 plane if you DO lock on.  So at medium range for a D8 weapon, we're talking about a 18.7% chance of inflicting a damaging hit, right? Do those odds feel OK?  My main concern is that the rules as they stand now don't disallow ANY weapon from firing at aircraft.

60

(24 replies, posted in Wardogs)

Got just about all the vehicle fluff for the Germans done.  Here are the write-ups for them.  Just gotta get the Soviet write ups done and everything we need for tactical scenarios is about ready to go.

Mk. VII Ritter MBTs
Mk. VII panzers provide the foundation for German armored regiments.  Solid in terms of firepower and protection, the Ritter may not be the best AFV currently in service – but it still acts as the measuring stick against which all other tanks are rated.   Appropriations are in the works to improve its targeting systems, with upgrades slated to reach the field in the next three months.  Its fuel cell drive is a no-frills approach seen among many vehicles employed by modern militaries, as the maintenance requirements for such equipment is miles below those seen with fission or even fusion technology.

Recommended Mini: Brigade Kochte MBT

SP.9 Fuchs ICV
The Fuchs infantry combat vehicle provides panzergrenadiers with the mobility and armored protection needed to survive the modern battlefield.  The SP.9 is no match for a tank – its heaviest armament is a 20mm autocannon – and under the right conditions its hull can be perforated even by crew-served heavy weapons.  Yet the vehicle's ability to lay smoke, cover advances with indirect suppression fire and create cover for its squad of riflemen, have earned it high marks from  countless foot soldiers. 

Recommended Mini: Brigade Baumann ICV

SP.9r Command Variant
The SP.9r is a command variant of the popular Fuchs ICV, and is commonly attached to tank and mechanized infantry units.  Gone are the 20mm autocannon and grenade launcher.  In their place, engineers have installed the communications gear needed to direct the actions of a full armored company and a short range ATGM launcher – the “Dolch” – which can unfold directly alongside the commander's topside hatch.   While ammunition is limited, the SP.9r is a deadly tank hunter if used properly, and more than one divisional history credits such vehicles with saving panzergrenadiers under attack from Soviet armor.

Recommended Mini: Brigade Baumann HQ

Sk.5 Raubritter Recon Tank
Sk.5 tanks serve as the eyes and ears of German armored formations.  While the Raubritter's gun is all but useless against anything heavier than a troop carrier or armored car, the vehicle's main benefit remains its ability to relay information through its communications gear.  A platoon of German recon tanks (usually involving an equal mix of gun and missile-toting variants) can disrupt enemy formations, ambush convoys or finish the encirclement of trapped Russian units – trusting on their small profiles, ECM and armor plating to live through such engagements. 


Recommended Mini: Brigade Oldmann Recce Tank


Sk.5 tanks serve as the eyes and ears of German armored formations.  While the Raubritter's turreted ATGM launcher is a decidedly lethal threat to tanks and walkers, the vehicle's main benefit remains its ability to relay information through its communications gear.  A platoon of German recon tanks (usually involving an equal mix of gun and missile-toting variants) can disrupt enemy formations, ambush convoys or finish the encirclement of trapped Russian units – trusting on their small profiles, ECM and armor plating to live through such engagements. 

Recommended Mini: Brigade Oldmann Recce Tank (missile variant)

Mk.VIb Kopfjager SP Artillery
The Kopfjager is a dedicated artillery vehicle mounted on a Ritter chassis.   Developed in 2156, the MK. VIb has been dubbed a “rocket howitzer” by Wehrmacht field officers as it lobs 120mm rounds propelled by self-contained plasma engines (the barrel is there strictly to channel the warheads).  Crews are trained to direct four round “sheaths” against designated target coordinates since the weapon system's automatic loader can handle as many shells in the space of 10 seconds.  Damage inflicted on the barrel limits the Kopfjager to two such salvos during any given engagement, and the equipment is finicky.  While the 120mm gun is housed in an armored turret, the circuitry has a history of being knocked out of commission by the slightest hit.  What's more, the crew compartment is too cramped to allow for ECM gear….forcing engineers to install external chaff and flare projectors to protect the vehicle against counterbattery fire.  Still, German artillery officers consistently praise the Kopfjager's performance, noting it packs enough of a punch to rend the thickest Soviet armor. 

Recommended Mini: Brigade Doherty SP arty

I also have a SP.4d Medical Vehicle (Boyd HQ mini), but the write up will be minimal.  And an AA platform I still need to write up.

Add those to about 6-7 German mechs, and the roster is about done.

61

(24 replies, posted in Wardogs)

Who?  Me, or Tony? 

The mailman can't have my money..... big_smile

But I bet the girlfriend wouldn't mind if I handed over all the loose boxes of crap the ex left hanging around the place (amazing what you still find two years after the fact).  smile

Taking the files down for a bit.  I wanna flesh out the mech roster with some new additions, fix a few typos and add conventional AFVs and CAS (I'm just going to use the stock wardogs infantry.

But I'd like to bounce some timeline notes off folks.

Matt

62

(24 replies, posted in Wardogs)

Absolutely  big_smile !!

The dates in the mech descriptions so far are 2157-2160.

So far, all our playtest sessions have centered around isolated skirmishes where all I've described is the tactical situation for that particular battle.  But for the overall setting, I was thinking MAYBE Imperial Germans against Soviet Reds (rather than just doing future Nazis against Future Stalinists).

I was thinking of a timeline where the Kaiser's Germany has grown to dominate Western Europe in the 22nd Century (having found its place in the sun following its victories in the early 1900s, it slowly but surely absorbed the rest of the continent through economic warfare and military action)-- and they're now duking it out with the Reds.

The Brits and Americans would have to fit in somewhere. 

PS --

Had to fix a typo in the Maskhadov.  Thermal 6 and 183 points.  Even with a worksheet to help, I find mistakes here and there.  Looking forward to when Wardogs has an automated sheet or somethin'  big_smile   Updated Russian zip file uploaded (which is why the counter dropped back to 0), or you can just make the tweak in the word file yourself.

I looked at the Germans again, but their math checked out just fine.  So these guys are good to go  smile

When my Brigade shipment arrives, I'll stat up some conventional armor to go with them (grav tanks, APCs, MICVs, etc)....

63

(24 replies, posted in Wardogs)

updated russian file.  problem with the Medved and I added a new mech.  That's it for a while.

64

(24 replies, posted in Wardogs)

Well there you go about the planes.  My opponent has only statted up two aircraft -- going to poin that out.

As for the shoulder missile launchers -- I figured you could go either way.  So folks should just use whatever arcs may sense  smile

65

(24 replies, posted in Wardogs)

last note about the missile packs on the minis...since they're shoulder mounted, I treat them as being on that particular arm.  They're not centered on the hull, and it seems the right way to handle it.  If other folks feel shoulder mounted packs should be "hull" kit, then feel free to view 'em that way.

66

(24 replies, posted in Wardogs)

Here are the Russians statted up so far. 

I still have about 2 more mech classes for each faction to do, but there's only so much I wanna paint up before this weekend. 

I'm trying for a theme, design wise, for each.  The Germans have more flexibility.  Their missiles can be interchanged and reach farther.  They have a command model.  Their targeting is better and their heat output lower.

The Russians are firepower heavy.  EMs have been traded for hardpoints in a lot of cases.  Their heat ouput is a good bit higher, but they can balance this out, for a couple of turns, with decoy flares.  Missiles possess shorter range, and basically are "all or nothing" affairs.  Their targeting systems are not as good.  But the Katemir is faster than anything the Germans have, and so is the Wolk. 

Anyway, we've had fun over the course of a few playtest sessions  big_smile.  Observations....

Aircraft, except for taking off and landing, really don't have anything setting them apart from ground units.  Would elevation rules make things to cumbersome? 

Second, unless you pour everything into speed, they don't seem to have THAT big of a horsepower advantage over ground units, nor are they that much harder to hit.  Well armored, Tech 4 (fuel cell) CAS minis have maybe 10 MP when we draft them up.  You can boost that through afterburners, but even then it doesn't really feel like they're moving hundreds of miles per hour. 

Matt

67

(24 replies, posted in Wardogs)

German Walkers attached.

I can add the conventional AFVs and all the Russians if folks are interested. 

Working on the timeline.

Matt

68

(24 replies, posted in Wardogs)

OK --

I revamped my mechs because I wasn't getting the features out of them at tech 5 that I wanted, so I devised a worksheet -- figuring armor point cost per size (and whether or not Superior Alloy is used), MP, EMs, HPs, and all the assorted kit I'm allowing in the setting.  And I've statted up five German and four Russian walker models.

I've got a bunch of CAV minis (x2 Butcher, x1 Starhawk V, x1 Thug, x2 Gladiator II, x2 Khan, x1 Panther, x2 Spider, x1 Falcon, x1 Dictator II, x2 Naginata tanks and some CAS).  And it's nice to have another game that I can use to play them.

Anyway, a game last night involved i an unequal duel between attacking German units and defending Russians.

Germans --
Raubtier command Mech
Rasend heavy Mech
Henker assault mechs (x2)
Totenkreb support/arty mech (x1)


Russians
Bakharov siege tanks (x2)
Medved heavy mechs (x2)
Infantry squads (x4)
Chance of some CAS support (x2 Kikyu minis statted up with air to ground munitions)

The battle highlights (as I can't break everything down).

The Henker assault mechs are slow (3 MPs), so to cover their advance, the Rasend -- a heavy mech with Germany's first energy cannons slung over its shoulders, worked up the highground, took up overwatch positions and got ready to snipe at those Russian assets it could see.  The Rasend's PkPs have great range, and no mods, as I figure a laser shouldn't HAVE range mods.  Its first attack saw it lock on to a Bakharov, even with the tank in partial cover due to its cratering charge, and damage its turret -- although the tank wasn't killed yet.  The Rasend had to let its guns charge up for a full turn before it could fire again. As it wasn't in Russian gun range, no real reason to move it.

The Totenkreb scurried up to cover in a patch of forested terrain, but couldn't achieve a lock on with its IF weaponry.  Not yet.

FYI -- The Raubtier was giving us an edge through its C3 system -- which always helps when yer assaulting  big_smile

The Henkers were starting to close with the Russian line when the two Medveds rushed forward -- Russian mechs are well suited at knife fighting, while the Germans typically have a range advantage.  One of the Henkers lost a LEG, effectively removing it from the fight,  but as damage is simultaneous, the Medved was screwed .....as one of the weapons the Henker uses is a shoulder mounted missile launcher capable of lobbing EMP warheads (I have a set arsenal for each faction, and one benefit the Germans have is uniformity in their missile's HP and range values, meaning a lot of missile launchers can choose from a variety of warheads and not affect their point costs). 

The Henker's 37mm rotary autocannons mangled one of the Medved's arms, and the EMP shut it down for the next turn.  Which allowed the Totenkreb to saturate the stricken walker with Mordskerl mortar rounds -- blowing it into scrap as its munitions holed the Russian mech's power plant.

Things were really starting to go down hill now as the Rasend also managed to polish off its first Bakharov.

The balance swung back into the enemy's favor as a random reinforcement roll finally saw a pair of heavily armored ground attack aircraft howl overhead and plaster the Rasend with cluster munitions.  1 piece of equipment, a weapon and an arm were all perforated by shrapnel -- which didn't kill it, but removed it as a worthwhile asset.  That, and the fact that it got knocked on its can.

Back and forth.....the surviving Henker and Raubtier tore the remaining Medved to pieces........

But then time ran out as my opponent had to head out.  Pretty much a draw.  I had killed three assets outright (Bakharov, and two Medveds) in return for having two mechs crippled.....but victory for me depended on actually entering the designated victory zone on the board.  The Wolk class recon mech had also used its jump capabilities to get within range of the Totenkreb, which could have proved awkward. 

So, bloody little battle.  But the game got high marks, especially now that we're using an MP value of 1 for the infantry.

I have the German mechs finalized in terms of presentation and fluff (along with the recommended CAV minis to support them).  I'll attach a word file if folks want them, along with the worksheets that validate their math  smile

Matt

69

(1 replies, posted in Wardogs)

Thermal Dampers wording is a little confusing.

If I have a Mech with a Thermal rating of 8 after everything is added in, and I buy L2 dampers, am I going this route:

8 x.67 = 5.36 rounded down to 5?

or 8 - (8x.33 = 2.64 rounded down to 2) = 6?

Makes a difference.

70

(7 replies, posted in Wardogs)

Scratch builds aren't an option for me....not that handy.

And I should clarify that I'm not looking to translate CAV mechs exactly.  The only thing I'm trying to do is to find minis I can use.  I'll stat them up as something else entirely, trying to fit it into the Iron Cow universe (just using Wardog rules).

That's the route I'm going to go.  Big scale stuff -- Iron Cow universe, Iron Cow rules.

Smaller/skirmish stuff (with maybe a combined arms company on either side) -- Iron Cow universe, Wardogs rules.

71

(7 replies, posted in Wardogs)

OK --

I bought a bunch of Brigade 6mm stuff because I like the scale and because I wanted to get units that would easily fit within the hexes I have on my maps.  Also -- easy on the budget to amass decent sized armies.

I'm happily converting my AFVs into Wardogs  big_smile ......

For infantry, I'm taking Reaper's CAV infantry (regular grenadiers).  Sure, they're slightly on the large size at 10mm, but they're not THAT much bigger -- I can base three on a penny as opposed to four.  And I want my PBIs to stand out a little.

Now, my question is, what minis should I use to represent mechs?  I only want a couple apiece for my two factions, as Wardogs looks like it doesn't rely OVERLY on mechs.  You can have tanks and APCs and air support and all that. 

Could some of the smaller CAV mechs serve as big old' battle platforms and not look ridiculous?

Or do I need to stick with GZG 6mm walkers?  The only problem I have with these is they all look too much alike and they're kinda spindly. 

I figure if I get some CAV scout mechs, that are about 2" tall, or twice the size of a MBT, that wouldn't be too bad a representation of a large assault walker.

Thanks
Matt
PS -- if anyone's interested in seeing some stats, I can put them up.

72

(5 replies, posted in Miniatures)

All I know right now is that the other stuff was just too runny.  The Reaper stuff is easier for me to handle.  I just got done last night painting up some German torpedo nefs, teeny little suckers, and they came out looking cleaner than I hoped.  Took some squinting to get the German tri-color on the sides of their tail fins  smile

73

(5 replies, posted in Miniatures)

Gotta love them.

My first few Aeronefs are going to be my red-head stepkids.  You can tell what they're supposed to be, and sure, they follow the suggested color schemes.  But using Vallejo paints and some small bottles of hobby paint picked up at a local store just weren't cutting it.  They were runny and didn't apply very well.

But since then I've chucked all that in favor of investing some $$ in a ton of Reaper products, and now my stuff is something I want to show off  8) ....particularly my German fleet and the last few Brits (RNAS Albion with some painted aeroplanes perched on her flight deck is a particularly favorite right now).

Gotta go get a decent digital camera. 

What do other folks use, though?

74

(2 replies, posted in Discussion)

Brigade just released the first 3 Austrian minis for Iron Stars.

And I'm all misty because I get to see ships I designed come out as actual miniatures  8)   8)   8)   8)


Of course it has to happen when I'm a coupla weeks from being able to buy anything :evil:

But waddya do?

Matt

75

(0 replies, posted in Miniatures)

I've had a few people ask how they might be able to base their aeronefs without drilling -- and it was a problem for me as well  because it was something I wanted to do and I couldn't think of a solution.

But  I've found a pretty nice alternative and wanted to offer it up.

Go to your local Wal-Mart (in the states), or a mom and pop hardware store if you don't feel like supporting an uber-conglomerate shopping outlet. 

Hit the automotive section and find some plastic "butting" fit for 14-16 gauge wire.  Basically it's a hard bit o' tubing the same length as the stems that come with your flying bases.  But it's thicker, meaning it has a wider flange/surface that you can use to secure to the bottom of the miniature itself.

Toss out that default stem that comes with the flying base, superglue or expoxy the tubing mentioned above to the hexgonal bit, then spraypaint the whole thing blue - the advantage here is that the tubing I bought comes in a perfect shade of blue already.

When it's dry, take an unpainted Aeronef and superglue the other end of that tubing to the bottom of its hull, centering the hole affair on that dimple in the metal that is meant to show you were to start drilling.

It WORKS!  It looks solid, and it isn't nearly as fidgety as the standard approach. You don't have to worry about breaking your mini, or spend time making sure the hole you've made mates with the nipple on the flying stem.  It took me less than a minute to superglue each piece of tubing to its base -- less than a minute to spraypaint 18 of these things and about a minute per miniature to get everything secured.  For that kind of time investment, you have to love anything that looks like it's on purpose  8)    8)    8)

It's stable (models as big as the Agincourt and small as the VA7 for me).  It's already blue.  It secures nicely to bottom of your mini.  And the best part is that instead of $40 on a drill and $25 on an a set of bits, you end up sending $3.95  big_smile

Now, it might look a little thick on your teeny, weeny escort nefs.  But if you do it right, it won't overlap the edges of even the smallest miniature's hull.

Happier than a pig in s--t about this.  Just wanted to offer it up, as the whole issue of having to drill was going to be a big turnoff for me.  But now I feel free to blow my money on Brigade miniatures and my friends here at the hobby shop just gave a big thumbs up after seeing my Markgraf class BB.

All done.  Sorry for the long post.
Matt