Category Archives: Miniatures

Dark Angels: The Models!

So I managed to get time and motivation to take pictures of the progress so far.  The goal for January is all the infantry for the first Lion’s Blade demi company.  I’ve got the two 6 man tac squads painted.  The 10 man squad I’m still working on the paint scheme for.  The old Mk III armor just needs a bit more to look like you aren’t mailing it in.

Command squad, 2 Tac squads on the left. Tac, Assault Marines, Dev squad on the right.

The models I have so far. Need a razorback, 5 assault marines, and a rhino for the devs (might add some meatshields to the devs as well)

 

So there’s what I have.  As you can see I’ve gotten a lot of green out there  Not much else so far.  Priority is on the big tac squad, and assault squad.  Then at least getting the vehicles colored.  I will treat myself by painting Master Balthasar at some point soon.

Detail of the Command Squad, Tac squads, and unpainted vehicles

Going to do some touching up on the tacs, but I wouldn’t mind putting them on the battlefield now.

I did some modifications on the command squad.  The sergeant has a power axe and one of the nice DA Power pistols, and the champion has a DA Power sword.  I didn’t go for the robes, but I might eventually do some.

Rather more boring

One painted model, the rest are victims of Caliban Green spray paint. Yes. I’m lazy. I am actually really looking forward to the assault squad. I do like the look and I have a chaplain with an assault pack coming.

Assault squads are really underpowered in the current edition.  I do plan on using them in a 10 man squad because I figure I need to make sure something is still there to hit when they finally arrive in close combat.

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5th Company Heraldry on the Shoulder Pad

Need to touch it up quite a bit.  I like the theme so far, but as you can see there’s a lot of details that I could add to it, but at a certain point I’m worried it will look busy, but anything short and it might look like I’m mailing it in.

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Echoed the heraldry on the front bone and black faceplate. Gold eyes. Also figuring what to do with the other shoulderpad.

I will be doing transfers on the shoulders.  That will help a lot.  But below the waist there won’t be a lot of detail, just highlighting and shading and… I’m not sure.

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More details to pick out and repair, But you can see where it’s going.

One last Mk III view.  Got to fix the eye and the helmet, but not too much else, just highlighting, the bolter, and shading.

So the next project is the Mk III tac squad.  Then I’ll probably do the Chapter Master.  Depending on the weather I’ll be spraying the vehicles I have, to get them to mean green machines.  Beyond that I’ll be working on the assault squad.  I do need to work on how many devastators I want to have in this squad (and in the other squad).

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Swamps of M’boto part II

Master Balthasar saw the blue-skinned xenos as soon as he crested the knoll, passing close to the copse of trees, with two squads to his left, and another working its way through to his right, his squad screened the Devastators of Sergeant Simuels 9th squad who would set up on the top of the knoll after Balthasar’s command group had cleared it.  Balthasar boomed out the Dark Angels battle cry “REPENT, FOR TOMORROW YOU DIE” He swung his relic blade into his left hand, hoisting the massive Combi weapon one-handed he fired a bolter into the squad of xenos blocking the road beneath, as a large, fast-moving hovercraft blasted down the shoulder towards the Chaplain’s attack.

“Bring down that ship!” Balthasar cried, even as Simuel’s Missile Launchers and Plasma Cannons barked several shots, smashing the sturdy craft to the ground, where it began to burn even as the survivors of the squad within tried to crawl free, into the bolter fire of the rest of the devastator squad.  The tactical squads to Balthasar’s left also raked the wreckage, keeping the survivors from rallying under their cruel scourging fire.  Balthasar’s attention was jerked to his right as a shell struck his shoulder pad.  Across the road at some distance las-fire flickered from a position that was held by humans.

“Matthias, the hunt is on, your quarry is across the road on the far hill, call for support when you have closed in”  Balthasar tongued the stud switching to his command frequency.  “Brother Librarian, Sergeant Matthias is closing on the enemy.  I believe the signal you seek is near him”

“Very well Master Balthasar, we stand ready to drop on his signal.  For the Lion”  came the reply of Brother Librarian Herod.  The Iron Armor of the 3rd squad crashed out of the trees at last, at point blank range to the defenders currently firing at Balthasar’s group.  Other positions across the road had engaged the squad’s to Balthasar’s left and the Devastators were engaged with vehicles trying to force the road before the Chaplain could break through.  The clumsy, heavy armor of the 5th squad shrugged off the surprised, desultory fire of the defenders of the road, and the staccato bursts of their bolters sent the survivors of the attack fleeing.  Balthasar ran forward, leaping the barricade “Fifth, secure the barricade and aid 1st and 3rd.  Matthias are you in position?”

“We are, bring in the reinforcements”

Even before Balthasar could speak the booming chime of a teleporter announced the arrival of the Deathwing.  11 suits of Terminator armor, in the midst of the traitorous humans pinned under the heavy weapons of Matthias fast-moving speeders.  Lasgun and Bolter fire smacked into the terminators, not even slowing them as they opened a lethal close range fire, silencing nearly all resistance.

“The xenos are breaking!”  Called Eleazer, at the left of the line.

“Judah, harry them and destroy them”

“As the Emperor wills!”  called Eleazer, even as the jet packs launched them into a headlong pursuit.  Balthasar raced up the hill as the Speeders orbited at a safe distance.  The Devastators had chased off the xenos vehicles, one of which was burning, and smoke indicated other damage to the ones that limped away.  The bone-white terminators were in a ring around a small, sunken bunker.  One of them, armor picked out in blue, called out as Balthasar approached.

“He’s in there.  I can feel him.”  His powerful fist clenched on the staff he carried.  Balthasar looked around him.  “Purify the battlefield” he directed his squad “Herod and I will attend to this”

Herod hefted his staff and Balthasar blasted the door with the Combi-Weapon’s plasma gun, then stepped back as the bulky terminator-armored Librarian rushed the door, allowing him to heft his relic blade and race in on the Librarian’s heels.  A robed figure in simple armor faced them.

“Brothers”

“You have forsaken us, and that word.”

“You have forsaken the Imperial Truth, and all the Emperor stands foAAHHHHH” he cried, as a halo of pink and purple danced around the Chaplain’s hood.  As the figure started to buckle; Balthasar leapt forward securing the prisoner.  The librarian was speaking with the ship on another channel.  Balthasar hefted the prisoner to his feet the Librarian reached out a hand, grabbing the prisoner roughly.  “Begin the withdrawal, we have what we came for, our campaign is over”

“It is indeed.  Chaplain Maccabeus, send our transports to grid 10371138.  Have the apothecaries see to the wounded, and the fallen.  Inform the guard we are required elsewhere, the battle barge will be withdrawing us soon.”

Swamps of M’boto

Master Balthasar swung his boots out of the sucking mud, fighting for alertness as his demi-company trudged through the end of the mire towards their objective.  They still had several kilometers to go and the offensive was scheduled to go off in less than 8 hours.  They had left their vehicles behind, knowing they would sink in the swamp, and even the speeders the Ravenwing had attached to his command had to pick their routes carefully lest their grav-effect drill down into the mud.

“Master Balthasar, angle to the left to where the speeders are.  We have found a spit of solid ground” called Sergeant Matthias.  Balthasar twisted to see the coil of speeders begin to shake out into a line over the solid ground, and he trudged across the morass to find firmer footing.  A movement they had planned for 6 hours had taken over 10 and the troops focus was lacking as the constant battle simply to stay erect was fought with each step.  The Emperor was with them, finally and the ground even came up above the water line, nearly dry, and the troops made much better time, reaching the planned assembly area with 90 minutes to go until the attack.

“Sergeant Eleazer, form a defensive and then rest, we must clear our minds of that foul swamp.  We will hold here for 30 minutes.  Matthias ground your speeders inside.  We can trust our Catalepsian nodes but I will not have a sloppy attack even if we are covered in filth.  Sergeant Judah, take your men ahead and find the grove the auspex detected for us to attack from.  Once you have reached it vox back your bearing and rest your squad”

Master Balthasar’s vox clicked as each Sergeant acknowledged his orders.  The tactical squads broke down their sectors, the devastators picked firing positions on little knolls and the speeders grounded in dead zones out of easy observation, then each brother froze into a statue.  Balthasar and his command squad alone remained moving.  Trusting to their altered physique and discipline alone, the silent brothers surveyed the landscape and waited for the assault squad’s report.  Within ten minutes Judah’s voice came up on the vox.

“Master Balthasar, we have come to the edge of the copse.  We are holding just inside the tree line, the xenos are just on the far side and are observing the woods.  Request instructions”

“Dark Angels stand to!  Judah hold and observe, dual columns of march, 1st squad, command group, 3rd squad, 9th squad, 5th squad.  Speeders sweep east and watch for xenos reinforcements.  Brother Symon let the Chaplain know we are starting early, if they are close to the copse we will have to attack as soon as we approach so he will begin his attack in 10 minutes.  We should arrive and be ready within minutes of that, hitting the xenos in the flank as they react to his demonstration.”  Balthasar hefted his relic blade, combi gun slung at his side.  “Let our enemies repent, for tomorrow they die!”

The squads divided by combat squad, 1st squad spreading out in two columns, the command group in a blob behind them, another tactical squad split behind the first squad’s columns, the devastators heavy weapons behind them, and finally the Iron Armor of the 5th squad noisily bringing up the rear.  The cache of ancient armor had been a boon and a symbol to the men, but the heavy, clanking suits required special handling tactically.  They could give away the entire assault, but they were uniquely suited to leading the assault as well, and Balthasar’s brain whirred away at the interesting problem of passing them forward without giving away the vital element of surprise.

Just as the trees came into view the sound of heavy weapons echoed over the advancing marines.  Chaplain Maccabeus has kicked off the attack nearly perfectly and Balthasar’s deep voice boomed out over the vox and speakers “5th squad, direct advance through the copse, 7th swing to the right and assault into the enemy rear once they leave their positions, 1st and 3rd oblique left into battle line, 9th get your weapons up onto the hill to the left of the woods, Matthias wait until the enemy leave their fortifications then attack them in the open with your speeders.  In the Emperor’s name, advance!”

Star Wars Armada: Thoughts on the Core

So the Core Set in Armada is pretty darn deep.  It’s got a lot of layers and interactions that really push my expectations for a “core” set.  Today I will write a bit about each ship and one upgrade for it that affects how it plays, as well as the two fleet commanders.

Victory Class Star Destroyer – I want to call it the cheese wedge but that might be a bit pejorative.  In the learn to play scenario it gets handled pretty rough but at 180 points things are a lot more even and this ship thrives.  It pushes a huge wedge of fear in front of it, about 120 degrees of hate.  Even its broadsides can cripple a corvette, especially if it took hits on the way in.  Adding the Enhanced Armament card gives it a massive broadside that will really force the rebels to step carefully even when flanking you.  The gunnery team just adds insult to injury by letting you fire from the same zone twice, albeit at a different target.  Both variants are nasty, and the squashed nature of the blue band makes the Victory I a really intriguing choice, especially with the assault missiles.

TIE Fighter – I like to call this a Space Inferiority Fighter.  The goal isn’t to dominate the fighter battle, it’s to prevent the enemy from capitalizing on his dominance.  These fighters will quickly get hacked from space, and while they might do as much damage as they take, they cannot take as much.  Their role is to protect and pounce on mistakes and that’s all.

Howlrunner – This is a real interesting card.  The way I’m reading it she doesn’t boost herself, and X-Wings likely have enough firepower to cancel her birthday real fast, so she really is best used sitting at range 1 from a blob of ordinary TIEs turning them into really nasty heavy hitters.  4 blue dice with a re-roll can wreck things.

Grand Moff Tarkin – Or as I call him, Grand Moff Token.  In a 180 point battle with one VSD he seems priced right at 38 points (a Corvette is 39) put three or four Imperial ships on the battle and he’s a freaking steal.  He gives so much flexibility to the Imperials that it’s insane.  Look Motti and Screed look good, but Tarkin has it all over them.  The Imperials don’t need to be tougher, or hit harder, they need to be able to make small adjustments that they couldn’t predict three turns out.

Nebulon B Frigate – At first I was really not feeling this ship.  It seemed like neither one nor the other.  I was half right.  It is neither one nor the other, it can’t brawl, it can’t snipe, but it can fence.  It has enough speed that it has to be respected, it has enough toughness that it can’t be alpha’d off the field (without a LOT of luck and poor management) and it can keep up the pressure with guns, fighters, and provide a healthy bit of support.  The upgrades here are all about the engineering team and Redemption title.  That’s a lot of engineering.  Your tokens are now worth 3 (can heal a hull point!) and the dial command can repair a shield, and repair a hull point.  That’s a LOT of fixing.  I’m not nearly as big a fan of the support version as the Escort variant.  6 points is not nearly enough for the lost anti fighter weaponry and losing control of a squadron as well.

CR90 Corvette – At first this ship seemed like a beast.  Cheap, blindingly fast, hard hitting, and it appeared fairly tough.  Until I compared it to the standard that mattered, the firepower of a VSD.  It can be alpha’d off the table even in the side arcs, and two rounds of fire will be enough to crush it.  You have to maneuver it perfectly to get the most out of it and I haven’t gotten the trick down yet.  Even getting into the rear arc doesn’t help much as I tend to go whizzing out of it the next turn.  That being said I have some ideas to put into play next time and we will see if I can get the hang of this mean little bastard.  Princess Leia is going to spend a lot of times hanging out on these little buggers.  They pick their command right at the start of the turn, and she can send it to one other ship.  Your Nebulon B needs to repair RIGHT FRIGGING NOW?  Leia’s on it!  Time to ensure you’ve got the firepower to crack that VSF?  Leia’s your gal.  Of course she’s a bit of a fire magnet so even though Electronic Countermeasures is expensive, it allows you to use that key Evasive card all the time, or ensure that you have Redirect when you eat that big shot at range one.

X-Wing – A real qualitative difference between the Rebellion and the Empire right here.  This fighter can win the Starfighter battle and carry through to do something useful with it.  Slower, Tougher, Harder Hitting, and MUCH more effective against starships this ship makes TIEs cry in the corner even costing more than 1.5x the TIEs cost.

Luke Skywalker – Nasty little bastard he is.  Underestimate him you should not.  His black dice when attacking large targets and ability to skip capital ship shields moves this squadron firmly into the “bomber” column.  Sure he can wallop TIEs as well as another X-Wing but you really want him dropping crits onto capital ships…

General Dodonna – … And this is why Dodonna has one of those “Wombo Combo” abilities.  This conniving bastard lets you turn over the top 4 damage cards WHENEVER you deal a face up damage card to an enemy and then pick which one to inflict.  Look the crits in this game are downright nasty, this card means you can REALLY ensure you get something your opponent will hate when you score one.  On turn 2.  Against a fully shielded VSD.  With Luke (Or with Dodonna’s Pride).

This is just a taste of the tactical depth this game has.  There’s other combos already possible that are just nasty, and looking ahead at the spoilers shown on boardgamegeek I can see even more that I’ll be using (I’m looking at you Yavaris and Adar Tallon, and Raymus Antilles, and Garm bel Iblis)

Armada Unleashed 2: Playing Around

Space Cthulhu eats a VSD handing me an undeserved win.

Space Cthulhu eats a VSD handing me an undeserved win.

So I just got back from the LGS where I played several games of Armada.  So far I’ve only played as the Rebel Alliance and I doubt I’d have much interest in playing the Imperials so that suits me.  Even if the Imperials do suit my “Subtle is a smaller sledgehammer to the face right?” mentality.  First I’m going to talk about how the game plays, then I’m going to run through how I feel about these decisions and mechanics.

How it Plays

So the basic mechanics of the game are, you set everything up, including your stack of commands, your ships, your fighters, your defense tokens, your turn marker, your initiative marker, your scenery, your deployment markers, everything.  Each turn you flip over the top marker in your command stack (on subsequent turns you pick a new command to go on the bottom) and start activating your ships.  When you reveal a command you can choose to convert it into a token that has less power than the command dial but can be banked up and spent later, a ship can bank up as many tokens as it has command points.  This gives large, lumbering ships some flexibility by letting them store more tokens, at the cost of having a lower chance of having a useful dial command on any given turn.

Large ships activate alternately, with the ship activating, then moving, and special commands being used throughout the turn.  This can give you some interesting combinations.  Longer ranged ships can activate earlier in the turn without issue, closer ranged ships like to activate later to increase the chance of getting shots in.  Ships then move in a more flexible manner than in X-Wing, you don’t commit to a move until you’ve had a lot of time to measure and prepare (outside of tournaments) and ships like the CR-90 Corvette can really dance around the field.  Both firing resolution and movement resolution are very simple, without the opposed dice rolls, and reactions, and re-rolls that can drag out the X-Wing sequence, there’s a roll, a defensive reaction, MAYBE a re-roll, and move on.  Just simplifying a step makes life a lot easier.

During large ship activation you can use dial commands or tokens.  These use the same icons but commands are better than tokens.  For example the Concentrate Firepower command gives you an extra dice, the token gives you a re-roll.  The squadron one is where the game gets interesting.  An Escort Frigate has a squadron value of 2.  This means that it can activate 2 squadrons with the command, or 1 without.  Those squadrons can move and shoot, or shoot and move, during the frigates activation.  Quite spicy.  The other commands let it repair or manage damage, or adjust it’s speed and maneuver batter.  This is the only way to change speed without upgrade cards.

Fighters that aren’t activated by large ships activate at the end of the turn.  They can move or shoot.  This severely limits their ability to engage the enemy, though depending on their role it lets them still contribute.  Fighters can roll a lot of dice against other fighters but generally only roll one dice against capital ships and only hits count (hits and criticals if you are a bomber, which the X-Wing is).  Fighter Squadrons are highly specialized and the Ace squadrons are even more so.  Luke Skywalker can skip shields and start chipping away at a ships hull right away, Howlrunner makes other fighters do even more damage just by being there.

Fleet building is an interesting challenge.  There’s a couple of real wombo-combos so far, Grand Moff Token… erm… Tarkin leads the pack by handing out tokens each turn to his ships.  The Rebels can build lots of crit combos around their ships using Dodonna’s ability to select a certain critical hit out of four whenever one is played.  This can be brutal as critical hits are just that, critical.  They do immediate and sometimes catastrophic damage to a ship.  Others can give ships added capability, like additional attack dice, or special abilities on crits.  There’s already a lot of depth in the game even with just the starter set, once Wave 1 arrives at the end of next month things might get silly.

This would be a lot better for me if the Corvette hadn't gone from out of range to here in one turn.  It died shortly thereafter.

This would be a lot better for me if the Corvette hadn’t gone from out of range to here in one turn. It died shortly thereafter.

My Reactions

Ok, this game has a LOT more depth to it than X-Wing.  Movement is more fluid, damage resolution is quicker, but turns are longer as there’s a lot of measuring, planning and thinking going on.  Ship movement is neat.  Having to plan on firing before you move is awkward, and it’s meant to be.  I like the mechanic but it is going to take a LOT of getting used to.  As a Rebel player I had a lot of trouble getting both my ships in range to do something in the same turn.  I expect this to be somewhat easier as the games get bigger, 2 on 1 matches are a bit rough as I have to move a ship that is dealing with the only Imperial ship on the table.

Firing resolution is very fast, as it should be.  Once an attack is planned, executing it shouldn’t be a huge to do, and sometimes in X-Wing it felt like it was with dice being modified, re rolled, etc, to what felt like an excessive extent.  While that CAN happen in this game, it isn’t the norm.  Yet anyway.

The integration of fighters into a battle is going to be a very interesting thing to watch.  I love fighters and I plan on using them heavily in a fleet, having to use a fighter command to get the most out of them is a REALLY neat idea, with the current lack of dedicated carriers and general dearth of them in the Star Wars canon it ought to be interesting to see how this plays out.  There’s a lot of things you want capital ships to do and purely shepherding fighters isn’t always one of them, of course once a fighter gets into combat it can generally be left alone.  Another neat mechanic is how fighters engage each other.  Once fighters are in range they lock up and must shoot at each other, they cannot move.  This means that one sacrificial lamb can jump into a throng of enemy fighters and tie down the whole striker force.  Tie being the operative word, at 8 points each a TIE squadron can very easily tie up many more points of Rebel fighters on a key turn.  Pre-empting this will be a major tactic in getting your own bombers onto the target.  Of course that means you have to spend your precious fighter activations on your interceptor to get it there.  See what I mean when it comes to complexity?

Movement is what this game turns on.  Having to fire, then move means you HAVE to think a turn ahead, and having to move first can mean getting hit on the chin at times.  I don’t think it will be quite as extreme once wave 1 comes out but there were times when I had ships roll into range and get alpha’d by a well prepared Victory I.  That hurts.

The turn before the previous pic.  That's how fast movement can be.

The turn before the previous pic. That’s how fast movement can be.

The gameplay is fun, it feels faster than it is, this game is an hour-eater.  It has the flow and scope of the kind of epic battles you see in the movies, and it’s easy for me to see what I’m looking forward to and what I’m worried about.  I’m looking forward to big battles with lots of ships zooming about, pounding each other while wings of fighters slash and fence between them.  Escorts charge in to harass major ships, while the big brutes hammer each other, ocasionally venting their wrath at an escort that has drifted out of place.

What I worry about is people saying “Ok, for 400 points I can build a mammoth ISD, park it in a corner for 5 turns, vaporise anyone with the temerity to come near me and have enough fighters and fast escorts to nip out on the last turn and deal with any pesky objectives”.  Currently most of the ridiculous combos are offensive, and make demolishing ships easier, not harder, but it only takes one wonky card to tilt the balance and that is a worry I have for the game, especially with even bigger, harder to kill ships on the way.

Still the gameplay is excellent, engaging, fun and did not disappoint.  10/10 for gameplay, 8/10 for box contents.