8/21/2011

Epic retinues for In the Emperor's Name!

I am finishing my retinues in 6 mm for the incoming release of the second edition of the 40K skirmish rules, In the Emperor's Name!
As usual, all pictures are clickable.

Blood Angels with Librarian, Captain, Sergeant, Devastators, Tactical Marines and an ancient Dreadnought.


Chaos Space Marines with a Dreadnought from the time of the Space Crusade. The Beastmen will probably proxy as Chaos Cultists.


Squats retinue in the works, and after this one the Space Orks!


Now if I only can put my hands on a Genestealers sprue I'd be a very happy wargamer. If someone reading this has an spare Genestealer sprue and wants to sell it or change it for other Epic stuff, please contact me.

Si alguien tiene una matriz de Robagenes de Epic, se la compraría o cambiaría por algo de Epic.

8/19/2011

The Killrathi are coming!

Here is my latest batch of spaceships. I do not know yet which ruleset I am going to use with them; actually I am tinkering with some ideas of my own, but the spaceships you can see below are going to be Killrathi no matter which ruleset I will be using!

Pics clickable.


A wing of Dralthi hot pursuing an Arrow or maybe a Ferret


A wing of Jalthi or perhaps Grikath

8/02/2011

Without fortune - Arhem 1944

Without fortune - Arhem 1944, is a campaign booklet from Iron Ivan Games that my buddy and me started to play last Sunday in his house, using the ruleset Disposable Heroes for the first time.
As we only have Germans and Americans, we are playing the scenarios as they are, but imagining it is Normandy instead of Arhem.

All pictures are clickable.

The first scenario was Recon rescue, here the Allied forces had to recover important documents from a jeep destroyed in a crossroads. The Allied had three squads mounted on jeeps starting on the East, while the German forces deployed in the nearby forests 2 Panzer Grenadier sections, 1 platoon HQ and 1 sniper team, awaiting for them.

The first two first jeeps entering the board, blazing Vickers.

The Allied came straight ahead in their jeeps, firing their HMG Vickers and killing many German soldiers, but then the Germans fired back. In the end there was a massacre. The British got 0 battle and mission victory points whereas the German only got 3 mission objective points. On the German side only survived one gunner and the sniper, on the British side none.

The German sniper team hidden in a forest.

The game was very straight forward but it helped us to familiarize with the rules. After this, we hastily prepared the table for the second scenario, "A bridge too late", which we could finish in the same evening.

Paras coming out from the woods, surprising a German patrol in the road.

Here British parachutes with 1 platoon command, 2 Bren sections and 2 rifle sections, had to take a bridge and avoid the Germans blowing it up. The Germans had a Reichsdeutsche Conscripts garrison of 2 rifle sections, 1 recon squad and 1 2 cm Flak 30/38, plus a squad of Pioneers from the 10th SS division Frundsberg, who had already set the charges in the bridge.

German Pioneers in the house and Flak on the bridge.

The British gained the initiative in the first turn and managed to kill an entire German section on the road and wound the other who fortunately was not pinned and could move to a near forest from where they resisted several turns and delayed the Allied advance towards the bridge.

The German recon squad was wiped out in the open with Bren fire from the house, and the Flak in the bridge run away after taking some casualties. Then the Pioneers tried unsuccessfully to blow up the bridge and then were annihilated when defending the bridge.

Although the British started very slowly and it seemed they would not take the bridge on time, they did it in the very last turn, destroying all German units in the process.

So far Disposable Heroes looks a simple, fast and very bloody game, which it is not necessarily a bad thing. We will keep playing the whole campaign and I'm sure our opinion of the rules will be changing as we progress through it.

7/25/2011

Spaceships!

I am feeling the space ships combat bug again so I just painted some plastic EM-4 space ships from the Silent Death range, and also I dusted off some pre painted Chinese space ships that I bought in Ebay some years ago.

Estoy otra vez con la fiebre del combate espacial, así que he pintado unas cuantas naves de plástico de EM-4, de la antigua game de Silent Death. También he resucitado algunas naves pre pintadas que compré en Ebay hace años.

I will try with then the rules Squadron Commander Reheat from Brigade Games, and later perhaps Silent Death and the yet to be released space combat rule set from Two Hour Wargames. I also have an unfinished home brew rules that I might try some day.

Las probaré con las reglas Squadron Commander Reheat de Brigade Games, y quizás más tarde pruebe Silent Death, y por supuesto las que van a salir de Two Hour Wargames. También tengo unas reglas caseras sin terminar a las que a lo mejor les doy una oportunidad.

Here you can see part of the Federal or Human Fleet. I hope to make the Alien or Rebel Fleet later on.
Pictures are clickable.

Aquí pueden ver parte de mi flota humana o de la Federación. Espero hacer más adelante una flota rebelde o pirata o alienígena.
Las fotos se pueden ver más grandes si pinchas sobre ellas.

Star Fighters.
Cazas.


Heavy fighters or medium bombers.
Cazas pesados o bombarderos medios.


Heavy bombers or perhaps destroyers or transports. I have to put them on individual bases.
Bombarderos pesados o quizás destructores o incluso transportes. Tengo que ponerlos en bases individuales.


Frigates. I have to fix them to put them horizontal and on smaller bases.
Fragatas. Tengo que hacer que queden horizontales y también ponerles unas bases más pequeñas.


Light cruiser.
Crucero ligero.


The whole fleet so far.
Toda la flota hasta ahora.

7/19/2011

Some ITEN scenarios played

Last Sunday, my gaming buddy and I tried a the campaign rules for In the Emperor's name! with a Terminator vs. Genestealer cult setting. The first thing we realised was that such classic encounter of Termies vs. Genestealers is boring with ITEN rules as all of them has Grit 2+, and you have to roll 1 to kill someone, so the game become long and repetitive. My buddy suggested to use Grit 2+ only for leaders and special characters, and I think it was a good idea that we will try some other day.

The situation of the campaign was that a Space Hulk crammed with Genestealers and perhaps some Orks, had crashed on a abandoned planet only inhabited by savages and gangers. Our Librarian was almost sure that in that Space Hulk was a very powerful and long missed pre-Heresy weapon, so he set up a squad and landed near the Hulk to explore it.

We rolled in the Investigation table and got "Whispers in the dark", so to keep it with the Terminator's fluff, we changed the informant for a dead Terminator which had to be retrieved.

As usual, all pictures are clickable.

We used Termagants as Hybrids and a Tyranid Broodlord as Patriach, but with different stats.

As everybody had the same Grit (2+) and penetration power (Fighting value + weapon bonus -Genestealers 5+2 and Termies 3+4-), it was hard to get some kills, and then the game derived into a general and endless melee around the objective.

In the end both sides suffered almost same casualties (2 Hybrids and 1 Genestealer vs. 2 Termies) but the Genestealers' speed made them to win the day.

As the Terminators had lose the scenario, they had then to fight a "Survival mission". We rolled on the appropriate chart and we got "What a piece of junk!". They had to find the supplies to repair the airspeeder whereas fight off the Agents of Chaos who were trying to destroy the ship.

Both fallen Terminators passed a Grit roll and made it back on time for the mission. The four Termies faced thirteen gangers, fallen guards and one Chaos Space Marine.

Terminators got in cover and then the agents of Chaos had to make huge Torrents of fire to have a minimum chance to kill some of them.

They failed and then the Termies charged into melee, each of them attacking two enemies at the same time, as this was a faster way to kill people than shooting (there is no rate of fire in ITEN).

The Chaos Space Marine was the first "smart" guy to go for the ship but was shot in the back.

Seeing the baddies that they could not penetrate Terminators' armour, the broke off melee and split to avoid being caught grouped. They tried to sneak through Termies line to set the satchel charge in the ship, while the Terminators chased them down like in a rabbit hunting.

Well, they killed ten of them but could not finished them all, so the ship was blown away in the end and the Termies lose this mission as well.

We rolled again on the Survival mission chart but we looked at the wrong chart and then we finished playing "No stone unturned" with the forces asked for "Ambushed!" LOL. Thus, there were only two Terminators to check the ruins. Now, according to the scenario, there have to be at least 24" from the Terminator's starting point to the first of the buildings, and the figure must spend one full turn investigating the building.

Well, this take you four turns to do it, and the scenario has a six turn game limit; therefore we could only check two buildings. In one of them there was nothing and in the other three Genestealers.

The Terminators killed them all but as he could not find any evidence in the buildings, he did not gain any Victory Points and consequently the mission was failed.
At this point we decided to quit the campaign and try a single game with different retinues containing lower Grit and different characteristics and weaponry.

So we played "Kelly's heroes" with an Imperial Guard vs. a Orks retinue, and this time we had fun.
Both groups run towards the objective and when they were in range, they started to fire at each other with small Torrents of fire of two, three members each.

As soon as the first casualties took place, everybody got in cover.
As my Orks could not run because they were seeing the enemy, they never were able to charge the enemy from cover, and when they tried to do it in the open they were massacred by the Hellguns (the two guys in the open in the picture below).

This handicap turned the battle into Imperial side and the Orks were quickly overwhelmed as they could not use their strong point which was melee. Anyway, the game was fast and bloody and we enjoyed it.

7/15/2011

Tiny Sacred Band II.

Here are some Fauns for my 10 mm. Labour of the Gods project. They are Satyrs from Eureka's 10 mm. fantasy range. They are all the different poses you can find in the blister.
Click on the pictures to see them bigger.

Aquí tienen algunos faunos para mi proyecto en 10 mm. de Labour of the Gods. Son de la marca australiana Eureka. Estas son todas las poses diferentes que hay en el blister.
Pincha sobre las fotos para verlas más grandes.




7/14/2011

Rebel attack!

Sergeant Blacksmith made it to the base on time to let them to prepare for the imminent Rebel attack. The weather had worsened and there was no Intel or support so far; the men nervously made a defensive line on the nearby woods and set on wait for the enemy to come.
All pics clickable.

Mission: Defend.
Terrible inclement weather. No aircraft during the mission. 12" visibility.
Star Army Investment Level 5. Rebel IL 2.
Mission Intel 3.
Pre-mission Intel bad!
Squad Y formed by Sgt. Blacksmith Rep 5, ASL Rep 3 and rest of the squad Rep 5. SA standard armament and armour. One asset with missile launcher.
Squad R formed by Squad leader Rep 3 and the rest Rep 4. SA standard armament and armour. One asset with missile launcher.

Turn 1. Star Army 3 - Rebels 2.
The three PEFs moved. One PEF is revealed but it was a false alarm. As there was bad Intel, the situation turned to overwhelming odds and the PEFS were doubled!


Turn 2. SA6 - R5.
SA did not activate.
Another PEF turned into nothing and one more became a Rep 4 squad. Both sections from Y squad reacted and fired to them. Seven troopers failed their shots and Blacksmith run out of ammo! Fortunately, the ASL hit them hard with his grenade launcher, making 2 OD, 2 OOF, 2 Stun and their leader Duck Back.


Turn 3. SA1 - R1.

Doubles and a score lower than the enemy Investment Level, which meant a random event. A sniper! who shot at the ASL of the Red squad but failed.

Turn 4. SA6 - R2.
SA did not activate.
The surviving Rebel squad leader charged the SA position and was turned into pink mist by the defensive laser shots.


Turn 5. SA4 - R2.
SA Red squad sergeant section moved left encircling last known Rebel position. Yellow squad ASL section charged the Rebels in front of them and took them prisoners for further interrogation.
Two more PEFs revealed and turned into nothing!

Turn 6. SA4 - R1.
All SA troops moved fast towards last PEF.
Last PEF split in two.

Turn 7. SA4 - R3.
The activation dice scored a seven, reinforcements for the SA. They received an off board fire support, an artillery strike.
Sergeant's Red section rushed forward under the cover of a small wood and spotted both PEFs; one was a false alarm, and the other a small bunker!

The bunker is small, Rep 3, with a Fire Power of 8, and SB armour. It opened fire on the Red section and let two men Stun. Then two men of the section with laser rifle fell backwards into the forest, and the one with the missile launcher fired at the bunker, reducing its Fire Power to three.
Then the artillery strike hit home and the bunker collapsed, with all the men inside Obviously Dead.

Mission accomplished. Return to base.

Blacksmith gained two Fame points for this mission, so he has now a +1 Fame Point (-1+2 = +1). The SA has also gained +1 Morale campaign whereas the Rebels lose 1 Morale campaign and 1 Investment level.
Next mission is attack and Blacksmith and his platoon are confident enough to crush definitely the Rebel uprising.