Saturday 17 June 2023
Saturday 10 June 2023
Back here I started work on magnetizing models with ball joints. The extra flexibility for poses and alternative weapon loadouts from magnetizing is very alluring for someone like me.
It allows me to have lots variations with only a handful of models.
Useful when one is converting long out of production miniatures, like the old Heavy Gear models from RAFM. But, it can be quite time consuming too. As is the case when the rotation magnets for the ball joints on my large Buster conversion turned out too wimpy to hold the arms firmly enough.
So, I ended up ordering some medium sized X-Wing rotation magnets from Green Stuff World. Hence the lack of progress while waiting for the items to arrive.
Then when they arrive one has to remove the old small magnets, and then re-drill larger holes for the new magnets etc., etc. It's a thing. A process that involved a lot of cursing.
Now moving forward. Catch you all on the bounce.
Thursday 1 June 2023
Continuing on from my last post, let's look at First World Militaries; though as one of my readers said, should we be using first, second, and third world anymore? One alternative term in use is Global North versus the Global South to differentiate between.
The answer is I don't know. Feel free to argue the case for retaining or changing the nomenclature.
Armored Exoskeleton Infantry
First World and upcoming nations have access to powered armor exoskeleton that enhances mobility for their infantry. This also enables them to carry a full load of ammunition, and grenades with ease.
Often considered to be another form of mechanized infantry.
They also have the advantage of not being so easily disabled or killed, but when they are, it affects the perception of the battle's success. The standard weapons include a grenade launcher, which are treated like regular infantry light specialist weapons.
Creating Armored Exoskeleton Forces
Teams are the building blocks for a squad. And those squads are the building blocks for a platoon.When a players' force takes casualties, the results are assigned to the team that has been attacked, according to how it is organized.
Therefore, squads with two or more teams have the option to spread the results across them all. And then players add leaders as follows:
Armored exoskeleton infantry can be be upgraded with
RAV stands for Robotic Attack Vehicles; think Boston Dynamic BigDogs and their ilk. These will be covered next, as they require a separate post.
Armored Exoskeleton Infantry Options
1. Sniper. Attached to the platoon as a specialist team of two (spotter and shooter) included in the base cost of 30. Veterans can upgrade a team for 10 points, limited to one per squad.
2. ATGM. Embedded with the squad with one team member carrying the weapon, with reloads spread amongst the rest of the team. A team with an ATGM can choose to as normal or fire the ATGM.
3. Heavy machine guns are tripod mounted weapons with two crew. Can be attached to the squad or a platoon and deployed on a RAV. The crew allows the weapon to be dismounted, which then becomes emplaced. It can be left as a remote controlled sentry gun.
4. M252 81mm mortars are mounted on bipod with three crew and costs 30 points. Can be attached to the squad or a platoon and deployed on a RAV. The crew allows the weapon to be dismounted, which then becomes emplaced.
5. M121A: 120 mm mortars require a crew of five and costs 70 points. It's too large to be mounted on a RAV, but can be mounted on a vehicle. The mortar can be dismounted from the vehicle, but then becomes emplaced. Once emplaced cannot move and fire. Large 120 mm mortars are always attached to a platoon.
6. Robotic Attack Vehicles are assigned to teams and squads to allow them to carry extra ammo or supplies. Weapons and electronic counter measures can be fitted instead.
Let me know what you all think?NB: Big Little Wars posts to date.