Monday, 20 September 2010

Recon 09.20.10 AAR


Dan, otherwise known as Monkey Doctor on the CBT forums came around for a game at my place. We set up the terrain board through the simple expediency of laying down one tile of our choice, starting at opposite corners, which made for an interesting challenge in and of itself. Placing certain tiles required that one thought about the next adjacent tile and the need to match up with it. At the end of placing 15 tiles we rotated a couple around so that we got the maximum use of the terrain feature on the tile. We were using one inch equals one hex for the game, and therefore the table was the equivalent to a 30 x 50 hex map.

The Scenario Recon in Force

The primary objective was to get one mech over to the others sides baseline, and roll 8 or better on 2D6, to successfully observe the enemy rear line. We then said that the objective from this was to withdraw all your mechs off the board. Victory points based on the mech battle value (on hindsight not the best choice).A draw was any result within 10% of each others scores, a marginal win at 50% or better, and a total victory if the result was more than 100% more than your opponent. All pilots were standard pilot 5, gunnery 4 skill.

Initial Deployment of Forces 



You can see the deployment of all the mechs in the above picture. Nearest mech on the table, this side, are my lance.

Starting with a Wolverine WVR-9XP, which was a custom 3132 level 3 Clan tech mech worth 2508 bv (move 5-8-5, armour 182 points). Loadout 1 x ER-PPC, 2 x ER SLs, 1 x Streak SRM6, 2 x ER MLs all wrapped up nicely with a target computer.

Next along was a custom 3025 Inner Sphere level 1 Battlemaster BLR-1PJ worth 1779 bv (move 3-5-3, armour 248 points). Loadout 2 x LLs, 6 x MLs, and 1 x SRM6.

Next was a custom 3025 Inner Sphere level 1 Thunderbolt TDR-5PL worth 1326 bv (move 4-6-0, armour 208 points). Loadout 1 x LL, 2 x SLs, 1 x SRM2, 3 x MLs, and 4 x LRM5s.

Finally on this side, was a Spider SDR-7K2 Inner Sphere level 2 3132 era mech worth 886 bv (move 8-12-7, armour 90 points). Loadout 1 x ER LL.

Opposing me were Dan's mechs. Starting with the nearest which was a Inner Sphere level 2 Valkyrie VLF-QD1 3062 era mech worth 878 bv (move 5-8-5, armour 96 points). Loadout 1 x ER ML, and 1 x LRM10 with Artemis IV. Represented by a Wasp proxy miniature.

Next was an Inner Sphere level 2 Enforcer ENF-5D, 3050 era mech worth 1308 bv (move 5-8-5, armour 161 points). Loadout 1 x LB10X, 1 x ER LL, and 1 x SL. Specified mixed cluster and standard ammo.

Next along was Inner Sphere level X Warhammer WHR-9S 3067 era mech worth 1653 bv (move 4-6-0, armour 208 points). Loadout 2 x ER PPC, 2 x ER ML, and 1 x Steak SRM6.

Finally, Dan's Inner Sphere level 2 Pillager PLG-3Z 3058 era mech worth 2697 bv (move 3-5-3, armour 307 points). Loadout 2 x GR, 2 x ER ML, and a Guardian ECM. Represented by an Awesome proxy miniature.

First Objective


The above picture (probably turn 3) shows my Spider (hard to see but at the top, roughly in the middle of the frame), having made it to Dan's deployment zone, and I've successfully rolled 8+ on 2D6. The problem for me, at this point, is my left flank where Dan's Pillager and Warhammer were in firing range of both my Battlemaster & Thunderbolt, and if I turned around and ran for it I was going to lose both mechs. On my right flank my Wolverine was facing the Enforcer & Valkyrie, and I really want to stop him getting either mech to my side on the board to make their recon rolls.

First Mech Down


On the right hand side of the above picture you can see that Dan's Valkyrie has been destroyed. He had lost initiative this turn so was at a disadvantage. He ran past my Wolverine and hoped that his speed, and the threat from his Enforcer, would be enough for me concentrate on it. I ignored the Enforcer, and blew the Valkyrie away in one combat round.

On the left hand side of the picture you can see my Thunderbolt, which was being fired on by the Pillager and being hit by 15 points of gauss rifle goodness in the right torso. This would motivate me to move the Thunderbolt for the next five/six turns to do a "run Forrest run" manoeuvre. My Battlemaster has closed the range on the Warhammer, as I really needed to spam him with my six medium lasers to stand any chance against him, and I had pretty much reconciled myself to losing the Battlemaster, as it was too slow to get off the table.

Second Mech Down


In the turn prior to this one, I had said to Dan that my objective was to get all my mechs off the table, and that perhaps we could both agree to withdraw. My Spider had withdrawn off table, due to having lost its only weapon, and having served its function of dam fast nuisance mech. Also, because discretion is definitely the better part of valour. However, Dan chose to carry on, as he feared I would rip his mechs to shreds if he turned to leave.

So, by the time of the above picture, Dan's Enforcer had led my Wolverine a merry chase across the board and I had been unable to stop him from making a successful recon roll, in spite of him having to take an extra turn to do so due to repeatedly firing and failing to finish him off. This meant that it was now down to the damage points we could inflict on each other, for either of us to have a chance of getting anything better than a draw, thus making the likelihood of a victory very uncertain.

My Thunderbolt by this time (having pretty much run all the way across the board) had turned around to face the Pillager. After previously reaching the hill (on its right rear side in the picture), where I had able to use the terrain to block line-of-site, and turn to face the Pillager without being shot at with no modifiers. I was then able to advance the mech to the cliff face you see it at here. My intention at this time was to climb over the hill and get the hell out of Dodge. I had lost count of how many gauss rifles rounds had just missed me as Dan's Pillager had shot at the Thunderbolt every turn bar one by this point. Lucky for me, dam unlucky for Dan. By this point in the game the Thunderbolt had earned the nickname "Forrest", as it seemed rather apt.

Finally during this turn, I got a rear shot on the Enforcer from my Wolverine, at the same time as my Thunderbolt laid some large laser love, and LRM salvo on it, which finished it off, so they claimed a joint kill.

Meanwhile the Warhammer and Battlemaster had been slugging it out. First with the Warhammer coming down the hill, then retreating back up the hill, while I followed him up for some close combat kicking goodness. We both did Alpha strikes at one point, which left me slightly hot, so my Battlemaster jumped behind the Warhammer as it was my only viable option for an effective move. After turning to face me Dan Alpha striked the Warhammer again, whereas I took the chance on surviving and only returned fire with some of my medium lasers and the SRM2, getting a critical hit on the Warhammer's hip actuator to add to its misery. As you can at this point the Warhammer had fallen over due to shutting down after his Alpha strike.

Third Mech Down


The shutdown Warhammer was easy meat for the Battlemaster, which used medium laser spam and the SRM2 to "crit" it to death. I also started to take advantage of the opportunity to cool down whilst doing this. Dan's Pillager had manoeuvered to prevent my Thunderbolt from having an easy shot at it, and took the opportunity to send loads of love down range at the Wolverine, for two turns, missing with all but one gauss rifle round, which hit my left torso. Dan called the Wolverine "lucky", which then became its nickname.

Fourth Mech Down


As you can see here, my Battlemaster had spent two turns running down the hill while the Wolverine and Thunderbolt poured the love onto the Pillager. "Lucky" my Wolverine was shot at again by Dan's Pillager, which had missed again. Whereas the return shot from "Lucky" hit the head of the pillager for wince inducing 15 points of, oops headlessness ventilation.

Damage Report

All Dan's mechs destroyed.

My Spider took 44 points of damage, which include 2 points of internal center torso damage. It also had one engine hit, and one hit on the ER large laser. A suggestion that it be nicknamed "Colander" was resisted. "Forrest" the Thunderbolt took 15 points of damage to the right torso. Meanwhile "Lucky" the Wolverine took a total of 38 points of damage across the torso's and right arm. Finally, my Battlemaster 134 points of armour damage, and 19 points of internal structure damage (left & right torso's). Proving yet again that a Battlemaster just has that certain je ne sais quoi?

Learning Points

Don't use assaults and heavies for a recon in force mission. Battle value seems to work okay. You must have well defined retreat options in pick up games. Due to the victory points for mechs being based on their battle value, it actually made sense to stay and duke it out. Had the the victory points been based on their tonnage, then there would have been less incentive to kill mechs. Hell, maybe no victory points for killing mechs might have been better still? Just points for achieving the scenario goal, and for retreating mechs off board, might have been better?

Summary

Unfortunately I lost count of the number of turns we got through in the six hours that the game took to play. We were having fun, it seemed to go at a reasonable pace to me, but if I had to guess then it lasted around 14/15 turns, which seems low on retrospect to me, but this is nearly two and a half turns an hour with eight mechs on the table. So not too bad. Towards the end I had certainly slowed down a bit, but I never felt that the game was slow as such.

Anyway, my first game of BattleTech in about 20 months, as it was for Dan too. We were both a bit rusty with the rules, but we are both keen to run a campaign, as neither of us likes pick up games where there is no incentive to conserve forces. The miniatures on the terrain worked really well too and seems to makes for a more relaxed game, as you can't count hexes, you need to be laid back about the odd half inch, and firing arcs are not so easy to judge etc.

I hope you enjoyed this After Action Report? See you all on the bounce.
   

Saturday, 18 September 2010

Pan European 7th Demi Brigade Légion Etrangère

Like most of my stuff, I've had these a long time, having bought the original Pan European vehicle miniatures when they first released in 1992. I bought a shed load, as too many miniatures is not a concept that I readily understand!

Unfortunately, the bad news is that I have not painted all of them yet, the good news is that I still have a shoe box full of blisters of Pan European vehicles to paint in the future. Yay!

A part of me want to go and strip my North American Combine Ogres and paint them in this green camo to match, while repainting my Pan European Ogres in yellow, because then my yellow force would be French Foreign Legion etc, etc. However, life is too short, and quite frankly I don't give that much of a dam about matching in universe concepts with what happens on my gaming table.

After all the main reason for modelling and playing SF games, for me, is that I can use my own imagination and please myself, without being tied down to any manufacturers, or games company universe. If I wanted to do that, I would do historical stuff. Then I had that dumb is clever light bulb moment, why repaint when I can just relabel the units, and hey presto these are now my 7th Demi Brigade Légion Etrangère force. 

NB: Since posting this I've renamed this force 7ème Brigade Blindée, just in case you're reading this and are confused by the two names.

Sunday, 12 September 2010

Pan European OGREs

Time for a couple of pictures of my OGRE/GEV Pan European OPFOR. Now back in 1992 when I was actively gaming OGRE/GEV there were no Pan European Ogres to be had, so I made my own, the first you see above. 

Both of these OGREs are home brew conversions I made. Originally, the OGRE above was made as a Mk3, but when Ral-Partha produced the official Mk3, I started using this as a Pan European Ninja. The Ogre below was meant to be a Mk5, but after the official Mk5 became readily available, I imagined this was a Pan European Doppelsoldner.

I like my stuff to be quite battered looking, in an artistic way, and I have developed a system of weathering models that replicates real world process i.e. crud and grime applied, which is then washed, or worn off.

This is all applied to the model after it has been first gloss varnished, and then had a coat of matt varnish.

Now some of you may well realize that varnish is just varnish and wonder why use gloss and matt? Surely two coats of matt would be good enough? You would be right.

However, in my experience it is easier to tell if you have fully coated the model when spraying gloss varnish, because any parts you miss will look matt, and vice-versa. So the alternate coats of varnish assure me that the finish is properly protected.

After the weathering I then use a fibre-glass metal polishing pen, available from good DIY stores that cater for light engineering etc. Search engines are your friend.

Using the fibre-glass pen I gently polish off all the excess weathering. 

If the model starts to look glossy while you are doing this, stop, as it means you've polished off the protective coating. However, even if you do over do it, and remove all the paint, the result will still look okay. In fact it will look like freshly worn metal.

After I have cleaned up the model to my satisfaction I then varnish the model again to seal the finish and protect the model when being handled.

Friday, 3 September 2010

Gleefully Gloating

Sometimes eBay can be a wonderful thing. Today is one of those days, though truth be told it was a few days ago that I scored big time by winning a 20 year worth collection of BattleTech books etc. I'm not going to link here to the eBay link as it will be eliminated at some point, and this blog serves as a more permanent place. However, I will list what I scored for the record, with particularly juicy items in bold italic.

Miscellaneous:
Five binders full of printed mech and vehicle record sheets.
One black Kurita stylised jumpsuitBattleTech comics issues 0 though 4, including a Gold Edition
BattleForce (North America) Quarterly; Vol1/1-4, Vol2/1-3 + 2 BattleForce Manuals.
BattleTech Camo Specs book.
Nova Combat Book game, 6 booklets.
McKinnon’s Raiders campaign module for BattleTech. Re-bound.
Clan force campaign module for BattleForce. Re-bound.
Six BattleTech cover posters, including 10th anniversary print, and Kuritan Recruitment Poster!
Geo-Hex 4’ X 6’ green effect gaming mat.

Boxed Games:
BattleTech
CityTech
AeroTech
BattleSpace
BattleForce
Solaris VII
BattleTroops – unboxed
ClansTroops – unboxed
The Succession Wars
BattleForce 2: Reinforcements

FASA Books:
Tales of the Black Widow Company BattleTech Campaign module
The Fox's Teeth: Exploits of McKinnon's raiders BattleTech Campaign module
MechWarrior First Edition BattleTech Role Playing Game
The Galtor Campaign BattleTech Campaign module
Cranston Snord's Irregulars BattleTech Campaign module
Mercenary's Handbook BattleTech Sourcebook
Gray Death Legion BattleTech Campaign module
House Kurita - The Draconis Combine Sourcebook
House Steiner - The Lyran Commonwealth Sourcebook
House Marik - The Free Worlds League Sourcebook
House Davion - The Federated Suns Sourcebook
House Liao - The Capellan Confederation Sourcebook
Battletech Manual - The Rules of Warfare
Sorenson's Sabres Battletech Campaign module
Star League Sourcebook
Wolf's Dragoons BattleTech/BattleForce/MechWarrior module
N.A.I.S The Fourth Succession War Military Atlas Volume 1: August 3028 - January 3029
N.A.I.S The Fourth Succession War Military Atlas Volume 2: January 3029 - 3030
20 Year Update BattleTech Sourcebook
MechWarrior Second Edition BattleTech Role Playing Game
Wolf Clan BattleTech Sourcebook
Rhonda's Irregulars BattleTech Campaign module
Jade Falcon BattleTech Sourcebook
Invading Clans A BattleTech Sourcebook
BattleTech Record Sheets: Volume one Light Mechs
BattleTech Record Sheets: Volume two Medium Mechs
BattleTech Record Sheets: Volume three Heavy Mechs
BattleTech Record Sheets: Volume four Assault Mechs
Rolling Thunder BattleTech Campaign module
The Kell Hounds BattleTech Campaign module
The Battle for Twycross BattleTech Campaign module
The Fourth Succession War Scenarios Volume one: BattleTech Campaign module
ComStar BattleTech Sourcebook
More Tales of the Black Widow Company BattleTech Campaign module
Objective Raids A BattleTech sourcebook
BattleTech Record Sheets: Volume five Vehicles
BattleTech Record Sheets: Volume six 3055 Mechs
McCarron's Armoured Cavalry BattleTech Campaign module
Mercenary's Handbook 3055 BattleTech Sourcebook
MechWarrior Companion
Intelligence Operations Handbook BattleTech/MechWarrior Sourcebook
Days of Hero's (The continuing adventures of the GDL) BattleTech Campaign module
Luthien BattleTech Campaign module
Explorer Corps BattleTech/BattleSpace/MechWarrior Sourcebook
The Fall of Terra BattleTech Campaign module
Tukayyid BattleTech Campaign module
The Black Thorns A BattleTech scenario pack/BattleTech Campaign module
1st Somerset Strikers (The Animated Series) BattleTech/MechWarrior Campaign module
Chaos March BattleTech Sourcebook
The Falcon and The Wolf BattleTech Campaign module
The Periphery BattleTech/MechWarrior Sourcebook
The Battle of Coventry BattleTech Campaign module
BattleTech Record Sheets: 3055
BattleTech Record Sheets: 3025
BattleTech Record Sheets: 3050
First Strike BattleTech Campaign module
BattleTech Field Manual - Draconis Combine
BattleTech Field Manual - Free worlds League
BattleTech Field Manual - Mercenaries
Northwind Highlanders BattleTech/BattleSpace Campaign module
The Dragon Roars BattleTech Campaign module
Battlepack: Fourth Succession War BattleTech Campaign module
BattleTech Field Manual - Crusader Clans
BattleTech Record Sheets: 3060
The Clans Warriors of Kerensky BattleTech Sourcebook
Twilight of the Clans BattleTech Campaign module
BattleTech Field Manual - Warden Clans
Shattered Sphere BattleTech Sourcebook
Operation Stiletto BattleTech Campaign module
MechWarrior Third Edition BattleTech Role Playing Game
BattleTech Field Manual - Lyran Alliance
Operation Flashpoint BattleTech Campaign module
BattleTech Field Manual - Periphery
BattleTech Record Sheets: Upgrades
BattleTech Field Manual - COMSTAR
BattleTech Technical Readout 3025
The Spider & The Wolf comic/BattleTech/MechWarrior game module
BattleTech Technical Readout 3026 (Vehicles and Personal Equipment)
Shrapnel - Fragments from the Inner Sphere
BattleTech Technical Readout: 2750
BattleTech Technical Readout: 3050
BattleTech Technical Readout: 3055 (Revised Edition
BattleTech Technical Readout: 3055
BattleTech Technical Readout: 3057 Dropships, Jumpships & Warships
BattleTech Technical Readout: 3058
BattleTech Tactical Handbook

FanPro Books:
Classic BattleTech Technical Readout: 3067
BattleTech Record Sheets: 3067
Classic BattleTech FedCom Civil War Campaign Module
Classic BattleTech Technical Readout: 3060
Classic Battletech Technical Readout: Project Phoenix
BattleTech Reinforcements: Battlemech Record Sheets: 3025

The only reason there are not more highlighted items is that I already had things like the Tales of the Black Widow Company and Grey Death Legion already. However, I did some better condition copies of some items too, which was very nice.

Going away to gloat a bit more now, and fondle my Star League sourcebook.

Saturday, 28 August 2010

One Year On...

      

... and two weeks.

Oops missed my first anniversary of blogging, but that's just life I suppose. In all the recent "excitement" with my life, health and work stress, it's to be expected.

Anyway, a few words just to thank all of you who have subscribed for taking the time to do so, also thanking everybody who takes time out of their busy day to come and visit here and read what I write, and finally a big thank you to those who post comments on what I write.


More coming this week as I have some time off and stuff I want to finish writing. Catch you all on the bounce.

  

Friday, 13 August 2010

Loving the Alien

Or, how I learnt to enjoy BattleTech in spite of the Clans. 

Over on the Classic BattleTech Forum there is a long and rambling thread about aliens in BattleTech that started as a hate fest for the idea of all things alien being added to the game background, but which has settled down to a more reasoned discussion through polite persistence...

As an Old School Renaissance player (or Retard, depending on you point of view) I really don't care what is, or is not in the BattleTech game, because I see the official rules as merely a buffet that I can choose to pick from as I like. 

However, the tirade of anti-alien hate rather puzzles me. 

I can see that the anti-alien proponents feel that aliens add nothing to the back ground that can't be done by using humans, which is a circular argument that leads no where useful. 

OTOH, BattleTech has always been driven by back ground fluff. 

As I've discussed in previous blog entries, this is a board game that feels like an RPG campaign. Not a bad thing, though I have never been a faction player in BattleTech, I observe that now that I have MechWarrior armies to play with, I have become very faction orientated. 

Go figure I guess? 

I think this is down to the simple matter that MechWarrior miniatures come pre-painted, which makes compiling a force in one faction relatively easy. 

In BattleTech I've always been pretty faction neutral. My main army was nominally mercenaries that were loosely attached to House Kurita, as I like the Japanese culture for the background, but I did not want to tie myself down to specific units in the canon literature of the game. 

Recently, since returning to the game about three years ago, I've started adding more canon markings to my OPFOR armies, making them loosely House Steiner and Marik by the addition of the appropriate decals. 

However, BattleTech remains a game where I haven't invested greatly in the canon background to any great degree, other than dressing mechs with paraphernalia as a nod of acknowledgment to the rules background. 

Rather I'm interested in using the stage that BattleTech give me as set dressing for my own aims, and goals that I want from any game I play. Namely the ability to create interesting scenarios that are based on historical precedence, which require the players to do more than kill the enemy, kill all of them. 

So aliens, what's the big deal?  

They aren't human for a start. Some objections can be raised here about the ability of writers to write about aliens in a way that is meaningful can be raised here. However, as an SciFi fan of many years, I know that the history of the genre is full of examples of really alien aliens. 

Now, admittedly, a lot of these aliens won't fit into a game involving giant stompy robots. 

Mind you, I think that a game of giant stompy robots is so far out from any reasonable definition of plausible that the addition of other implausible elements is hardly a big factor. Though again one can argue that too many implausible things would dilute the verisimilitude of the game to the degree that one's sense of disbelief will destroy any feeling of involvement with what is going on.  

This after all is the main reason why lots of historical wargamers will not play Sci-Fi or Fantasy wargames. 

So, what kind of aliens might be added to Battletech without destroying the background of the universe. For me, it would be aliens that were "interesting", because of their unique perspective. 

What can added to the game is more variety of unit types. Everyone likes a new mech, and the more the merrier. Otherwise why do we need the 1300 plus mech designs we already have? 

Arguably we don't, but players like new designs. Players like new weapons. Now while you don't need aliens to have either, alien mecha and weaponry would appeal to those who like rules for different technology, in pretty much the same way as some players like Clan tech, which is arguably the shape of BattleTech to come, if my understanding of MW:DA/AoD is correct? 

Some of the factors to consider would be the visual design of the alien mechs. which would mean for me non-bipedal mechs like quads with arms, or six-legged mechs with turrets, and or eight legged mechs.

The aliens may, or may not have a different underlying reproductive biology, for instance marsupials, reptilian, insect, or arthropod. We could add more fluff and make them hermaphrodites too. Or ,perhaps they're a race that has uploaded themselves into virtual worlds. This would lead to different minds, more like a hive collective, or one where replication of a mind was routine. 

So, for instance, we could have a dispersed technological hive mind that is limited by the laws of the physics, as they pertain to the BattleTech universe. 

This could be used to generate scenarios where we only meets small forces that wreak havoc and destruction, who then disappear off stage for years, because the travel times are so long that it slows down their communications. So, the aliens are effectively at the end of a very long logistical chain.

There motive is purely xenophobia, they can't tolerate other races.  

However, I agree that the real question of whether or not BattleTech should have aliens is not about the how, but what purpose do they serve?  

The one big question that has never been answered in the BattleTech universe is where are the advance alien civilisations that should exist? Did they all destroy themselves in wars, and ultimately mankind is doomed to the same fate? 

If they didn't destroy themselves, who did destroy them? Or, are we the first to survive and reach the stars?  

Depending on how you spin these answers out, you either create a story where mankind is either going to die out from self inflicted conflict, or a story where mankind goes and destroys any possible alien race that might develop (i.e: we are the destroyers of worlds), or a story where we find the big bad out there and it awakens to the threat that we represent, or one where we are all alone in the dark? 

Any alien threat has to be bigger than just another faction of humans gone stir crazy, or rabid from drinking the local water, or being out in the sun too long, or inbreeding etc. The trick is coming up with ways to maintain the game balance of said alien force; otherwise you end up with the humans being wiped out through superior technology. 

The whole aliens as gods/angels versus puny things like us humans. 

This question and its answers are what could be added to the background of the universe that would then allow the RPG side of the rules more scope for non-military play. 

I favour the latter idea.

Disclaimer: All posts are condensed & abbreviated summaries of complex arguments posted for discussion on the internet, and not meant to be authoritative in any shape, or form on said subject, T&CA, E&OE & YMMV.

Sunday, 8 August 2010

MechWarrior Born

  

Well I've just got back from visiting my God children in Brighton. I went because it was their mum's birthday, so I took a bunch of MechWarrior figures down with me for Dylan.

We played, starting with just one mech, vehicle and two infantry bases each, using the Solaris map to begin with and simplified starter rules. After getting the hang of the basic introductory rules, we introduced some more rules, like facing and indirect fire etc. Each time we played a new game we added a couple of new rules for Dylan to learn. We also played on the garden table, and on the floor of his bedroom. So Dylan also knows how to either count hexes, or measure the movement for his mechs.


By the end of the weekend we were fielding up to 6 mechs, with a bunch of vehicles and infantry in support. We also added pilot and equipment cards for the last two games we played. Dylan was quite keen to play. It probably helped that I had given him the Robotech DVDs the last time I visited, so he was all primed for giant stompy robot mech action.
   

Friday, 30 July 2010

Reflecting Progress 3

  

I've been working on some of the serried ranks of toy soldiers that I have on my shelf awaiting some brush love. This includes the MechWarrior: Dark Age/Age of Darkness clix figures that are a good match for Pendraken's 10mm range, which I'm now using for my infantry in BattleTech games. What I have is 9 platoons of figures waiting for me to progress them further along the route to being deployed in a game. That's about 300 figures, give or take.

Four of the platoons are made up as specialist weapons. Either snipers, rocket launchers, heavy lasers, and flame thrower platoons. I just finished basing the remaining sniper and flamethrower figures this weekend, and when I have primed them, added a bit more texture to the bases, and drybrushed the base coat, all of the platoons will be at the same stage of incompleteness.

BattleTech works around 28 men platoons, but I've only used 27 figures, as my feeling is that two sections of 13 men, with a commander feels right to me. However, part of me thinks that a platoon of specialist weapons is not the way they would be fielded in real life. Okay, BattleTech is not real life, but what I mean is how does on deploy such assets on the field of battle?

My instinct suggests that one would assign either squads, or sections as support to generic infantry platoons. Squads being six men, and sections 13 men. However, this may be a bit too 20th Century of me, and perhaps I need to think a bit more laterally about the ORBATs?

Anyway, I also have two 21 man jump infantry platoons, and two 21 man, and one 36 man, battle armour platoons. at the same stage of the painting production line that I have. The latter 36 man platoon is a Word of Blake Purifier battle armour unit. So, all in all, quite a lot of infantry requiring painting.

My original plan was to use all the infantry with my Demi-Brigade armour formation that I have, but my intent now is to have only battle armour or jump troops to go with the vehicles and all the plain infantry will form the basis for a generic planetary militia defense force. With this in mind I have assembled support platoons for the specialist infantry platoons, and plan to expand my generic infantry from one platoon, to as many as I need.

A figure I've not yet worked out, but probably at least one generic platoon per specialist platoon, but I might end up having two generic platoons per specialist one. We shall see how I feel in due course, after fielding some formations in a game or two. Another option is to have Company combat groups with generic infantry, specialist and integrated support and artillery assets all together. Might work quite well in fact.

The support platoons will be made up of mechanised infantry. These are defined under the BattleTech rules as infantry who fight from light vehicles; jeeps, quad bikes etc. The artillery assets will be made up of sections of mortars, heavy machine guns, light towed artillery auto-cannons, and gauss rifle battery's. In addition, I have a rocket battery's based up too. All a bit ad hoc, but this only adds to the charm of planetary defense militia.
  

Sunday, 25 July 2010

Reflecting Progress 2




Following on from my previous post, I cast my eye across the next lot of toy soldiers on my work bench and it indubitably true that one cannot out-stare a lead figure. The next group that awaits the soft touch of my paint brush are my Pendraken WW1 British & Germans troops. I have a platoon of British painted and based, but need a Company, as I have plans to do a Company level attack with tank and artillery support, for a game that represents a small part of a much bigger action. So there sits on the shelf the rest of the British infantry company, based and primed, with dry-brushed with one colour. The Germans are based, but not all the bases have been textured, and none are yet primed.

In a shoe box, on a shelf above my work bench, I have a French Company that I haven't looked at since I bought it. This includes tanks and artillery too. I also have some tanks put aside for the Germans; one AV7 and the rest will be made up with repainted versions of the MkIV, Whippet and FT17 tanks, representing captured equipment. I also have some lovely MkVs from Pendraken, which are noticeably longer than the MkIVs, and I also have some MkI howitzer/supply tanks too. Lots of toys, and that is why I like modern games. The variety of machines fascinates me much more than the intricacies of uniform details.

When I was younger, WW1 was considered a pretty "black" period to play wargames about. The image that had arisen in the sixties, from dialectical arguments by arts academics were solely focused on the "lions led by donkeys" idea. Depending on your point of view, revisionist historians have challenged that point of view, and what has emerged is a more complex and challenging reflection on the Great War. Certainly the Great War epitomised industrial warfare, even if the first fully modern war was arguably the American Civil War, which we Europeans dismissed as a Colonial affair with no relevance. It is also arguably true that the lessons learnt by the major European powers, between the end of the Napoleonic wars and WW1, were the wrong ones due to confounding variables specific to each conflict.

All my reading around WW1 has also got my creative juices flowing about how to use historical events in Sci-Fi games, of either Ogre/GEV, or more likely Battletech. For instance the whole evolution of tactics and the introduction of tanks can be mirrored in a Battletech game through the use of the "primacy" of the battlemech over other more conventional forces as one's starting point. I especially like the idea of replaying historical civil wars using Battletech. For instance the Spanish Civil war, or even WW1 with mechs, though that is more a Games Workshop Space Marine thing, if truth be told.

Tuesday, 13 July 2010

Reflecting Progress 1

One of the interesting things about writing a blog is that it's like having a conversation, in that you can readily check your hit stats and comments. The former indicates how many people think you are interesting to talk to, while the latter gives you a fair idea of whether what you're saying is a conversation or a monologue.

I tend to view post with no comments as monologues, while those with comments are conversations.

I prefer conversations to monologues, if only as a nod to the evil villain trope of monologuing. Cue evil laugh... I've also been looking at my work bench recently, more importantly, looking at the growing expanse of unfinished figures.

Hundreds of figures stare at me in various stages of being finished, ranging from based, on the road to becoming fully painted units, but not quite ready for the table. Like these Peter Pig AK47R 15mm Somalian militia.

Two companies, each of four platoons with four squads each; based at nine figures per squad, which is not AK47R compliant

Why did I do it this way? Well, for me, I like my toy soldiers to be something more than just a token, otherwise I might as well just use a token. Therefore, I like my single toy soldiers to represent a single soldier on the table.

I know it limits the scale of the conflicts that one can realistically manage, but when I want to play strategic, or grand operational level games, I'm not fussed about using toy soldiers anymore.

Anyway, Somalia is an interesting modern conflict that causes a lot of upset with wargamers, because it is modern, yet they would not flinch at Rourke's Drift, or the tribal wars associated with Africa at that time.

For me it's all about the toy soldiers on the table top.

When people ask me "Hey Pip why you do play wargames, are you some kind of war junkie?" 

Nowadays I don't say a word. Why, because they don't understand why wargames are fun to play. People don't understand why we do it, because it's all about the game and toy soldiers you play with and paint. And that's it, that's all it is at the end of the day is people playing with toy soldiers.

So I'm fairly open to playing "black" wargames, assuming you agree that such a thing exist.

One of the reasons I am driven to playing Science Fiction games is that it allows me to play games inspired by modern conflicts; without the baggage associated from the reactions from people who bristle at modern wars from Vietnam on.

Of course, one then gets the reaction of "I don't play Sci-Fi Fantasy games as they are not real," response. Funnily enough, as an aside, I don't play fantasy wargames anymore either, and by fantasy I mean games with creatures from mythology, folklore and involving magic.

I asked myself why do I avoid fantasy games?

For the same reason I no longer play ancient historical wargame, because for me their technology is too tactically limiting. The reason I like modern warfare, as in WW1 and on, is that the technology drives the tactics, though arguably that's always been the case, but that the selection of "toys" is greater in modern periods.

Not just siege artillery, or mobile artillery, but self-propelled artillery too! One can even mix traditional horse, camel etc cavalry, with modern mechanised versions of same. Then there are the extra bells & whistles of main battle tanks and helicopters functioning as cavalry too.

IMNSHO what is there not to like about this kind of variety?

T&CA, E&OE, YMMV.