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.