Tuesday, December 6, 2011

"Army" Predator Finished

"Army" Predator for Rogue Trader Imperial Guardsmen
The quality of the prime time NFL games continues to be rough this year (San Diego at Jacksonville last night - gag).  But it's good for hobby productivity. In the end it was still a relatively quick project - despite a very frustrating incident with the primer - but the "Army" Predator for my Rogue Trader-era Imperial Guardsmen is done.

Half-way point - basic colours and dry-brushing done, ready for the gloss-coating before decals are applied

To try and deal with the primer problem, I added basecoat of black acrylic paint before starting anything else.  It did not mitigate the problem completely, but provided enough of a cover so that the effect is not too bad. It gives some areas of the tank's deck the apperance of having been hit with molotov cocktails or a heavy flamer or something a few times. At least I didn't have to throw away the model!


Evidence of the "primer incident" lingers in the paint - annoying, but not as bad as I had feared
Since the paint job was going to look "used" already thanks to the crinkling, I gave it some pretty hard weathering. 

I also had an incident with the decals - usually, I try and dab some dark gray with a sponge on the tactical numbers/markings to give the appearance of some wear.  I got mixed up, and "dabbed" really dark blue instead. So "wear and tear" suddenly jumped to "practically blotting out the front numbers" - OOPS! I had to paint them back in a bit, just so they would not disappear completely.

Here are some more pictures of the finished tank:

Side view of finished tank
Close-up of the commander - the figure is from Old Crow
The RT-era could Predator could still carry five passengers...not sure where, but hey - there is a door for them...
View from a roving Adeptus Mechanicus servo-skull
 
I was really pleased with the tank commander figure from Old Crow - I think he fits very well with the RT-era Imperial Guard trooper look.  This vehicle is now ready to face Dallas' "Red Star" Orks - or anything else we might throw at them (Tyranids, Eldar Space Pirates, rebel Guardsmen, protestors, etc).


On maneuvers with an Imperial Guard Tactical Squad
The Rhino crew breathes easier, knowing something else can draw all the enemy fire for a change...

Since I know one tank is sure to get zapped, I want to add a second one, and I would like to add more Rhinos.  The problem with that approach is that vehicles in Rogue Trader cost big-time points (as well they should, given they are much hardier in the RT game than the current version).  Predators are 600 points each! Rhinos clock in at 370 points a pop.  A mechanized tactical platoon would drop over 1400 points on Rhinos alone - never mind some Predators to back things up.

On the other hand, it's not like these things are going into a tournament, so who cares? Also, we've been bodging it up a bit, using 5th edition vehicle rules where it makes sense - on that basis, the Rhinos (without power fields etc) are much more disposable, and should allow the game to run smoothly.

And now I know I have to "wash" the models before I build them...

Monday, December 5, 2011

Weekend Project - Rogue Trader Titan Crew


Rogue Trader Titan Crew from GW - Princeps and a pair of Moderati

Over the weekend, in addition to struggling with some rogue primer, I pulled out a couple of Rogue Trader models for something to work on while the Detroit Lions and New Orleans Saints tangled on Sunday Night Football.  And what a retro treat - a Titan Crew!  A Princeps (commander) and a pair of Moderati (titan drivers, gunners etc.).  And a bonus - they were already primed, so all I could put the primer rage out of my mind and just start painting.

The Moderati carrying carbine-style lasguns.
These figs were scored in an E-bay transaction a couple of years ago - NIB condition, complete with a plastic Imperial Guard arm sprue.  I cut the pockets off of the arms prior to mounting them (although thinking about it now, I should have kept them on for the Moderati - oh well). For weapons I used some spare carbine-style lasguns that were available on the GW tank accessory sprue - they seemed like the kind of thing the crew would have handy.

Rear view of the figures, showing all of the hook-ups etc on the Princeps - looks like you can't just hop in and out of the diver's seat on an Imperial Titan...
For the Pinceps' part, he got an "old" laspistol - he looked like the kind of fellow who probably would not carry anything much heavier than that.  As the commander of a Titan, he is used to levelling whole city blocks with the wave of a hand - I'm not sure how a dude like that contemplates infantry weapons of any sort...

Painting RT-era stuff is great fun for me, and these figures are no exception.  Although the plastic arms are a little rangy, the sculpts are neat.  All sorts of hoses etc. hanging off as they would literally plug into the Titans before heading into battle.  The sculpts are not too far away from the current versions of these models, available from Forge World.

"Where did we park again?"
Their appearances in games will probably be limited to use as objective markers - in the 40k fluff, Titan crews are treated with great reverance, and surely whole platoons of run-of-the-mill Imperial Guardsmen would be sent to save them.  In fact, that would make for an excellent scenario....


Primer(al) Rage

Hey - look what the primer did! Greg: "Motherf****r!!!!"
I thought this project would be pretty straightforward.  WRONG. I was priming the model in my garage this past Friday evening with my (previously) trusty Krylon flat black spray.  I gave it a coat, and left it to dry, as usual. When I went out to collect the model a little later, I was surprised to see a f**ked up crackle-type surface had developed on the primer. 

I've had bum primer before, but never with Krylon.  The weather has started to change to winter, so maybe that was it? The ambient temperature in the garage would have been about six degrees celsius that evening - hardly the worst that will happen this winter. What the F***??????

This would work if I was trying to paint a vehicle for one of the lame Chaos factions (look - a Slaneesh style overcoat to ensure fashionable drool resistance on the battlefield!), but I was pretty horrified of what this might do for the boring blue paint scheme employed by my Imperial Guardsmen.

I didn't want to throw out the model, so I painted some black acrylic on and hoped for the best....at least it wasn't a squad of plastic troops!

Anyone know what caused/causes primer to pull this kind of reaction?

Sunday, December 4, 2011

Notice: 2nd Annual Analogue Hobbies Painting Challenge


Hi Guys!

First, apologies for cross posting, but I wanted to get The Word out. I'm hosting another Painting Challenge over the winter. The big diference is that this time the submissions can be any historical figures/models, not just Napoleonics. If you're interested you can check it out here.
Up to the Challenge?


Best,

Curt

Friday, December 2, 2011

Quick Project - "Army" Predator for 40k

The NHL is on TV, so it's time for some hobbying!

Continuing to rummage through the basement, I came across something last night that will make another quick project - a Warhammer 40k Space Marine Predator.  I've been unpacking my Rogue Trader Guardsmen following the move, and I thought it's about time I added a tank to their forces to help them out.  In fact, after a quick search of the blog, I think I said I would do that back in January of this year...oh well - it's still 2011!


Ah, the Compendium - an awesome nostalgia read any day of the week!

Back in the Rogue Trader era, vehicles such as the Rhino, the Predator, and even the iconic Land Raider, were generally available to all of the Imperial factions - not just restricted to Space Marines.   It's fun to browse through the old Compendium and see all of the whacky and varied stuff available to the Imperial Guardsmen of that time.

The current versions of these classic models look great.  The current Predator is one of my favourite GW vehicle models, in fact.  I like the turret so much I use them for my Imperial Guard Chimeras.  But I don't have a regular Space Marine army, so I've never painted up a Predator model. Since my Rogue Trader Guardsmen already have a Rhino from the current lineup, I'm sure a Predator from the current line will do nicely too.   A great excuse to work on a model I've always wanted to take a crack at...

With the Jets on TV last night (my parents had the tickets) I grabbed the super glue and the hobby knife and got to work.  Like the majority of the current GW model kits, this one is practically idiot-proof.  I absolutely love that, because I'm not great at building models.  Full credit to GW for imagining impatient nitwits like myself when determining how the kit should come together...

The original Predator was armed with an auto-cannon in the turret and las-cannon in a sponson on each side.  There was also a bolter on the top hatch.  Fortunately the current model has all of this easily covered - with the exception of the bolter - which is now represented by the option of a pintle-mounted storm bolter.  Rather than fiddle with finding a way to mount a spare bolter, I just kept the storm-bolter on the pintle.

The assembled "Army" Predator, before priming.
There were some small modelling considerations. First, there is the process of "UFSR" - Useless Frigging' Skull Removal - that I undertake on every plastic GW model I work on these days. Like all GW products of the current era, the Predator model is covered with a baffling number of skulls and skull-related iconography.  I used my trusty hobby knife to scrape the skull and crossbones icons off of the turret in two places (the top of the autocannon, and the hatch of the rear turret bin).  I also scraped the stupid winged skull off of the side of the storm bolter on the pintle.  I wish I had thought of doing this twelve years ago when I first started building a lot of my GW vehicles...

Another photo of the model before priming in the garage...
The model kit gives you a lot of options for fancy attachments - hunter killer missiles, for example, as well as Imperial icons and other bits like a communications/radar set.  At the end of the day, this is a plain old Army Predator, so I didn't see it having all sorts of spiffy extras or devotional scrolls and "Purge the Demon"-type reminder notes on the hull.  I put on the smoke launchers - the original rules make a point of stressing the smoke launchers, and they are prominent on the old model, so they are there to complete the homage - but there are no other fancy bits for this tank.

Close up of the turret - scratches are visible where useless skull icons were scraped away.  The slender Old Crow tank commander is peering out at the unknown from his cupola
For a crewman, I opted to use a vehicle crewm figure from Old Crow (the one holding binoculars). I thought the head-gear matched well with the Rogue Trader troops, and it spared me from having to use up one of the plastic heads from my reserve pile (I know that sounds silly, but there are only three heads with helmets on each sprue of four troops, and these things are hard to find!).   These Old Crow crew figures also have a slighter frame, matching the less-bulky look of the pre-steroid era Imperial Guard figures.

I have an inkling that we may be playing Rogue Trader again soon, and the firepower of a Predator will really come in handy against Dallas' awesome "Red Star" Orks.  I'll get this sucker painted up, and post some pics on the blog soon - hopefully that will provoke an outing from those dastardly Orks...

Thursday, December 1, 2011

Tomorrow's War - Today's Headache

Cover of "Tomorrow's War" - new skirmish rules that are generating a ton of buzz
A couple months ago, TMP member "Osprey Joe" kindly offered to send us a review copy of Osprey's hot new SF skirmish ruleset, "Tomorrow's War".  As a Scotsman and a Winnipegger (our motto: "if it's free, it's for me") I could not help but take him up on this generous offer.  The book drop-shipped and arrived directly from Amazon, in good condition except for a razor-cut on the cover near the spine.  Not sure how that happened but it doesn't really affect the condition of the book.

Wanting to familiarize myself with the rules and host a game in a timely fashion, I read a bit of the book each night in bed before going to sleep.  Certainly a pleasant way to pass a few minutes at the end of the day - the book is beautifully designed, laid out and executed. The paper is glossy and heavy, the binding feels like quality, and the pictures are pretty. There is tons of background included, which some readers will enjoy, but to me is of marginal relevance as we use our own models and factions in our SF games.

Unfortunately the book worked rather better as a sleep aid than I had expected. As I said, I'm not too interested in the "TW Universe" (especially as there aren't model ranges specific to the factions) and I found the rules to be rather... dense as well.  And keep in mind I spend my days reading stuff like this. There are just a lot of fundamental rules points where questions still exist. For example: what happens when there are no active models in a unit (i.e. they are all "tipped over" potential casualties) and no First Aid check can be made at the start of the next turn?  Does the unit disappear, or just stay tipped over? (we think they remain on the table). Do "tipped over" models contribute to a unit's armour saving rolls when they are shot at? Can hits be allocated to wounded or tipped over models before active models? And my favourite, when reaction fire causes models in a moving unit to be tipped over, do these tipped over models "follow" the rest of the unit as they complete their movement? (Unbelievably to me, this basic question regarding a situation that will happen in virtually every game was answered on TMP by the designer with a "do it whichever way you like, in agreement with your opponent")

In any event, we were still eager to give the rules a go so we set up the "Rescue the Downed Pilot" scenario from page 96 of the rulebook.
An overhead view of the table - the USMC faction can be seen advancing through the open on the right side of the pitcure, while the DPRG squads wait in ambush
The game pitted three teams of d8-quality USMC rockstars (repped by Greg's IG Kasrkin Stormtroopers) against four teams of somewhat less rockstar-ish d6-quality DPRG (my Pig Iron Kolony militia), waiting in ambush.


The sturdy conscripts of Futurkom played the part of the DPRG in the game
The game started with USMC having the Initiative and needing to retrieve the pilot from the building near the centre of the table. I was thinking that the mission should be cake from the DPRG perspective as we were set up in ambush... however our effective "ambush range" was only 12 inches and the USMC retrieval lanes were mostly outside this zone of death.

Greg B's GW Kasrkin Models stood in for the USMC side in the scenario
The downed pilot - always a source of trouble for the REAL fighting troops...
However, as always, the best laid plans... etc. etc. As the USMC advanced towards their objective I succumbed to the temptation to get "trigger happy" and light up the attackers... which didn't go so well.
My d6 firepower rolls were no match for Greg's hot-rolling Reaction Fire with d8s.

The Futurkom grunts wait in ambush...
USMC troops wait on Overwatch in the woods
The game turned into a bit of a gong show as, turn by turn, my squads were whittled down by accurate USMC fire. Towards the end I tried to move some teams into the building with the pilot to induce some close combat with the USMC (faint hope I know) but the intrepid Kommers were lit up before they knew what had hit them.
The Futurkommers try and visit with the downed pilot...

What happens in "Tomorrow's War" when one side has a better troop quality...
It was all over by about Turn 6 as all of my troops were tipped over with no active models left to make First Aid checks.  I suppose technically we might have declared a "Thorpian Moral Victory" since the USMC couldn't have retrieved the pilot and made it back to their table edge by the end of turn 8... but it hardly seems like much of a "victory" when you have no models left to fight with.

We set up the models again and the DPRG tried a more patient tactic, which worked somewhat better at first, lighting up a USMC team advancing in the open, working some angles to try and cover the objective, and mostly JUST NOT MOVING. We didn't finish the second run through but I suspect it probably would have finished similarly to the first, albeit with more USMC casualties.

Summing up? Tomorrow's War has some great points - turn interruption and Reactions are very cool.  However it's easy to get mixed up as to who's got Initiative, who's reacted, and who can react, as well as the plethora of markers required to denote wound status and other things. The rulebook desperately needs some editing and organization. It's a beautiful book but some more attention to detail is warranted. For example, in the sample scenario we played, the terrain includes a stream and small lake. Referring to the "terrain effects" section in the book (also not easy to find), we see a statement to the effect that "the scenario will specify the game effects of the water feature on movement". Guess what?  It didn't, so we had to agree on that ourselves. Not a big deal in this case, but if the scenario was designed with a specific water effect in mind, it was a well-guarded secret. Likewise the maps for the scenarios - the text listed table sizes as anything from 3x3 to 6x4, but the maps all show 4x4 layouts!

These are minor niggles, of course, next to the Big Unanswered Questions in the rulebook (like "what happens to tipped over figures?") but it bespeaks what many have complained about of late - an emphasis on rulebook form over function.  There are a ton of beautiful looking rulebooks out nowadays and aesthetic appeal in game books is no longer the exclusive realm of Games Workshop. But I get the feeling with TW that more emphasis was placed on the physical product than on the guts of the thing - cogently laid out rules that are lucid and easy to find. The lack of a quick play sheet, for example, is inexcusable, especially when considering the number of pages devoted to background fluff. We'll certainly try TW again but we are increasingly skeptical of the "love bombs" (thanks Greg) for TW being dropped in carpet-fashion all over the web. Grade: B-.

Dallas

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Dallas has summed things up very well.  My two cents - the book looks great, but was written as though you already knew the rules.  At the end of the day, I think there is a great set of rules in there somewhere.  It was neat to play a game knowing, for instance, that you could cover the advance of your own troops, and it made you plot out different approach paths etc. 

But the rulebook itself is inexecusably baffling and incomplete - the lack of clear information on what happens to a casualty is the most galling example, but in general, the rules the read out like you should already just know them.  Do you still exchange fire when you are fired at while on the move? How many times can regular units react?  What is the difference between ambush and overwatch? The book implies the the answers are obvious. Sorry - they're not. 

I really want to play TW again - so at that basic level, I would say the rules are a success.  But to do that, we'll have to pile through all sorts of forums etc just to ascertain the basic mechanics of how the game is supposed to work.  I look forward to an edition of these rules that contains the rules.

Greg

Wednesday, November 30, 2011

Battle Report - FUBAR - Bloody Nose For Task Force Bravo

Yesterday I visited with fellow Conscript Dave V and he was kind enough to run through another FUBAR game, further advancing the story of "Task Force Bravo".  Unfortunately for the intrepid reservists, it was a rough outing!

Orks hold out while the Mek works on the stalled battlewagon
Captain Hawkins was in pursuit of Ork mercenaries who had stolen components from a Binary Petroleum "Technical Site" on Colony 24601.  The Orks had been on the move for several days, stopping often. The Task Force finally found a pattern to the movement, and when they stopped again at an abandonded fringer settlement, the Task Force moved in to try and recapture the stolen goods.

Task Force Bravo rumbles toward the objective, confident the big Mammoth tanks will provide good cover

Dave V took the Ork side, and I played the Task Force side.  The Orks had stopped in the abandoned settlement, and were experiencing technical difficulties.  There was only a small guard force with the stranded battlewagon.  The Ork Mercenary Captain somehow got wind that the Task Force was coming, and had bottled off to get some reinforcements...would the Task Force overwhelm the Orks, or would they manage to get the clunky battlewagon moving, and escape with their stolen loot once again?

Orks under fire from heavy tanks. Reservists: "Hey, this is great!"

Unlike the last battle, which had more infantry, this was mostly a tank battle.  Dave would roll each turn to see if he could get the battlewagon started, and to see if his reinforcements showed.  The Pax Arcadian side had both of its big, bad "Mammoth"-class tanks out for the party, together with the four "Cruiser" tanks, and two APCs with two squads of troops.

Oh no! Ork reinforcements!
The Ork holding force consisted of an AT gun, a solitary Gunwagon, two squads of infantry and some battlewagons.  The help coming, however, was very impressive - four more Gunwagons, and a Gunfortress!



Ork Gunfortress approaches. Reservists: "WTF?"
The Task Force made good initial progress, rolling up to the village and pounding the Ork defenders.  I got over-confident, and I stopped moving forward, opting instead for "aimed fire" attempts.  This really smashed up the Orks, but it meant that Dave's reinforcements could easily block for the "hot potatoe(s)" in the battlewagon.

No wonder the Orks were so confident...
When the Ork reinforcements arrived, the battle turned, and the Cruiser tanks started to get immobilized and have their weapons knocked out.  I had some very poor saving throws, while Dave concentrated his fire very well, and he managed to knock out one of the big Mammoths!

Task Force under fire as reinforcments appear for the Orks.  Operation is officially "much less fun": reservists.
The other Mammoth started to rip into the Ork vehicles - its huge main gun ripped through the Ork armour - but in the end, the battlewagon made another escape!

The Mammoth tanks hammered away, but couldn't make the breakthrough.


The infantry tried their luck from the flanks - these fellows took out an AT gun, but took heavy fire from the village, while the APCs weapons were knocked out by Ork shooting.

The Task Force gave a good account of themsevles - there were a lot of burning Ork vehicles by the end of the game.  But it was a rough outing, with three Cruiser tanks and one Mammoth tank badly shot up.  Where did these extra Ork tanks come from? Who is footing the bill for these mercenaries? And what has got the Ork Mercs so invested in this that they would use a Gunfortress? Most of all - who told the Orks the Task Force was coming?

A burning Mammoth tank! Not a good omen for the Task Force...


These infantry approached from the flank, but burning and immobilized tanks can't provide much cover fire, so they held back....

With heavy damage to vehicles, the Task Force will have to lie low and make repairs.  Hawkins makes a report of the incident to his superiors - will they ignore him? Send reinforcements? What will BP make of all of this?  Stay tuned...


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Another very entertaining FUBAR game.  I took my eye off the ball, and in the end paid the price - the Pax Arcadia tanks shot up a lot of Ork stuff, but the prize got away. 

Building on the lessons of the first game, I improved the activation scores for both sides, and the game had a much, much better flow to it.   The challenge in this game was book-keeping - which tank had a knocked out MG, vs. knocked main gun, vs. immobilized but still firing etc. was a bit of a challenge.

Thanks to Dave V for hosting and for playing - and stay tuned for further adventures of Task Force Bravo!