Showing posts with label Orks. Show all posts
Showing posts with label Orks. Show all posts

Monday, April 26, 2021

Ork Dakka Jet and Ground Assets

Ork Dakka Jet and ground assets - plastic models from GW.

Hi again everyone - my furhter efforts on my WW1 painting have been delayed by a sudden lurch back into GW territory. This is an Ork "Dakka Jet" and set of Ork "ground assets" for GW's 40k-themed air-combat game Aeronautica Imperialis. These have been sitting on my painting desk for months, and when I finished those 10mm Roman Auxilia, I thought I might as well finish these bits too. 

The dakka jet is the basic fighter for the Orks - can be upgraded with extra rockits for air-to-air combat, or given bombs for ground attack missions.

Aeronautica is a fun game - obviously the setting won't be everyone's cup of tea, but I enjoyed the original version of these rules that Forge World released many years ago. The re-booted version, with nice plastic models, is a lot of fun too. The rules are not complicated, and it is fun to have these little combat aircraft from the grim and dark future zipping around, blowing up stuff, and each other. 

A bunch of random colours and patterns...fun little models to paint, although it can be slow going.

The initial model range focused on the Imperial Navy and the Orks, but it has since expanded to include Imperial Army (Valkyries) and the Tau (really cool!). I started painting my initial sets last summer, with the expectation that I would finish all of the models in short order...but hobby squirrels run around in my brain and I get distracted. This is a particular issue when trying to paint Ork subjects...they don't really have a uniform look to their gear and kit, and so each model is something of an individual effort for me, which makes painting Ork stuff a slog. I've always been impressed at how Dallas could paint whole groups of Orks...I can never manage more than one or two at a time.

And so this poor Dakka Jet has been sitting even longer than the Roman Auxilia from my last post. Probably since last November, when I had been last working on Aeronautica stuff...this one Dakka Jet was sitting there at the corner of my painting table, falling on to the ground occasionally, with a couple of base colours already on, waiting for me to finish it. But for months I just could not find the inspiration - I didn't feel like painting check patterns at the time, and besides, I had momentum with some other projects - but I finally just picked up the brush last week, and now it is ready.

Ork ground assets...a bunker of some kind, and assorted flak batteries to protect it.

In the Aeronautica game many missions involve bombing runs - that makes sense, it is a common sort of mission for combat aircraft. You need something to bomb - that is where these "ground assets" come in, both as targets and as additional defences. The bunker-looking thing serves as a target for the incoming bombers, while the assortment of Ork flak emplacements which would protect this and add to the fun in the game. These were all sold in very nice sprue packs - each with a bunker and group of ground defence pieces. Sadly, these packs no longer seem to be available.

Another view of the ground assets...these are in the same "scale" as the models for "Adeptus Titanicus"....

So there we are...my first GW and first sci-fi models painted in many months! Now that I am looking once more at GW stuff under my brushes, my hobby orbit is likely to spend a little more time in that world, meaning the WW1 project may have to take a back seat for a time. We'll see...goodness knows there is still lots of time for painting thanks to f*cking COVID. Thanks for reading, hope you are all doing OK out there. Cheers.

Thursday, November 26, 2020

Ork Fighta Bommerz For Aeronautica Imperialis

Headz up! Here come more Ork flyers!

Back in the summer, I posted about a new project - the re-booted Aeronautica Imperialis air combat game from GW. I predicted this would be a "summer project", and proceeded to...not touch any of the models during the ensuing summer months. Granted, I was busy preparing to move, but that's my squirrel-like hobby brain for you: one minute, something is "the next big project", and suddenly it ends up on the back-burner...oh well, I like to think a lot of hobby folk have the same challenges. :)

Tail guns turrets - both behind the cockpit and right in the tail assembly - provide extra protection.

Since the new version of Aeronautica is a hex-based game, I thought it might have some potential to play over Zoom, and so I dug the stuff out and took a brush to it again. I am still working on models from the starter box. I made a start back in July, finishing the three "Dakka Jets" which had come in the box set, and so I turned to work on the other Ork craft that came in the set, the two "Fighta Bommerz". I finished them off last week. 

You can see some of the underwing ordnance available for these fighter-bommerz.

These craft are more "multi-role" than the Dakka Jets. Where the Dakka Jets are essentially Ork MiGs, the Fighta Bommerz can engage Imperial interceptors and ground targets. They have enough maneuverability to dogfight a bit, and they also have rear turrets for extra protection against enemy interceptors who outmaneuver them. 

You can mount bombs, or extra guns - or both - under the wings to provide some extra flexibility for different missions. These aircraft have no internal bomb bay, so if there is going to be a ground attack aspect to the mission you will need to put bombs or rockets on under the wings. The model kits come with all of the possible options to mount under the wings, but there is no reasonable way to magnetize the weapon mounts on these models, so I just added an assortment - one of the craft has bombs, the other has some extra "shootaz".

From this view you can just make out the smaller "shootas" mounted right into the tail assemblies.

These new models Aeronautic Imperialis models are very, very well done by GW, quite intricate and detailed. The Ork craft are spot on with the current "look" of the 40k Orks, and any fan of the 40k greenskins will likely enjoy the assortment of models available. I find this look to be neat, but also a bit of a struggle to paint, as the slap-dash nature of their construction is one that does not necessarily lend itself to orderly assembly-style painting. The consistency of Ork equipment and vehicles is only very broad and and general, and each one would be a little different in so many ways.

Ready for the "skies" - hope to get a game in with these sometime and try out the new rules!

All this to say that, for smaller models, these took up more time than I would have hoped. That said, I enjoyed the whacky outcome. I am now turning my attention to the Imperial craft from the box set, so the Orks will have someone/something to shoot at. Stay tuned for more on that - in the interim, thanks for visiting the blog - hope you are safe, sane and able to enjoy your hobby amidst the lockdowns. 

Thursday, July 16, 2020

Ork Dakka Jets For The New Aeronautica Imperialis

Ork Dakka Jets from GW's "Aeronautica Imperialis" buzz the countertop in my kitchen.
The summer weather continues to slow my painting, but I'm still messing around with a few small "projects" for the summer - one of these will be "Aeronautica Imperialis", GW's aerial combat game set in their Warhammer 40k universe. These are models of Ork "Dakka Jets", plastic kits from GW that came with the initial (re)release of the game last year, the "Wings of Vengeance" set.

These new models are much larger than the previous versions...but also very, very nice, I have to say.
These models are new to me, but the game itself is not totally new. "Wings of Vengeance" came out last year, but "Aeronautica Imperialis" itself is even older than that. It was originally a set of rules released by Forge World many years ago - Dallas picked up a copy, and the Conscripts have enjoyed many games of Aeronautica over the years.

Overheard view.
The original version of the game was a nice, clean and fun set of rules. It made use of the old Epic range of flyers, models which were subsequently sold through Forge World for a time. Dallas has an excellent collection of the old metal ork and Imperial fighters and bombers from the long-departed Epic game, augmented selectively with a few resin flyers from Forge World. The Forge World collection, back when it existed, was ostensibly the same scale as Epic, although the flyer models were much larger.

Much simpler scheme on this model.
This new version has built on that tradition - indeed, many of the rules will be familiar to anyone who has played the original version of Aeronautica Imperialis. But there are two significant changes. First, the movement and maneuver are now hex-based, instead of using the card template system in the original rules. Personally, I think the card template system is better, as it frees you from needing a hex-marked gaming surface. At the same time, it is easier and easier to get different game mats marked with things like hexes, so that is not such a big deal. Certainly, I think you could play without the hex map, as long as you have some hex-shaped markers to help with the maneuvers.

This one makes me think of the old US P-47 Thunderbolt from WW2 for some reason...
The second big change is found in the models themselves. In a move that will be familiar to fans of "Adeptus Titanicus", GW up-scaled the models when they re-issued Aeronautica (in fact, they are supposedly in a scale to match the new range of Titans). The new models are absolutely gorgeous, but they will not really fit at all with any of the older models...not an issue for me, but this will certainly turn some players off, no doubt. These Dakka Jets are two or three times larger than the old metal Ork fighters from the Epic game, and I suspect they are a health portion larger than the later resin models from Forge World.

Another view of the formation...those fancy flight bases will need to be painted!
The "Wings of Vengeance" box is set amid the campaign around the Ork invasion of Rynn's World. The box comes with a small selection of models for the Orks and Imperial air fleets to get you started. These "Dakka Jets" are the basic fighter/interceptors for the Orks - fast, maneuverable but not very armoured. They can be augmented with bombs and rockets to give some extra punch.

The models are very nice, faithful recreations of the strange look of GW's 40k Orks. So many rivets and random plates, all bolted/slapped together. It's a sort of shabby-clap-trap-but-still-somehow-scary Ork "technology", stuff that seems to work mostly because the Orks believe it will work. I haven't painted much Ork stuff over the years - it was fun to try (and mostly fail) to come up with checkerboard type markings, but on the whole, I'm pleased with how these turned out.

The bases are quite fancy - but a little annoying. They are so prominent that they will need to be painted at some point, I think. But they do not come apart very easily in order to facilitate priming and painting...so that will be a tricky business. I think I'll save that step for last.

You can see a couple of bombs peaking out from beneath the wings - giving this Dakka Jet some ability to hit ground targets.
Earlier this year GW released another Aeronautica set, "Skies of Fire", set during the Taros campaign and involving the Tau. While I am much, much keener on the Tau kit than the Ork stuff, but Orks are fun, and I thought they would be fun models to practice on in order to get used to painting these small model aircraft. My goal for the summer is to get through the Ork and Imperial models from the first box set, and we'll see where things go from there.

Thanks very much for reading, hope you are having a great summer!

Monday, January 20, 2020

Analogue Painting Challenge X

Here are some of the models I've completed for the Analogue Hobbies Painting Challenge so far.
Militia Force Commander in Power Armour

Ork Deff Kopta - Puppets War Miniatures

Imperial Militia Brute Squad
I was hoping to complete a few more units for the Hussars, buy I've been painting a lot of red lately and may need a brief distraction.

Friday, December 7, 2018

Bloodbath at Orks' Drift! 40K Battle Report

A few weeks ago, Founding Conscript Curt was in town so we decided to host a Thursday game that he would be sure to get a kick out of - a 40K 8th edition smackdown pitting Conscript Greg's amazing Praetorian Guard against my all-metal all-Rogue-Trader-era "Red Star" Space Orks.

Of course we had to call the battle "Bloodbath at Orks' Drift!"

The idea was that the Praetorians were defending an outpost and some ruined buildings on some forsaken planet or other that had been overrun by Orks. The outnumbered (but sadly not outgunned) Praetorians had to hold out against overwhelming odds to defend the outpost.

Praetorian lascannon battery (!)

Lots of heavy weapons in the Praetorian force. They are obviously believers in the "bigger gun theory."

Conscript Curt and I took command of the Ork horde. We had three large units of Boyz as well as some Tankbustas in a trukk, two Deff Dreads, a unit of 10 Stormboyz, and a Boss in Mega-Armour with a Mega-Armoured retinue... and of course, Da Red Barun!

Deff Dreads followed by Mega-Armoured chaps.

Da Red Barun cruising for a target.

Trukk with Tankbustas.

Imperial Commanders Mike F. and Greg.

Ork bosses me and Curt!

Da Red Barun and his extra-shooty plane evaporated a Praetorian heavy weapon squad in a pink mist.

The green tide flowed across the battlefield in the classic "Headbutt of Mork" formation.

The Stormboyz did not do great in this outing - Praetorian shooting wore them out to the point of ineffectiveness. They did manage to take out the Ratlings though - but just barely!

Greg's Ogryns were tough opponents.

Praetorian commander pondering his next move.

 
I'm not gonna go into great detail on the battle itself as frankly, we're more about the social interaction and spectacle than who wins or loses. (This is especially true if I'm on the losing side). Suffice to say that the Orks did not succeed in wiping out the Praetorians as was required to fulfill their victory conditions. However, we did have a ton of fun playing with some models that hadn't seen action for some time, and that was cool. But I guess I shoulda brought out the Stompa after all! :-)

Sunday, July 2, 2017

Battle at the Farm - 8th Edition Style

Conscript Keegan in a pensive mood over 8th edition

The Battle at the Farm... a legendary encounter! The first-ever scenario from back in the days of Rogue Trader - pitting Pedro Kantor and the survivors of the Crimson Fist chapter against Thrugg Bullneck, Sergeant Hruk, and their Space Ork warband in a scrap over a ruined farmhouse.

While we had played the scenario a few years ago using the original rules for the 25th anniversary of Rogue Trader, we wanted to try it again for the 30th anniversary and our inaugural battle report with the new 8th edition rules...


So we set up the game with the original terrain layout, but updated armies. On the Ork side, a 55 power level army - from bottom to top in the photo above: a 20-Ork unit of Boyz and Warboss Hruk, a Deff Dread, a unit of five Tankbustas, a unit of ten Stormboyz, a unit of ten Boyz, two Skorchas, and Thrugg himself, a Warboss in Mega-Armour.

On the Space Marine side, also 55 power levels in play: two tactical squads of ten Marines each, a Dreadnought, a unit of five Scouts, an Imperial Space Marine (the awesome "LE02" limited edition model from last year), an Ancient standard bearer, an Apothecary, a Librarian, and Pedro Kantor himself.

(All of the Orks are Rogue-Trader-era metal models and the Crimson Fists tactical squads are all RTB-01 "Beakies", befitting the scenario. The Stormboyz have been kitted out with jump-packs from the newer plastic kit).

The Stormboyz, a Deff Dread, and Thrugg's mob of boyz deployed in cover behind Bultha's ridge. "Hruk, you take da big mob straight for da farm. I'll meet yer at da farmhouse," Thrugg ordered. "Sneaky," he thought to himself. "If Hruk makes it, it's coz he killed all da humies in da way. An' if he don't, then his share of da loot is mine!"

The humie gunline was indeed impressive though. Boltguns remain Rapid Fire in 8th and spit out a considerable weight of fire (2 shots per model up to 12"). Plus now, units can split fire freely, so the squad's missile launcher can shoot at the Deff Dread while the bolters shoot at boyz!

Da big mob advances. Ork gunz are mostly Assault, so Orks can Advance (regular move  +d6") and still shoot, albeit at -1 to hit. As their Ballistic Skill is already 5+ this reduces the expected number of hits by half...

As Thrugg sneaks around the Rise out of shot, the mob crashes into the wall of Marines. Defending an obstacle in 8th does not give much of a bonus, however - it only really means that models within 2" (not 1") of an enemy can fight. Charging models still fight first and that's what the boyz are good at!

Meanwhile one of the Skorchas used its special ability to outflank, and deployed on the Ork right table edge. It flamed out one of the Scouts and then charged into close combat. Yes, vehicles fight in close combat now - and the Skorcha was quite handy with a WS of 3+ and four attacks!

Back in the main fight things were going south for the Fists as Greg was plagued by some bad dice. The Orks were grinding away, assisted by Hruk who was pretty good himself. The Deff Dread acquitted itself well too, dispatching Marines with its mighty Klaw.

Things were looking promising as the Skorcha ground its way through the Scouts and their fey capes (!) while the second Deff Dread stomped over to finish the job. Thrugg and retinue can just be seen in the trees at top.

As noted, Greg's dice were appalling throughout most of the evening - here's the result of some Marines attempting a 2+ saving throw against Ork shooting. (Yes, the power armour save is still 3+ but instead of providing its own cover save, cover now adds 1 to a model's regular save. This is useful as "AP" now merely subtracts from the target's save rather than negates it altogether)

Thrugg can almost taste the loot as he and his retinue approach the farmhouse from the flank. Notably, difficult terrain no longer slows models' regular movement, but does subtract 2" from their Charge move.

After having several Boyz peeled off by Marine shooting the scene is set for the final showdown. Pretty much all that's left of the Fists are their characters and Dreadnought, but there's not many Orks left either. Everybody goes crashing into combat but Thrugg, who rolled snake-eyes on his Charge roll. So he's a spectator in the first round.

Things don't go so well for Team Green and it's up to Thrugg to salvage pride by taking out the hated Captain Kantor...


...which he does not... Kantor's spiffy wargear is too much for Thrugg, who whiffed his attacks. You don't often get a second chance against Space Marines and this time was no exception, Thrugg taking it on the chin.

A pretty bloody battle all around, which is just the way we like it. No survivors on the Ork side and only a handful of Space Marines left to try and relieve the holdout defenders of New Rynn City.

So that's 8th edition! Verdict... we like it. To be precise, big thumbs up for:

  • variable move rates
  • variable weapon damage
  • saving throw modifiers
  • no more universal special rules - everything's on the data card!
Enthusiasm was tempered for:
  • Psychic warfare, which for the Orks (lacking a Weirdboy) was devastating
  • cover saves being neutered
We're not keen at all on:
  • No vehicle facings or weapon arcs. Pretty sure we'll house rule this
  • Keeping track of 10 or more Wounds on models 
Looking forward to another game next week where I expect we'll try some vehicle house rules just as a bit of a tweak. Stay tuned!