Showing posts with label Dream Pod 9. Show all posts
Showing posts with label Dream Pod 9. Show all posts

Saturday, February 1, 2014

Heavy Gear Alpha Rules

Long time, no post.

Been pretty busy with the new house, Deadzone, got back into Magic and a few other things and haven't really had the time to post anything. The Facebook post about the Alpha rules for Heavy gear 5.0 went live was enough to warrant something of a response though.

Overall I have a few things that, a quick read through, stuck out at me.

In terms of using dice, as much as I think having a different die system than D6 being used ( big point on the forums), the advantage of D6 will always be the accessibility. Deadzone, new game from Mantic came out, recently and I found that even though I've been a pen and paper RPGer and wargamer for years, I only had two extra D8s in my house, but somewhere around 100+ D6s.

The bases classification kinda irked me as everything was listed as round bases, with Large Gears and Infantry able to use both Hex and Round bases. The normal Gear though is stuck using only hex bases. I would like to see the system be round or hex for all miniatures. The rules shouldn't break in that regards just because of a miniature's size/base type. I much prefer the look of round bases to hex bases on all my HG minis, and having a mish mash of the two looks strange to me.

Infantry are a bit more protected now, making folks think about AI weapons, where as before a good AE weapon could easily wipe out an entire unit possibly. That is a good change and helps make infantry force more plausible. A giant Mecha game isn't a giant mecha without smaller infantry for scale.

The changes to movement brings HG more inline with what you see in other wargames including Warhammer, Deadzone, Kings of War, ect. Less clutter and far more straight forward.

Damage modifiers being changes is another one that helps streamline things, and also make the game feel more like other wargames on the market. The multiplication thing was a nice gimmick, but at the end of the day, people don't want to worry about MOSx8 or maybe x10 if you did or did not use RoF

Hot Potato... Great for keeping the action playing out almost like a movie, but is it really needed? How often do you see elite soldiers with years outside of bootcamp actually bone up a grenade throw bad enough to have the grenade blow up near them? Nearly every story I have heard like that happens to newbies in bootcamp, Haven't heard of a Seal Team, Ranger team or even basic infantry unit who lost a member in the field to dropping a grenade to close.

Melee changes were fairly minor, but important enough to make that Kodiak with the warstaff a very dangerous threat. Losing the 3" melee range is the biggest change that stuck out at me, and honestly I don't think there was that much really lost. The large range made working out melees rather awkward.

Command in general had a decently sized overhaul done to it to streamline things, and again get rid of the need to track yet another token system. Not horrible, will take some time to get used to the whole chain of command thing with CO, XO, CGL, ect. Will need to get some time to actually playtest and see how things pan out in the field however.

The force selection looks to have had a MAJOR change done to it. Really pushing that HG is supposed to be a skirmish game. A part of me feels as though it might get strange dealing with combat units in a skirmish game though, almost feel like all the gears should be looked at as one unit, all Infantry another unit, tanks.. ect. Again, I'll need to see how it actually playing out though.

Flamers seem like one of those weapons that should have the AI weapon trait by default, just to really make a point of how horrible getting hit by a Gear sized flamer would be. Flamers are terrible at man sized, let alone when the spout of flame can cover half a city block.

Heavy Gear is getting a massive change over. A number of the changes will make the game play feel similar to many other wargames out on the market, but that is a good thing to draw in folks who think HGB is current too complicated or badly written. The important points such as Weapon types, Command Points, and whatnot stayed and in the end mostly enhanced by the new rules. My current PRDF is completely mauled by the new rules, but I am fairly excited to get going on rebuilding it to work with the new system and see how things pan out on the field.

Monday, August 12, 2013

PRDF troubles


My last build of the PRDF went by fairly smoothly, but something with this new build is entirely different. Everything about it is coming along differently, although to be honest it is mostly my fault. Now while you are reading this, just keep in mind I am venting, so it'll be filled with more angst than normal.

First and foremost is the fact I primered my infantry the wrong base color. I don't know why I picked up the wrong primer, but I did, and of course instead of being the ultramarine blue smooth finish, it came out black and chalky. I tried to make it work, I really did, but at the end of the day I am not at all pleased with the outcome, which means paint stripping ahoy.

Next up is the fact I put enough effort into magnetizing my minis, but decided not to put the same effort into bracing the minis arms. Of course this means the minis bust apart if you so much as look at them funny. Of course that means I need to go back and pin the minis and hope the current primer holds up through the punishment it is about to receive.

Last, but the most annoying to me since it hounded me during my last build too, is the fact my Crusader IV axe busted off during travel. I can't figure out how to put the weapon onto the Crusader hands without completely clipping off the hand guard, and pin all the way through. I think I may end up going that route and just sucking it up no matter how much I don't like it.

Right now I am a bit disheartened by all these events. I know I can fix everything, but a part of me really just doesn't want to put that effort forward. Anyone out there in internet-land land have any ideas as to how to approach the whole axe issue? Am I more or less doomed to cutting off the hand guard?

Wednesday, July 24, 2013

Heavy Gear Rally

Long time no chat everyone. Move is finally over and things are starting to get back to normal around the house, which means I can start focusing on wargaming a bit more again.

To start that off is the latest news of Heavy Gear Rally that DP9 is going to release later on, and officially start showing off rules, minis, and whatnot at GenCon. This has not stopped DP9 from showing previews on their Facebook page the last few weeks. The game looks interesting in a few aspects, namely it is a board game that focuses on the scout gears like the Ferret, BullDog, ect. It is a game for 2-4 players according the the information released on Facebook this morning.

Of course until Gen Con some questions won't be able to get answered unless DP9 does it themselves. Questions which as what material is the minis made out of? Metal doesn't seem popular with board games, so could be restic or plastic from my guess. What is the price point? There really isn't much in the box compared to board game like Rune Wars or even Ticket to Ride, so anything above $50 seems questionable. There is also the questions of scale and if you will be able to use other gears from the Heavy Gear universe.

Unfortunately I don't usually attend GenCon so those tid bits of information will get leaked once the details become available.

Saturday, May 4, 2013

Revamped Utopia

Since I had went through and revamped my PRDF to the latest GU5 and GU6 beta rules, figured I
would also run my wife's Utopian force through the same hoops since they also saw some changes, mostly point drops.

Just like originally, I started off with the core starter set for Utopians and worked from there, mostly because my wife isn't here at the moment to tell me exectly what she does and does not want. I worked under the impression of 'bring more guns to the table', so went for numbers rather then quality. Now her force was decent sized before, as you can guess from our battle report we posted a while back, and my way of working on her army list added even more to it. After I got done adding things to it though, I felt like I was looking at robotic version of Zerg/Tyranids. The drones in the list just seemed to go on forever. I won't lie, it intimidated me, and I built the list for crying out load.

UA, Utopian Army . 1000 TV, PL 2, 4 SPs, 4 CPs
Ruleset: Gear Up 5 Threat Values

N-KIDU Automaton SIN Cluster (Core) 105TV Add 5th N-KIDU [T], Add 6th N-KIDU [T], Add 7th N-KIDU [T]
  • N-KIDU [T] [1/1/1/0] (8/24 LHC) VLAC VLAC APGL CGL 15TV
  • N-KIDU [T] [1/1/1/0] (8/24 LHC) VLAC VLAC APGL 15TV
  • N-KIDU [T] [1/1/1/0] (8/24 LHC) VLAC VLAC APGL 15TV
  • N-KIDU [T] [1/1/1/0] (8/24 LHC) VLAC VLAC APGL 15TV
  • N-KIDU [T] [1/1/1/0] (8/24 LHC) VLAC VLAC APGL 15TV
  • N-KIDU [T] [1/1/1/0] (8/24 LHC) VLAC VLAC APGL 15TV
  • N-KIDU [T] [1/1/1/0] (8/24 LHC) VLAC VLAC APGL 15TV

N-KIDU Automaton SIN Cluster (Core) 105TV
Add 5th N-KIDU [T], Add 6th N-KIDU [T], Add 7th N-KIDU [T]
  • N-KIDU [T] [1/1/1/0] (8/24 LHC) VLAC VLAC APGL CGL 15TV
  • N-KIDU [T] [1/1/1/0] (8/24 LHC) VLAC VLAC APGL 15TV
  • N-KIDU [T] [1/1/1/0] (8/24 LHC) VLAC VLAC APGL 15TV
  • N-KIDU [T] [1/1/1/0] (8/24 LHC) VLAC VLAC APGL 15TV
  • N-KIDU [T] [1/1/1/0] (8/24 LHC) VLAC VLAC APGL 15TV
  • N-KIDU [T] [1/1/1/0] (8/24 LHC) VLAC VLAC APGL 15TV
  • N-KIDU [T] [1/1/1/0] (8/24 LHC) VLAC VLAC APGL 15TV

Veteran Armiger Automaton Control Recce Troupe (Auxiliary) [Army Command Group] 410TV
  • Armiger RE-101 [2/3/3/2] (14/56 SLHC) AGM HGLC APGL HHG VB CGL, ArmyCmdr 170TV
    • Def +1 (AC) +10 TV
    • EW +1 (AC) +10 TV
    • Ld +1 (AC) +10 TV
    • Swap SLC for HGLC 0 TV
    • Swap MRP/9 for AGM(4) +15 TV
    • Add 2nd NAI Matrix +5 TV
    • Add 3rd N-KIDU [F] Drone +20 TV
    • Add 4th N-KIDU [F] Drone +20 TV
    • Satellite Uplink +5 TV
    • Stealth(2) +5 TV
    • Stealth(4) +5 TV

  • N-KIDU [R] [1/1/1/0] (8/24 LHC) LAC APGL 20TV
    • Swap LRF for LAC 0 TV

  • N-KIDU [R] [1/1/1/0] (8/24 LHC) LAC APGL 20TV
    • Swap LRF for LAC 0 TV

  • Armiger RE-101 [3/3/3/0] (14/56 SLHC) SLC MRP/9 APGL HHG VB 140TV
    • Att, Def 3 +10 TV
    • EW 3 +10 TV
    • Add 2nd NAI Matrix +5 TV
    • Add 3rd N-KIDU [F] Drone +20 TV
    • Add 4th N-KIDU [F] Drone +20 TV
    • Stealth(2) +5 TV
    • Stealth(4) +5 TV

  • N-KIDU [R] [1/1/1/0] (8/24 LHC) LAC APGL 20TV
    • Swap LRF for LAC 0 TV

  • N-KIDU [R] [1/1/1/0] (8/24 LHC) LAC APGL 20TV
    • Swap LRF for LAC 0 TV

  • N-KIDU [R] [1/1/1/0] (8/24 LHC) VLRP/32 LRF APGL (N-KIDU [F]->N-KIDU [R] 0 TV) 25TV
    • VLRP/32 [R] +5 TV

  • N-KIDU [R] [1/1/1/0] (8/24 LHC) VLRP/32 LRF APGL (N-KIDU [F]->N-KIDU [R] 0 TV) 25TV
    • VLRP/32 [R] +5 TV

  • N-KIDU [R] [1/1/1/0] (8/24 LHC) VLRP/32 LRF APGL (N-KIDU [F]->N-KIDU [R] 0 TV) 25TV
    • VLRP/32 [R] +5 TV

  • N-KIDU [R] [1/1/1/0] (8/24 LHC) VLRP/32 LRF APGL (N-KIDU [F]->N-KIDU [R] 0 TV) 25TV
    • VLRP/32 [R] +5 TV

Veteran Armiger Automaton Control Support Troupe (Specialist) 380TV
  • Armiger FS-101 [3/3/1/1] (16/64 SLHC) ATM LLC APGL VB RAM CGL 155TV
    • Add 2nd NAI Matrix +5 TV
    • Add 3rd N-KIDU [F] Drone +20 TV
    • Add 4th N-KIDU [F] Drone +20 TV
    • Att, Def 3 +10 TV
    • Swap VHAC for LLC +5 TV
    • Swap HGM for ATM(6) +45 TV

  • N-KIDU [F] [1/1/1/0] (8/24 LHC) MRP/9 APGL 20TV
  • N-KIDU [F] [1/1/1/0] (8/24 LHC) MRP/9 APGL 20TV
  • Armiger FS-101 [3/3/1/0] (16/64 SLHC) VHAC HGM APGL VB RAM 105TV
    • Add 2nd NAI Matrix +5 TV
    • Add 3rd N-KIDU [F] Drone +20 TV
    • Add 4th N-KIDU [F] Drone +20 TV
    • Att, Def 3 +10 TV

  • N-KIDU [F] [1/1/1/0] (8/24 LHC) MRP/9 APGL 20TV
  • N-KIDU [F] [1/1/1/0] (8/24 LHC) MRP/9 APGL 20TV
  • N-KIDU [F] [1/1/1/0] (8/24 LHC) AGM APGL 30TV
    • Swap MRP/9 for AGM(4) +10 TV

  • N-KIDU [F] [1/1/1/0] (8/24 LHC) AGM APGL 30TV
    • Swap MRP/9 for AGM(4) +10 TV

  • N-KIDU [F] [1/1/1/0] (8/24 LHC) AGM APGL 30TV
    • Swap MRP/9 for AGM(4) +10 TV

  • N-KIDU [F] [1/1/1/0] (8/24 LHC) AGM APGL 30TV
    • Swap MRP/9 for AGM(4) +10 TV

Now, I just threw this together to get an idea on how things changed, but it wasn't just a single drone here and there added. It was a whole SWARM of drones added. I believe the phrase is 'target rich environment' to be fitting in this particular situation.

I think the key to her force will be the drone linking ability. She will have to in order to make the lighter ranged weapons dangerous. I gave her AC and the other Armiger RE-101 Stealth to promote them getting closer in and dealing out EW as needed. The FS-101's are to remain back with their missile equipped drones and focus on unloading payloads across the field. The two packs of seven N-KIDU[R]s are there mostly for screening purposes. The longer the opponent has to hack through the trash drones, the more time the important Armigers and drones have to get into position.

Once again, this list could easily change once my wife actually sees it and decides if she wants to do a mixed Earth and Utopian force or not. She really does want a HHT-90 Overlord Hovertank after all....

Thursday, May 2, 2013

Revamped PRDF

As many who follow know, I am in the process of moving, which is taking longer then I would like since we keep having buyers back out of the contract at last minute. This market is rather annoying to deal with in that regard.

 Anyhow, the move does not keep me from keeping somewhat into my games and slightly up to date. I posted my Anima Tactic minis a while back, and now I am back with my thoughts on my PRDF. Gear Up 6 released recently (with a pic of my current PRDF in it which I was proud of even if the pic was small), and the Paxton Arms video showing the blue and white warrior really got me thinking. Namely because blue is a pretty amazing color scheme. My PRDF list also has a few point changes between GU5 and GU6 which change up my old force rather drastically.

In that regard I decided to completely rebuild my PRDF from the group up and take it in a totally different direction that I had it running before.

32nd Desert Griffons (PRDF, Peace River Defense Force) 1000, TV, PL 3, 5 SPs, 6 CPs
Ruleset: Gear Up 5 Threat Values

Infantry Section (Core) 115TV
Add Mobile Gun Team, Add Second Mobile Gun Team
  Infantry Team Leader [2/2/2/2] (9/27 LHC) Light Mortar 7mm Assault Rifle CGL
  • Swap LMG for Light Mortar
  Infantry Team [2/2/2/2] (9/27 LHC) Light Mortar 7mm Assault Rifle
  • Swap LMG for Light Mortar
  Hippeis [2/2/1/1] (12/36 LHC) LFM RAM 
  Hippeis [2/2/1/1] (12/36 LHC) LFM RAM 

Veteran Strike Squad (Specialist) [Army Command Group] 455TV
  Chieftain IV [3/4/4/4] (17/68 SLHC) LAC MRP/18 APGL HG VB CGL, ArmyCmdr
  • Upgrade Att and Def to 3
  • Upgrade EW to 3
  • Upgrade Ld to 3
  • Skill Updates for ArmyCmdr
  • Elite Program Upgrade
  • Add Field Armor
  Skirmisher [3/3/3/0] (13/39 LHC) HHG FGC LRP/24 VB (Warrior IV->Skirmisher)
  • Upgrade LRF to LAC (post1940)
  • Swap LAC for FGC and HHGs
  • Upgrade Att and Def to 3
  • Upgrade EW to 2
  • Upgrade EW to 3
  Skirmisher [3/3/3/0] (13/39 LHC) HHG FGC LRP/24 VB (Warrior IV->Skirmisher)
  • Upgrade LRF to LAC (post1940)
  • Swap LAC for FGC and HHGs
  • Upgrade Att and Def to 3
  • Upgrade EW to 2
  • Upgrade EW to 3
  Crusader IV [3/3/1/0] (19/95 SSLHC) HAC MRP/18 MRP/18 LFM APGL APGL VA (Warrior IV->Crusader IV)
  • Upgrade Att and Def to 3
  • Mandatory Stat Upgrade (GU6)
  Crusader IV [3/3/1/0] (19/95 SSLHC) HAC MRP/18 MRP/18 LFM APGL APGL VA (Warrior IV->Crusader IV)
  • Upgrade Att and Def to 3
  • Mandatory Stat Upgrade (GU6)

Fire Support Squad (Auxiliary) 290TV
  Chieftain [2/2/2/2] (15/60 SLHC) LAC LRP/24 APGL HG VB CGL
  • Remove ECM(1) (Wartime economy)
  Warrior [2/2/1/0] (15/60 SLHC) LAC LRP/24 APGL HG VB
  • Remove ECM(1) (Wartime economy)
  Warrior [2/2/1/0] (15/60 SLHC) LAC LRP/24 APGL HG VB
  • Remove ECM(1) (Wartime economy)
  Crusader IV [2/2/1/0] (19/95 SSLHC) MBZK MRP/18 MRP/18 LFM APGL APGL VA
  • Mandatory Stat Upgrade (GU6)
  • Swap HAC for MBZK
  Crusader IV [2/2/1/0] (19/95 SSLHC) MBZK MRP/18 MRP/18 LFM APGL APGL VA
  • Mandatory Stat Upgrade (GU6)
  • Swap HAC for MBZK

Veteran Light Tankstrider Squad (Auxiliary) 140TV
Add Warrior
  Alpha Dog [2/2/1/2] (25/75 LHC) LRG MAAC APGL CGL(Coyote->Wild Coyote->Alpha Dog)
  Warrior [2/2/1/0] (15/60 SLHC) LAC LRP/24 APGL HG VB
  • Remove ECM(1) (Wartime economy)
Created with Gear Garage V0.53 - Gear Up 5 Threat Values

It is a bit more IF heavy then my old force plus I lose the cataphract, but the feeling seems like it should be a bit more dynamic. I built the FC to help the skirmishers with FO and EW. The Field Armor there to help him survive.

The main thing about this force over my last one is the number of hard hitting minis. I will no longer have two squads of Infantry eating points up, instead more focused on the gears, and letting the Crusaders play a larger part in battle.

Of course this is just something I have thrown together using a basic list on the Heavy Gear forums that I actually liked for 800 points and wanted to grow on it. My mind's eye envisions this army bringing the rain of rocket fire, with only a few direct attacks worth mentioning along with a large EW ability. Now of course to see how it behaves on the tabletop will require some play testing.

Now if only this move would get over so I can actually get going on all the hobby activities I am falling behind or adding to my queue...

Friday, December 7, 2012

Wargaming Social Networks

One of the biggest problems facing any wargamer, or any niche hobby enthusiast, is the difficulty in finding an opponent. This is one of GW's greatest strengths since their games is well known around the world compared to small companies such as DP9. That great strength however is just as limited in many aspects, as being known and played around the world makes no difference if there is no known stores or clubs in your region. The players at that point is left to hunt down people through sheer luck that play the same game as themselves.

One of the things that my years within this hobby has shown me is that wargamers, and the companies who make the game in which the gamers play, don't really push for a truly social networking ability. You get ways to play *some* wargames over the internet using various programs such as Vassal, but even that means you need to find opponents willing to play with you. Of course this problem can be easier or harder to see depending on your region. A Warhammer player in London is going to be able to network easier with fellow gamers due to GWs innate influence in that region, whereas on the Pacific coast of the US, GW stores aren't commonly seen and all gaming takes place in either clubs or indie stores.

I am not immune to this either, as I have mentioned many times before that since Knightfall Games closed their doors, my gaming time and opponents has also been severely cut down on. If it wasn't for my only single nearby opponent, that happens to be my wife, I would not get a single game in. Knightfall Games wasn't the only store to close their doors either, as Rivals closed their doors a few months later, effectively dropping most gaming support in this area. Rainy Day Games is still alive, but the gaming scene isn't as heavy there when compared to the Magic and Pokemon players.

On the flip side of everything, going back to my London example. In London it might be easier to find an opponent for a GW based game to play, but what if you don't want to play a GW game? Suddenly it becomes a bit more difficult and you are in the same predicament as the person on the Pacific coast of the US. GW's games are only a support while focused on GW games, once you start exploring other options of the hobby, you find an uphill battle.

For most things, the internet hasn't really changed the wargaming hobby overall. From the way I see it, that is because of numerous issues that separates the hobby from other hobbies. I'll use a comparison between myself and someone I know. One of my co-workers does a wine tasting blog, but from the blog they get samples (A few companies game companies do this), they have speakers come onto their videos (fewer game companies do this unless you are a big network such as BeastsofWar), and even offer temp positions if interested during harvest season (no game company does this to my knowledge). That is just from the company side of things, once you get into the actual wine side of things it becomes even more different. Wine tasting always seems to be a social gathering, far more than one or two extra people around a table, but a full on evening spent talking about the wines.

You look at wargamers though, and suddenly the social aspect vanishes. Even at a club or a store, people separate into their games, and once the game is over people go their own ways usually. Rarely do you see gamers sit down and talk about the hobby as a whole. Problem becomes more exasperated by the rampant fanboyism found within the gaming culture, which makes speaking about other systems a frustrating ordeal with the wrong crowd how may not have played any other system, or absolutely loves/hates one company or another.

As gamers, we need to be more social, need to be able to get out and show off our hobby, and most importantly we need to support each others preferred systems even if we don't play them. Just because someone prefers GW to Mantic or Anima Tactics to WarmaHordes shouldn't become impassable barriers for lines of communication between gamers.

Tuesday, November 27, 2012

Customization - How Much is Too Much?

One of the things that irk me while gaming, and has turned me off of various games is the amount of character customization available to me during the creation of the army. I am not saying I expect every miniature to have it's own rules for creation, as that would be simply too much for the table. I do however go into a force creation wanting to make a force or fleet *mine*, and some games do this better than others.


One of the worse offenders of character creations is Anima Tactics where almost every miniature has a name, stats, and about the only power you have over it is if you give it an accessory or not. They have some absolutely lovely miniatures, but the fact everyone is a special character is a major killer there. They are not alone in this regard either, as WarmaHordes also has this to a degree with the Warlock/Warcasters being 'special' characters right out of the gate. You will find that I don't even really enjoy playing Warhammer or 40K with special characters either. To me, as soon as you add a special character, the force is no longer really mine at that point.

On the flip side, if you have too wide an option for character customization, then you run into the issue of redundant, overpowered, and just worthless pieces of equipment. you see this heavily in WFB and 40K for instance. Look at the WFB Slann and how many people take the Cupped Hands of the Old Ones magic item as just one example. HGB sort of falls into this same category as well to a degree, as there are many gears that simply are outclassed by other available gears. Cheetah versus Jaguar for a quick example.

Wargaming is a strange beast in that even in this topic you will find peoples thoughts vary greatly about what they feel about the use of special characters and character customization. You are going to have people that play games like Mordheim that put HEAVY focus on individual characters because that is the game it is built around, then you have the other extreme of games like Firestorm Armada that has zero special 'characters' as all ships come just as listed.

For me, I find Firestorm Armada's lack of customization fine for some reason because it is in fact a ship and not an actual individual  It could be from all the various Gundam, Firefly, and Babylon 5 episodes I have watched over time (I am sorry but I simply have not watched Star Trek or Star Wars outside of the passing glance if it was on TV so can't talk about their space battles), but for me the tone of a ship should be based on the exploits of the crew aboard that ship. You take that combat to a gear or other man shaped mecha, and suddenly I start wanting more option loadouts available to me as I could easily see a pilot customizing his mecha to fight in his preferred methodology.

Getting back into standard foot soldier themed games though, there are so many good games available to people, and yet I have found so few good character customization options available. Strangely enough, for me one of the best I have seen is the Kings of War ruleset. All the characters have a set stat line, they could be equipped with a great sword, sword and shield, halberd, or a harp if you so wanted, and it wouldn't change their stat line. In fact, even the magic items have a section that state that the magic items warp and twist to the form most preferred to the user. What this allows is for you the player to make ANY character to lead your forces and not worry about massive impacts and gear discrepancy since the weapons you put on the miniature don't actually affect that miniatures playstyle.

As I said, for me character customization seems a weird beast to tame. So obviously the question is, where do the players think the companies should aim for? Make a system like WFB, Mordheim and HGB with multiple loadouts per character, or a simpler game where the characters are preset like Warmachine and Anima Tactics? Should more companies walk that line Mantic does with trying to allow as many various companies as possible?

Wednesday, October 31, 2012

Project Priorities

The rain still hasn't let up here in Oregon. It has been going almost non-stop for nearly three weeks now so I still haven't managed to get any priming done that I was hoping for. Weather forecast is saying that this Friday might have some rainless days, so hoping I can knock a bunch of things out then.

I can't leave the house today since I am waiting for a package to be delivered by UPS that I have to sign for, so during that time I figure I'll figure out exactly what my Kings of War Elves come up to with the new point values (maybe try and primer them and hope the humidity isn't to high and they get ruined). I also need to finish working on my poor PRDF scouts who have yet to get primered themselves. To top it all off I have that Radar dish I mentioned a few blogs back I need to get primered and painted up, and STILL have not based the Gamecraft buildings.

All this, and to top it off, have my RC heli I am trying to work on at the same time. My weekends are becoming overly full as of late. Need to knock these projects out so I can make some headway.

I am thinking knocking them out in this order:
  1. Radar Dish - It's the easiest to primer silver, do piping in bronze, and dip. Easy and fast way to get it tabletop ready.
  2. Gamecraft Buildings  - They just need the basing and then some primer added. From there can work on further coloring.
  3. KoW Elves - They are already built, just need primered and then details brought out, then dipped.
  4. Scouts - These require the most work, thus the furthest from the top of the list.
  5. Red Bull - This guy still needs primered and whatnot, but the fact I still need to do something about his wonky footing, which I am not sure what exactly I am going to do.
My RC heli is going to just be something I work on when I can't work on any of the stuff above.

All together though, that's still a pretty daunting list of projects ahead of me. We'll see how it goes, but brings up the question. How often do other gamers find themselves in the same situation, where you have far more to do than you have time in a day to do it in?

Sunday, September 16, 2012

Redbull Built (more or less)

Well I got down to business finally and got my PRDF Redbull built up. Everything went together pretty well, but the feet aren't as level as when I started off. I think that has something to do with the braces for when the Redbull is walking around. The cannons are currently built, but not attached, as I want to go ahead and magnetize this one so that the turret can actually swivel in place.

Because of the feet issue I am thinking about mounting the Redbull on either a Warmachine Colossal base, or a Warhammer Chariot base. Either way the base needs some texture in order to give the Redbull some sturdier footing. May also mount my Coyote on a base that way everything keeps the same look across the board.

So once I finish those few tasks this week it'll be time to move onto my Patrol Squad and get them ready for combat. Just figured I should get an update out there to let folks know I am still alive.

Tuesday, August 28, 2012

Where, oh where, has my pin vice gone?

It never ceases amazes me at how I always seem to lose things I need when I actually need them. this time around is my pin vice that apparently vanished, and I am still on the hunt for them.

It more or less puts the stopper on my Patrol Squad for the time being. I'm also still waiting for the Redbull leg to get delivered. not exactly the fastest build I've ever been involved in I'll admit.

Tuesday, August 21, 2012

Patrol Squad and Redbull on the scene

My Patrol Squad and Redbull arrived at my house recently. The Patrol Squad looks to have all it's bits in place, but the Redbull unfortunately is missing a leg. I already contacted DP9 and they said they could send an a replacement, question really is how soon. With Gencon just finishing up, I expect a slight delay. That is just the nature of the beast.

The scout's aren't going to be very different than what is found on the box, as they are pretty focused in their battlefield roles, even as members of a Special Ops Squad. I'll play around with the Scouts as my AC for a while and see how I like it, but I also plan on getting another Strike Squad and retooling it a bit.

You can tell that the scouts aren't built for heavy close combat, so my general goal is to keep them buzzing along at all times and getting FO for my Mortars and other AE weapons. The leader of course being more backlines helping with various commands required. Should be an interesting change of pace to go from a charge and kill style I had before to a run and gun style I am rebuilding too.

The Redbull isn't going to be anything special, not even taking veteran bonuses. He is going to also be more or less the box cover shows for him, as the VLRPs give me even more potential rocket coverage. In the end I got him for the AE guns attached to that hulking body. I honestly don't know what to really expect from him in terms of capability, but I'm always willing to give things a shot. Looking at his stats, he's a sitting duck without a spotter and a person escort nearby to ward off any frisky flankers. Even if the Redbull decided to try and keep mobile, it moves so slowly that enemies will still be able to harass it easily. It certainly carries more firepower then the Coyote does, but the tradeoff is fairly massive. Only one way to tell if that tradeoff is worth it though, and that is to get it on the table and killing things.

I also mentioned revamping my Strike Squad. When I created the Strike Squad I had them with some fairly light equipment, and they haven't really ever earned their points back in a game. The Fire Support Squad, with the Cataphract and without, always seemed to do well enough with their firepower, but the Strike Squad seemed weirdly placed as they aren't that good at 'striking'. To me when I think STRIKE I think melee, and that is just wrong. I knew it was wrong when I built my list the first time, but years of programming from other games still had me build the Strike Squad to be lightly geared for rushing forward and assaulting the enemy. My next build will have two of the Strike Squad member lugging around some heavier weapons, and possibly make the Chieftain IV the AC due to his pretty amazing balance of movement speed, modifiers, and EW skills.

Of course this means I am getting even more minis for my PRDF, but I can't say that I don't enjoy the fact I am still coming up with variation after variation of my army after this much time. Eventually I might have triplicates of each minis (although I am sure my wife might have killed me around that point).

On a side note, I got the Heavy Gear Arena rules, and while the game looks interesting to me, the more I read about it, the more I become less interested in it. For some reason to me the scale of Heavy Gear is  lost when it is just humanoid looking robot beating up another humanoid looking robot. I might make up an Arena team at some point, but for now my PRDF is keeping me plenty busy with upgrades and builds.

Sunday, August 5, 2012

Vacation Over, Time to Refocus

Well, my wife and my vacation we took to celebrate our 10 years together is over now, and after a load of money being spent, I can finally get back to upkeep on this blog.

First bit of news. Right before we left on vacation the package from Mantic Games arrived with my Dwarf Kings Hold boxes in it that I won from the Frontline Gamer blog contest. All the rulebooks and boxes were signed, and some with even 'special' comments like "who wants some" and whatnot on them. Wife and I got to play the game a few times while we were on vacation and found it to be freakishly easy, and yet still keeping some tactical depth. Was certainly an interesting game that I can't wait to see how it grows.

Also before we left on vacation the ruins I ordered from GameCraft Miniatures arrived, those still need to be put together. My wife and I figure we'll make little bases with balsa wood as 'city blocks' that should give the ruins a bit more support. Probably start putting those together sometime soon. If we have the wood left over, we might also mount the papercraft buildings that we printed out from the DP9 website to make full on modular city blocks. The Heavy Gear game board is coming along amazingly well.

I got my order in for the Red Bull and Patrol Squad for my PRDF, those should be shipped soon. That will give me a few more minis to paint up, as well as finish off my PRDF collection. I'm not horribly interested in Pitbulls for looks or gaming, so not bothering with them at the moment. Once I get the new figures all painted up, it'll be time to look at if I still want more or if I am happy with what I have.

On the flip side of all that news, I found out that another local shop closed down around here, leaving only one more standing. I more or less gave up on going to stores after Knightfall Games went under, but it still saddens me to see the hobby so handicapped that other stores are quickly folding as well. not good for the hobby or the store owners and their families.

That more or less covers what has happened for gaming around here since my last post. I should be able to get more updates going now that our schedule is getting back to normal.

Monday, July 9, 2012

Monday Skirmish - Heavy Gear Blitz

On Friday night the wife and I played a game of Heavy Gear Blitz using her newly assembled Utopian force. In addition to that new force we had a bunch of papercraft terrain printed out from the DP9 website and n-scale roads to use for this battle. Had rivers and graveyard bits, among other things to use, but didn't want to over fill the field since we weren't sure how good the Utopian's would be on the field.

The battlefield wasn't as even as I was thinking it would be when I set it up. One of those things that you have this vision in your mind, but it doesn't pan out once the figures are on the field. The little city crossroads I figured would be lightly used, with most of the action being around the tree on either side of the combat.

The buildings did look good, but as you can see, they didn't take up all that much space. Need more buildings in the form of ruins and whatnot to really help fill out everything. What was one the field was actually a double printing of the pages DP9 offered of the 'UrbanSeries'. I have some larger GameCraft 1/144 scale ruins on order, and those have 5x5 placements, give or take an inch on either side. That should really help to fill everything in. need to get some barricades and cotton ball fire/smoke things built, as the battlefield, but it just missing that bit of realism. So far the Heavy gear battlefield if looking great everything considered. I think the next things we have to focus on is getting trees and shrubs that actually fit the scale properly.

Anyhow, wife and I rolled for who got to choose side and deploy first and my leader pulled out a win there, so I chose the side with the city, as it just seemed fitting that the 'Protectors of the Badlands' would actually be protecting the city from an incursion.

My Fire Support Squad deployed first, mainly behind the buildings, and mostly out of sight, expect for the AC Cataphract lord who took cover near the front left of my Deployment zone. Two of the Fire Support squad deployed behind the trees on the right side of my deployment zone. The Strike Squad filed into any spaces they could fit into. The Coyote deployed on the road, as I simply wasn't sure what to do with him, and figured in the worse case, the road gave him a nice firing lane straight forward. The infantry sections deployed along the back ranks of my deployment zone to make use of their mortars, and to use the gears in front of them as extra protection.

My wife didn't have so many options with the massive number of drones she brought to the battlefield. She more or less was more focused on keeping the drones within ten inches of either matrix controller in both her units. She was using the Support Troupe and Recce Troupes from the Utopian starter set. It was actually a pretty overwhelming sight for me, since I was only used to seeing five Black Talons across the field.

The Cataphract Lord once again pulled out winning the Initiative letting me go first. I had the Strike Squad begin moving forward cautiously, getting a few pop shots against the drones in the open. I used a command point to activate my Coyote out of sequence when I saw that it had a clear shot at my wife AC, but the roll was terrible and no damage was done.

My wife moved her drones equipped with LRFs forward and prepared to use her Pinpoint Barrage function against a Strike team member who was crossing the road near the crossroads, but she botched on the first roll and went OoA on all of them.

Taking advantage of the FO that was still active on the Support Armiger, a Crusader IV gear fired his rocket pods off, which both hits were undefended enough to destroy that machine. The other Crusader IV moved slightly out of cover to get a lock on to a drone that was working through the woods and hit with it's rocket pods as well. The warrior gears in the wood didn't have as much success however, and could not take out any other drones at the range they were at. The Cataphract finished up the activation by using his MFM and hitting three of the drones that were packed together at the edge of the woods, taking all three out of action.

The Support Squad moved forward and with their AGMs, destroyed two my the Strike squad team members.

I finished off the round by the infantry using their mortars, and while some damage was done, nothing was killed outright.

The second turn my wife won the Initiative and got to go first, activating her Recce Troupe and moving them forward. The Coyote was hit hard, bringing it down to critical damage, but not outright destroying it. the Strike Squad leader was destroyed and another member brought down to critical by massed firepower.


I moved one of the Warriors from the forest out to get a FO on the remaining Armiger in the Support Troupe, and then followed that up by the rest of the fire support squad focusing on destroying that machine. Unfortunately this left the Warrior out in the open, which I would be punished for shortly.

My Wife moved the Support Troupe drones forward again, destroying the Warrior I had carelessly left in the open for the FO.

The Coyote fired his LRG again, but couldn't hit the AC with the -2 modifier, after which he backed off to get cover. The single unwounded strike squad member jumped out of cover to the road and moved forward, hitting AC, but not able to get past his 4 defense. The heavily wounded Strike Squad member on the left of the board rushed the nearest drone, knowing it couldn't really hit me, but I also failed to hit it with my strike. The infantry didn't perform that well this time around, doing hardly any damage worth mentioning.

The third turn started with me taking back the Initiative. The two remaining Strike Squad members tried to make something count, but neither was able to cause any damage in melee or range.

My wife did something I wasn't really expecting, and certainly not something I was ready for. She threw a HHG right at the heavily damaged Strike Squad member who was in melee with one of her drones. The Strike Squad member died, but her actually managed to save for the drone. The drones moved forward past the wreckage of my gear unable to get any damage done to my Cataphract Lord as they did so.

The Fire Support Squad started to step out of the cover of buildings to get some clear shots at the incoming drones, taking out large numbers of them due to the bad dice rolls of my wife. At this point her drones were all getting outside that ten inch radius they had to be in for, so became much easily to pick off.

My infantries mortar took out all three drones that were coming towards the Cataphract Lord, as well as taking out the last of the Support Troupe squad drones.

I kept control of the Initiative at the start of the forth and final turn, and did so by moving my last Strike Squad member forward down the road, his shots missing the drone straight in front of him.

She rushed both her last two miniatures forward, locking my Crusader IV and Strike Squad member in combat. She failed to hurt my Strike Squad member. She tried to hurl another HHG at the melee like she did earlier, but failed to hit. the blast deviated to the roof of the nearby church.

My Coyote yet again failed to do anything this turn after I moved it forward, so I went on to the Fire Support Squad. I decided now is the time for  me to move the Fire Support Squad forward to finish off the AC and last drone on my wife's side. The AC managed to survive most of the attacks without issue, but one lucky shot from the Warrior armed with a RFB managed to get him down to heavy damage. The Cataphract Lord got within range to use his LRG on the, and thanks to the -2 modifier, destroyed the invader. The last drone was destroyed by the Crusader IV gear in combat with it on the road.

Man of the match reward certainly goes towards my Cataphract lord this battle, as his MFM and LRG gave him two weapons to more or less deal with the entire horde coming down his flank, while he was built of sturdy enough stuff to not take damage from the popshots each took at him. Finishing off my wife's AC was also something that just seemed the right thing to happen in the end.

The biggest disappointment of the match certainly comes from the Coyote. He didn't manage to cause a single point of damage. Even the Infantry units managed to make their points back in the end. Not really happy with him right now, so need to figure out if I need to rearm him, or try to fit in a Red Bull for a lot more IF.

My wife said that she really enjoyed her force, but had bad deployment and some really bad die rolls. Other then that she actually seemed to enjoy her Utopians more then her Black Talons. We will most likely go back and modify her list so that she can make better use of the Pinpoint Barrage ability of course, but for the first time on the battlefield they did decently enough. The second turn I was actually worried with her taking down two of my Strike Squad members, and leaving two others heavily damaged. Her AC simply refused to die, so many wasted shots against that guy, and  it wasn't until the last turn that I finally started to damage her.

In the end, it was great fun to have a game. I'm not making a point of me winning since this was the first game we played, and so many things

Tuesday, June 12, 2012

Reaction Tuesday - GW Price Increase Reactions


Something that is still making waves after a couple weeks has been GW's latest price increases. I made a blog about it last year when it happened, and didn't really expect to write about it again, and yet people are still making the same 'deer in the headlight' type posts/sayings again this year.

GW has this thing called an annual price increase, which people really shouldn't be shocked by, prices go up on nearly everything every year. The difference is though that the consumer of GW products actually does hold all the cards in this area, and yet they refuse to actually play with those cards they are dealt. you see the exact same posts as you did last year about how people were going to stop playing GW games because of the prices, and yet six months down the line you find those same people happily handing their credit cards over to GW at some new release.

If you dare ask them why they play WFB or 40K, they almost always have some terrible excuse that apparently helps them sleep at night. 'Oh the background is what keeps me', 'No one else at my club at play anything else',  'I don't like the rules of Warmahordes'. All these excuses are complete rubbish in the best of cases and on multiple levels.

First and foremost, while WarmaHordes might certainly be one of the more popular competitive products, that doesn't mean you have to play it. Mantic's Kings of War and Warpath rulesets are much closer to WFB and 40K respectively then WarmaHordes is. To top it off, the Kings of War and Warpath rulesets are FREE, no excuse why you and your club aren't willing to give it a shot. That is also assuming you aren't willing to start up a new game in a new scale. Heavy Gear Blitz, Drop Zone Commander, Dust Tactics, and many other games are simply amazing foot based armies in varying scales.

The background excuse was one I always did hate to hear as well. Where in the background does it say Teclis is going to be in 500 different battles throughout the day? Where in the background does it  talk about dice rolls not going well? Simply put, nowhere. The background is something that is completely separate from the tabletop game. if you play a game of Warpath, the background for 40K just doesn't change. You can easily keep up on the background of the game without having to buy multiple $33 dollar codexs/army books.

The last point was slightly hit on already about no one else using the system at the club. With free rules for Infinity, Kings of War, Warpath, Full Thrust, and multiple other games out there, there is no reason not to give something else a try. Most of those other system even allow easy conversion to use of your current miniatures to work with their systems. Even if you don't want to use one of those systems, most other game systems rulebooks are a half to a third the price of the GW rulebooks (and most tend to actually give you the full force rules as well).

In the end, if you don't want to give up GW games, simply say it. We live in a great time for tabletop wargames, with almost every type of game having multiple rulesets to use within our grasp. If you choose not to take advantage of that, then simply sit back and suck up the annual price increases and stop acting like their blindsided you again.

Thursday, May 31, 2012

200 Posts and Counting


Rather shocked that I have managed to get over the 200 post hurtle. Granted to do so I had to delete my old blog due to a weird bug losing all those previous followers, and to this day this blog certainly isn't the busiest (not as though I ever aimed for it to be). I am still proud of myself for being somewhat regular in updating this blog thus far and plan to continue so far a good while longer. Life might get in the way sometimes, but wargaming is still my first love of hobbies.

So what is next on my chopping block...

I still have some Firestorm Armada Miniatures that I think I can paint up and get field ready. That will most likely be my next painting project.

My wife is working on a Utopian Heavy Gear Blitz force, so will be working with her to get that army built and battle ready. Shes still deciding between pure Utopian, or CEF with Utopian allies, as she wants the Overlord tank something fierce.

May expand on my PRDF with a Red Bull, Anti-Rover Squad, and a Patrol Squad. Fill out my PRDF so I can more or less field any type of unit I want at any time. After that will see about starting a Northern force.

Have to work on my Kings of War Elven army, not going to worry about painting it up right away. I am trying to think of the best way i can paint it up without wanting to kill myself later. I am thinking about using the Army Painter colored primers for the base colors, and work from there. That may make it less annoying for me, not to mention faster turn around.

Still working on my personal Warhammer Quest revamp. Getting into the sticky part of cardless dungeon creation now, but figure I'll be able to punch through that barrier eventually. The rules aren't set in stone yet, but thus far it is a mix of SDE, Descent: JItD, HGB, and WHQ. Not going to go into much further details just yet.

Those are just things off the top of my head. Lots of little projects to knock out, so plenty of blog updates to be expected as time goes on. Granted real life may slow down posts here and there, but as always I'll get something else up before too long.

Tuesday, May 1, 2012

Heavy Gear Blitz - 1K TV battle report

Tonight I played another game of Heavy Gear Blitz with the wife at Knightfall Games. This time around we used the Gear Up 5 point values which helped me a bit, but also helped her a bit more as well.

We decided to go with scenarios this time around rather then the straight up brawl. Of course I didn't get very lucky and got a hold position (A tank trap just outside my deployment zone), get into the enemy deployment zone, and get unit off the table. My wife had to hold a terrain piece (a tree near my deployment zone) and achieve Active Lock against a squad of 3 or more (she picked my Strike Squad members).

I managed to get the first turn Initiative, but as you can imagine, it wasn't very successful for me overall. I simply was being matched point by point for my dice rolls. I didn't have access to many roads, so each of my gears walked forward slowly, keeping as much cover as possible. My wife started by rushing her Operational Assistance team down the field and the Dark Naga laying down a withering hail of linked rocket pod shots. I didn't take any damage the first turn thanks to cover however.

Turn 2-4 my wife kept winning the Initiative so she continued to go first, which didn't make my tasks any easier. As my wife closed the gap more and more, my advantage of terrain became far more sparse and with it her damage became more dangerous. The HBZK on her commando is simply devastating with the Sniper trait. By turn 3 my entire left flank was demolished and the roads I could have used we secured by the enemy. I tried marching my Cataphract Lord forward and actually managed to hit one of the Vultures on the right side of the board and deal a single box of damage with the Cataphract's LRG. Even my infantry did their best and actually got a damage point on the same vulture the Cataphract hit, as well as another point of damage on the Owl. However I simply could not drive those gears out of the Sturdy boxes.

By the end of the game I only had a Crusader IV, a Warrior IV, a standard Warrior, and my infantry still on the field. I didn't manage to kill a single base of my Wife's Black Talons, even trying for rear attacks at point blank range. I lost without earning a single VP at the end of the game.

This time around I think I stood a better chance then before, my Crusader IVs really did a great job with their MRP firing. All my units actually did a great job and I can't complain about their ability to hit their targets. My problem this match came down to two major factors.

  1. Not enough MoS for my weapons to hurt the Black Talons: Simply stated, the Black Talons just have such high armor that x10-12 weapons really need luck on their side to get past the high armor. unfortunately I simply can't validate completely rebuilding my force with heavier firepower, but completely hampering my headcount. That sniping bazooka was one and two shooting my gears, let alone the linked Dark Naga rockets, the guided AGM, ect. less headcount would be just as deadly for me.
  2. Bad Deployment: This was all on me. I knew I needed to get to the opposite side of the table by the end of the turn, but I picked a bad stationary target to take and hold and I put most of my gears in the grass rather then on the road where they could double their movement. That was just a dumb and novice move on my part. I probably could have scored more points I have had been more focused on my goals rather then staying in cover and away from the Black Talons.

So in the end, my force did well enough, but I simply didn't roll high enough to hurt the walking tanks coming at me from across the field, and I didn't deploy well enough to take advantage of the terrain on the board to support my end game goals. I think I am happy with where my force stands, as I can't control dice rolls; those will either go my way or won't. The deployment thing is all my fault, I can't blame the game for that at all. In the end it was still a fun game and I felt like it should have been closer then it was in the end. The Gear Up 5 values really helped out I think at making the PRDF and the Black Talons stand on more equal ground.

Now onto my next task, the building of a Leagueless force. I'll of course expand on this once I actually figure out exactly how I plan on doing everything.

Sunday, April 29, 2012

Heavy Gear Blitz - Completed PRDF

As promised, here is my completed PRDF group for Heavy Gear Blitz. The dip didn't really change the colors as much as I feared it might, in fact I think it did a lot to give it that wine red color I was wanting at the start.
Overall I am extremely happy about the way this army came out, even through all the rough spots I had. Once assembled together, the force looks really good together. The infantry really does a good job of looking like basic front liners and making the gears out to be actually special and huge. If it wasn't for the small scale, I would have added Mortars to the Infantry, but felt that it is better to leave them generic so that I can use them for whatever loadout I may need. Not to much complaining however, especially considering the way the infantry turned out looking after my varnish was applied. I am simply happy to have a good crisp looking platoon of soldiers for the battlefield.











Even the Coyote makes a fine centerpiece to the force, considering the Cataphract is rather lost with the Crusader IV gears in the Fire Support Squad. I wish I had magnetized the turret, but I simply wasn't sure I could, and was in a rush to get it built. The other thing I should have done was mount it on a large 60mm base like the Cataphract so that I could have it matching the rest of the force. For future reference I need to try that, but for now it looks fine to me. Nice mix point between infantry and gears, just again showing how big a gear is compared to a tank sized vehicle.

Using the Army painter dip really was a new experience for me since I had never actually dipped anything before. The shininess of the final coat would annoy me if it was a fantasy or gothic setting, but I find that I am fine with well polish and gleaming gears for the PRDF. Its rather fitting for them I think.

Once I actually got the force done, I actually found myself wanting more to paint, which is freakishly strange for me. After a few games I'll see about either expanding on my PRDF force, or building up that northern force I have been thinking about. That's a bit later on however, and money/time will play a big part in the choice.

Friday, April 27, 2012

Heavy Gear Blitz - PRDF Fire Support Squad painted

Well, today marks a pretty special day for me. For the first time in many years, I now have a 100% fully painted army that I painted myself since my Dark Angels way back in the day. The only unpainted Heavy gear minis I have now are ones that I aren't using in my force at this time.

I am still having issues trying to get good squad pics using the macro lens, as it seems to either blur the flankers or the models in the rear of the squad. For the final pics I am most likely going to take the pics with the standard lens or maybe fisheye depending. Anyhow here are the pics of the Fire Support Squad's Warrior and Crusader IV gears. I already posted pics of the Cataphract before, but that is the squad leader for these four minis.


Nothing much to really talk about here, since I used the same procedure to paint these guys as I did to paint my other units. Overall, they did turn out decent, even if I know they look a bit more rushed then my other minis.


Those four are currently drying from the dip process I used on the rest of my army, so I will have to post a completed army pic later on once the sealer is dry.

Saturday, April 21, 2012

Varnish hates me...

So today in Oregon was the first nice day in a long time, first time it actually felt like Spring was in the area, so I figured I would take advantage of it and get my Heavy Gear Blitz minis that I have completed all varnished up and flagged as *DONE*...

It did not turn out that way for me at all unfortunately.

Started off normally with me shaking the varnish for a few minutes just to make sure it was mixed well, but almost as soon as the varnish hit the minis I felt like something wasn't right. At the time I couldn't really explain it, but something simply didn't look right but eventually I figured it out.

I got done doing a light coat of varnish using the Armory matte varnish, and after I was done I noticed that all the dark grey areas on my PRDF minis were nearly pure white from the varnish. The reds, golds, and silvers were fine, only the dark grey appeared to have some chemical reaction. Of course I immediately said some rather unflattering words and went inside to cool down while trying to figure out what I could do to fix everything. After some looking around I found most people saying just re-varnish/dip the mini again and it should help. Deciding not to trust the varnish I had previously used, I went to the local shop and picked up some Army Painter Strong Tone dip to try out. I figured that at this point I had nothing really to lose.

The infantry went through the dip and shake process fine, but my gears actually caused me much more grief. while shaking off the excess dip from the Strike Squad Chieftain IV the base slid out of the pliers and the model went flying across the ground; his rocket pod going in one direction, the v-engine pack in another. As you can imagine this didn't help my frustrations lessen any. The v-engine was just to damaged for me to put back on, so I am going to have to go ahead and paint up a replacement from one of the Warrior gears I had as spares.

In the end the minis all look decent with the dip applied, but much darker then when I first showed pics of them. Tonight I figure I will plan on burning through a couple more minis and get the pack replacement done. I'll get more pics up of the damage once everything is said and done. Today sure didn't help my dislike of painting at all though.

Thursday, April 19, 2012

Heavy Gear Blitz - PRDF Infantry painted

Got another set of minis completed this week. Once again, the camera is making it more of a fight then it needs to be, but I got some pics (however blurry they happen to be).

These minis proved to be a bit more of a hassle then I had originally went in expecting because of the base of all things. I had to be very careful not to get my texture paint mixture or glue on the mini, so in the end I kept finding some spots which didn't get flocking or textured. Thankfully the minis are so small, those mistakes are hard to notice. In these close ups however, the smallest of mistakes do tend to just scream out at you.



Each section of PRDF Infantry comes as two sets of three infantry bases. Because I run two Infantry sections with my PRDF, I decided to have a color theme to the teams by marking the front of each base with the color of the team that group of infantry belong too. In the end I ended up with red, white, blue, and green teams. I was tempted to do the color scheme all around the base, but decided against it as I felt it might ruin the flow of the force. The marking in the end is only in the front facing of the base to match the gears which have the large white front facing on their bases.


I tried to keep the painting pretty basic overall since these minis are only ~12mm tall. The shoulders and helms all came out as great focus objects with this method then as they naturally drew your eyes from the darker bodies. I also kept the same color scheme as found on my other PRDF minis, so the Infantry blend in seamlessly with the other parts of the force. the gold visors just came out exactly as I wanted and really gave the infantry a sci-fi feeling.

Overall I am extremely happy with how the infantry came out, and even if they did end up being more then I had expected, they still turned out better then I could have hoped for since I was more or less winging everything as I first got started painting them.

I didn't take a full force shot, instead focusing on a scale shot between the minis I have done so far. In the below picture you can see how the infantry sections scale in terms of the Chieftain IV, Cataphract, and Coyote. You can also see the team color marking on their front facing decently well. This just furthers my belief that you need infantry to really keep scale of giant robots where it belongs. Without the infantry, it is easy to forget that these are 15+ feet tall robots fighting on the tabletop.




So, the only minis I have left to paint (right away anyhow) are two Warrior gears and two Crusader IV gears. Slowly getting closer to having a fully painted force for the first time in many years. of course I will update this blog as soon as I get those minis done.
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