Thursday, August 22, 2013

Mechwarrior Repaints



As you may have noticed, I'm a big 15mm fan. 

There's a lot of 15mm infantry out there, especially scifi infantry. Dropship Horizon maintains a catalog of many available choices.  However, while the infantry is quite cheap, the vehicles usually aren't. I'm not saying the prices are unjustified, far from it. I'd just rather see if I can find a bargain.

Mechwarrior was a good starting point. Mechwarrior is not 15mm, and a lot of the vehicles are just too small. The mechs though, are fine. If you're not too picky, a lot of the armor will do as well.

I sourced my Mechwarrior minis off Miniature Market. They're a fantastic source of CMG singles. If you don't mind repainting, CMG singles a dream. Most cost pennies, and they're easy to find. I searched their Mechwarrior by price, and set my max per mini at $1. About $20 later, I had over 30 vehicles.

Mechwarrior is no longer being made of course, so Ebay is your best hunting ground.

Here are some shots of what I got up to. 






And a better group shot of the lot. 


How do they compare against 15mm infantry?

Well, here is an (unimaginative) kitbash of a 15mm, Flames of War, Sherman tank chassis. I'm using these as APCs. See how they scale against some Khurasan figures.  


Now see how the scale against the Mechwarrior figs. 






Close enough for my taste. For less than a dollar each, I'm quite happy with these.

Wednesday, July 03, 2013

Grey Deep Space Explorer Fleet

So my girlfriend is a big fan of X-Com: Enemy Unknown. I thought she'd like her own little X-Com wargame set, so I got her some minis (an upcoming post).




For the sectoids, I used a set of Rebel Minis 15mm Alien Greys (Armed). I'm a big fan of Rebel Minis because of their platoon-sized packs. This blister gets you 22 Greys, for $10.95. This was plenty for X-Com.



Here's how they came out:

More minis were inbound for this project. While waiting for them, I figured I'd get some glue on my hands. Greys have a great pulpy feel: why not give them some ships? Not for X-Com, but just silly, 1950s, atomic scifi games. This quickly spiraled into a full on army.

A cheapskate army, to be sure.



I did a few sketches: I wanted an OTT, Imperialist, Invader Zim feel. These Greys needed to take themselves a too seriously. I figured bold vanes, grasping tentacles, and looming-doom would work.

Cardboard; bottle tops; Mechwarrior bases; and Dark Eldar bitz were what I had lying around at the time. Here's what I came up with.
 The obvious question here, is where are the bubble-top canopies? I'd love to have had those. For whatever reason, I've not seen a single one anywhere in this country. I've been looking for those, all over.

For years.

I'm probably going to have to source some on Ebay, and keep them aside.


Scout Craft 
Nice and simple. Bottle tops on Mechwarrior bases. They're drilled underneath to accept a standard, GW, flying base. A based Grey fit's inside them nicely.




Abductor Transports
Fire/Science Teams gotta ride in style, yo.



Note the bold vanes, made out of simple cardboard. They're angled to look menacing, and excessively tall to convey arrogance. Grasping, biomechanoid, tentacles are essential for abducting cattle and bumpkins.  The Dark Eldar tentacles (from the Talos kit) were perfect.

Science Mothership
The brooding, deadly, mothership. The only rounded thing I could find was - well - the top of a deodorant bottle. While gross and distracting to an opponent once pointed out, that's not why it's here. It's here because it's critical. It's the only spherical component in the entire army. If I couldn't have bubble-top canopies, then at least the mothership could look appropriate.

It's got four Dark Eldar guns, but that's just for show. In game, it'll hide in a corner and rain down indirect fire (artillery). It's bottom is from a laptop cooler. It looks pretty cool underneath, but unfortunately, that's underneath.


And that's pretty much it! Here are some vanity shots of the fleet. The special lady is quite delighted with them. I expect she'll be annihilating me with them, this weekend. 








Thanks for reading!

Navin




Wednesday, June 12, 2013

Modern Warfare in 15mm: Iraq, 2004


I've been hankering to run a modern warfare game for a while. the bits and pieces had slowly been falling into place. Some Rebel Minis insurgents here. A Last month, I put together a few minis from:

- Rebel Minis
- Khurasan Miniatures
- QRF
- Old Glory
- Some Chinese toy company that makes almost-Matchbox

And ran a rules-light version of the 2 Hour Wargame's "Quick Reaction System". It was a blast, and I could write an essay about it.

I won't though, cause that would be pretty batshit-insane. Instead, here are some pretty pictures.


Quick Reaction Force
- Blackhawk (meh)
- Hummvees (seemed a little small)
- Predator Drone (utterly fantastic)

The blackhawk was extremely accurate - but I felt the casting was low detail, as if from a worn-out mold. The pewter rotors were great - except unfortunately, they can't support their own weight. They droop over time.


 Rebel Minis
- US Special Forces
- Insurgents
- Hostages

Great prices on these. Rebel Minis gets that you may as well build armies at this scale, rather than skirmish forces.

Most of their minis come in 20+ figure packs, and they usually go for around $10 a blister. Tough to to argue with $10 for a platoon.


The terrain was pretty simple. Cardboard boxes, cut up to look like ruins. I cut in windows, doorways, and glued in floors and and ledges where appropriate.

Some quick dusting with some spray paint, and a whole board's worth was ready.




Khurasan Miniatures
- SEAL Team 6 (I know, right? Kickass!)
- Taleban (Not-Bin Laden comes with a hostage)

Khurasan's sculpting quality is higher than Rebel Minis. The owner also seems more "intense" about his work. Just look at how much detail goes into for his US modern military codes, versus how Rebel Minis manages that.

His stuff is also pricier than Rebel Minis, but completely worth it.








Sunday, April 28, 2013

Tusk: Mammoth Hunting from 12,000 BC to 1914 AD

Tusk is a charming beer and pretzels he game of Mammoth hunting. Players control little bands of cavemen, and must coax, annoy, or terrify mammoths (and other beasties) into traps or off cliffs.

It uses a reaction system (so it can even work single-player). What makes its shine though, is that hunting parties cannot directly attack each other. Instead they have to arrange convenient accidents (brush fires!) or poach kills. They prey don't always cooperate either.

Despite it's silly theme, Tusk is well designed. Action points are limited, forcing players to consider their tactics. The unit types affect game play differently- thought must be given to party composition.

It's scaled for 15mm, and but works well in 28mm too.


My Own Tusk Setup
While I love 15mm, Tusk looks better I feel in 28mm. My favorite wargaming blog, Irrational Number Line Games, discovered some cheap, plastic, cavemen which they put to their own good use here.

There are TimMee figures, you can buy them 48 for $12 on Amazon. While you're browsing, take a look at what else TimMee does. They do some ridiculous and incredible shit, including a C-130 :) .

Next I needed prey. I didn't want to do mammoths - who cares about mammoths? Dinosaurs are way more awesome, and I had tons lying around after the Mechasaurus Rex project.
I used the big ones for "mammoths," and the little cute ones for hunting "dogs."


Next was terrain. I've been working on several 4x4 foot layouts for different environments:

- Mars / Red Planet
- Urban Warfare
- Desert
- Woodland

This needed woodland. We glued dirt to four, 2x2 foot squares, sprayed them in dark brown, and gave them a drybrush.

I love CDs - they're great bases for making terrain. I used a few to make some grey boulders, and kept aside a few others to make marsh; watering holes; and tar pits.


Trees I needed professional help with. I bought some from Pegasus Hobbies. The banana trees are excellent, and the palms really tie things together. They have a very Lost World / jungle feel.





The Completed Board
Will upload some action shots soon, as these are being taken to the next Geek Meet for their first game! For now, here are some teasers.





Tusk is made by Wessex Games, and is available in PDF at the Wargame Vault here.

Thanks for reading!
Navin

Wednesday, November 07, 2012

Run, You Fools! - Balrog / Khorne Daemon Conversion

GW's bloodthirster is alright. The same way a Model T is alright. Pretty dated, but good for its time. 

GW's Balrog though, is insane. It's what happens when Hollywood money brings in Hollywood talent -- you get Hollywood-quality design. It is timeless.

The Balrog I feel is thus the obvious choice if you're looking to make a bloodthirster. I wanted one to go with some rogue psykers and cultists I'm working on. All you see here is the Balrog kit, augmented with some extra arms from the the daemon prince plastic box set.

Add summoners, worshippers, and victims -- and your're done :) .

Navin Weeraratne
Paintedfigs.com






Thursday, July 19, 2012

15mm Aliens vs. Predator vs.Colonial Marines



Aliens vs. Predator vs. Colonial Marines - it never gets old. It gets stretched, it get's painful, but never old.  I wanted to make my own Aliens game, so here's how I did it. 

The Minis
Khurasan Miniatures, one stop shop. They have a line of "Space Demons," which I knew about that have a conveniently H. R. Giger feel to them. Check them out:




Pics liberally stolen from Khurasan Miniature's Site.
I then found that they've also got Not Colonial Marines:



Not Nostromo Crew (with Not Ripley and her big '80s hair):


Not Ripley's Loader:



And civilians with Not Newt (complete with doll's head):


They also have Not Predators too (their "Huntarrs") which they currently appear to be redesigning (no pics available). 

That just left terrain and rules.

Terrain
I got a few spaceship deckplans from Ki Ryn Studios from over at DriveThroughRPG.com:
http://rpg.drivethrustuff.com/index.php?manufacturers_id=606

Ki Ryn does the nicest spaceship deckplans I've seen, and have everything from ports to exploration vessels. They've also branched into fantasy plans, taverns and the like.

I used their Exeter package, deck plans for a tramp freighter (it has a very Firefly feel):

   

I got it printed out in matte, full color, on 4mm foamcore board. It came to two, huge, durable, water-proof sheets. You can see them here: 


It has four decks, which was plenty.

The Rules 
I'm a big fan of not reinventing the wheel, so I plundered a lot of the simpler rules from Space Hulk (gun jams, overwatch firing, unlimited bugs, token blips, etc...). Layered on that, were these basic rules:


Shoot  Melee Wounds Save Movement Running (no shooting)
Marine 3+ 6+ 1 5+ 4 6
Alien - 3+ 1 6+ 8 8
Alien Queen - 2+ 5 2+ 6 6
Loader - 3+ 3 3+ 3 3
Predator 2+ 2+ 3 2+ 4 6

So for example, marines would shoot on a 3+, but could hit in melee only on a 6. The predator however is a real beast: he hits, shoots, and saves on a 2+, and he has 3 wounds to be even more of an ass. 


The Colonial Marines also got the following weapons:

H&K VP70 Shoots 1 shot. Never jams.
M41A Pulse Rifle Shoots 3 shots. Jams on a 1.
M56 Smart Gun Shoots 9 shots. Jams on a 1, and can cause hull damage. 
M240 Flame Thrower Shoots 5 shots, then runs out. Does 1 wound damage (no saves) to all targets
6 inches in front of shooter. 
 
There was a lot of room for tactics and planning here. The smart guns and flame throwers were of course limited. The flame throwers were fantastic, but economy was an issue as they would eventually run out. 

The smart guns were a challenge because on 9 dice,  rolling a 1 was essentially a given. However, the marine player could choose to roll part of his 9 dice pool at a time, or all of it in one go. A jam would only stop the gun firing again that turn, but all the other shots in the pool, would go through. 

The Alien player had a very different set of concerns: they had to exhaust the marine's firepower and cause gun jams, and build up in enough mass that when they struck they would make it to the marines and cause some damage rather than just get shot to pieces.

The Alien player got to deploy at bulkhead points along the edges of the ship, and could put down a new token at the end of every turn.

Depending on what fire power the marines used, the Aliens player could field 1, 3, or up to 5 aliens per token:

Pistol Fire 1 per token
Rifle Fire 3 per token
Smart Gun/Flamer  5 per token

This worked out quite nicely. The Marine player would tend to use pistols as far as possible, and the alien player would have to conserve their bugs as best they could, and try and hit with enough numbers to force the marine player to use heavier weapons. 

Here are some blackberry shots of the game between my buddies Nic and Thilani (courtesy of Thilani):




The game played better than expected. It was very much a see-saw struggle the whole time between both players, and victory points were neck and neck the whole time. It was nail biting down to the finish, both times we played. 

We only had one predator, and the plan was to give them to the losing player after a certain number of turns to help equalize the balance. He wasn't necessary in the end, but we threw him in at the end of the first game anyway, for a laugh. Thilani, who was the predator player, did not find his performance up to expectations though, and she dubbed him "the special predator."

I killed it for a free victory point.