Showing posts with label 6mm. Show all posts
Showing posts with label 6mm. Show all posts

Friday, 14 October 2016

Pocket Chariot racing: 6mm using (Faustus Furius) FAVSTVS FVRIVS by Ganesha games / Irregular Wars.

 As many of you who follow my ramblings will know, I am rather partial to the out put
from one Ganesha games.

I recently decided to add their new Chariot racing game to my collection and deciding I wanted it to be a quick fast play game which could be taken easily to fill free time etc, I opted for the 6mm chariots.

This should allow me to come up with a nice detailed yet storable and transportable circus maximus to take around places with ease including on holiday etc.

Recommended minimum track size is 30cm by 60cm so easily manageable

 The chariots I ordered painted from Irregular Miniatures and I am pleased with my purchase and look forwards to getting them in a race!

I opted for ten in different colours allowing for multiple players, yes I know the historical should have kept me to the main 4 Roman coloured teams, but so what!

I do however prefer the idea of pure racing so although these rules allow for all sorts of chariots and archers etc, I will tend to lean towards the historical racing section of the rules.

Now to build a arena!
Various ideas, if I can find the right old electric horse racing game, looks perfect to paint up!

I also have a large(ish) number of ready to game 28mm Gladiators so once my arena for that arrives I will be all set for a day at the Roman games!










Sunday, 14 August 2016

Essex Warriors: Horizon Wars: The Moeris Kingdom invades the border Worlds to expand their domain

This Sunday at the Essex Warriors I convinced Gordon to give me a game of Horizon Wars,
I decided to set it within my setting and opted of an early 4ME conflict setting

The Year 4000: The Moeris Kingdom invades the border Worlds to expand their domain.
I will be playing the part of the Moeris Kingdom and Gordon will be the forces of the Border World

Location: Planet Henlade (Border World)
A Tourist Hub World with a Cool Temperate climate
Population c42Billion
Abundant Wealth
Good Supply availability
Zero advanced Mech Factories
A Medium strength garrison extremely loyal in nature
Planet Ruler: 
First Lord Wyland Musico
Planet Garrison commander: Colonel Colyn Ramer-Lewkowicz

Invading forces
Lead by 
Viscount Solinus Joas
The garrison commander for the planet Kayseri
A much smaller Tourist world with a tropical climate, the Viscount sees this as a opportunity to carve out his own domain whilst strengthening the Kingdom.

This kind of unsanctioned conflict is common especially around boarder and rim space, provided he succeeds he will find his actions approved along with the rewards however should he fail...


Slight change this became a Solo write up at home following a last minute change in availability

I went for an all mech affair which lasted three turns and about an hour, 15P a side, 8 Defending Red mechs vs 7 attacking Green and white mechs.

Defenders led by Colonel Colyn Ramer-Lewkowicz

BattleMaster
P3 F4 M3, A3, D4: Medium range
Survived with 4 damage

Grand Titan
P3 F3 M3 A3 D5: Short range
KIA ten damage

Blackjack
P2 F3 M4 A2 D3: Medium range
KIA 9 damage

Hatchetman
P2 F2 M4 A2 D3: Agile frame, Assault rig, Frag screen
KIA 11 damage

Raven
P1 F3 M4 A2 D3: Medium Range
KIA 6 damage

Charger
P2 F2 M4 A3 D3: Assault righ, Frag screen
KIA 11 damage

Sentinel
P1 F3 M3 A2 D2: Short Range
KIA 7 damage

Thorn
P1 F3 M4 A1 D2: Short range
Survived Damage 3

Only two mechs operational at the end of turn three for the defenders

Invaders lead by Viscount Solinus Joas

Warhammer
P3 F6 M3 A3 D3: Long range
Survived 3 damage

Battlemaster
P3 F6 M3 A3 D3: Medium range
KIA 7 damage

Rifleman
P2 F4 M3 A2 D3: Medium range
KIA 2 damage - lucky first two hits both wiped out its armour!

Blackknight
P2 F6 M3 A2 D2: Short range
KIA 9 damage

Hunchback
P2 F4 M3 A2 D3: Long range
Survived 1 damage

Talon
P2 F4 M3 A3 D3: Short range
KIA 11 damage

Night Hawk
P1 F2 M4 A2 D2: Agile frame
KIA 2 damage - another lucky first set of hits taking the armour out

Only two mechs operational and whilst I could have probably pressed and won the day the Warhammer with only two remaining armour was looking a risk against the battlemaster

Withdraw to regroup before launching a final assault on the planets damaged defenders

The first major point of conflict over a city hub and agriculture centre, heavily defended by the planetary garrison




































Must try my other lens out next time as still not overly happy with these photos, think its as much the poor lighting in the kitchen as anything!

Well I again enjoyed this set of rules and will definitely be using them as much as possible







Friday, 29 July 2016

Awesome piece of terrain I picked up from ebay, so pleased with it

This was a lot I wasn't sure about bidding upon but so glad I did looks awesome and can't wait to utilise it in some 6mm action!

Looked at trying to replicate it but dam all the acrylic domes cost more than this whole piece!

So if anyone wants to make more of these for me ;-)









Sunday, 24 July 2016

Horizon Wars - first solo game

Horizon war's 
First Solo play through

I have been really enjoying thinking about this rule set during my recent holiday.
So much so I set to work last night on some new 6mm deliveries to get them ready for the table top




No basing done but not bad for one evenings work!

I of course realise that I have WAY more than  I will ever get on the table in all but the biggest of multiplayer games. (but so what who doesn't :-) )

I played a 25 presence a side battle which took about 2 hours for three turns.
It was an urban terrain heavy setting which would have slowed it somewhat along with it being my first time of actually playing.

I managed fairly well and didn't need to refer to the Rule book at all and only the QRS twice to remind myself of something.

Otherwise it was just the printed out unit sheets I knocked up last minutes and filled in with pencil to allow me to change/update stats etc

I think I would struggle to solo play any bigger battles that this as it is a fair amount to keep track of

Had a great time however and all of the prep was well worth it to me.

The battle is below and will be part of a (very) random setting I have knocked up using my excel random file for gaming

So the battle - We come to the World of Siphnus part of the Therasia Theocracy.
A reasonably wealthy planet with a good range of supplies available but no Mech factories and only a minimal Garrison with Good Moral.

Population: 4 Billion
Very loyal to the ruling Theocracy
Planet Ruler: Elector Floriene Thornock
Garrison Commander: Lord Militant Oplis Dowdy

The Therasia Theocracy is undergoing a current Heretical rebellion across some of its 16 Worlds and 78 Billion people.

A Mercenary Company currently unknown is in the process of assaulting one the outer cities, units in defence are the 93rd Siphnus Guard Militia a fairly low tech unit with minimal Mech support but good combined arms.

The objective of the assault appears to be the control of the city but the capture of a local dignitary can not be ignored as a possibility.

Their Transport and escort are preparing to leave as we speak (end of game turn three)






These engineer diggers were part of a freebie from GZG as part of their birthday promotion in July, very welcome and as I had not known about the promotion it was very, very nice of them to email me after my order and ask if I wanted to leave a birthday comment to in return get some free bits added.


All of these transports etc played no active part in this battle but I felt added to the scene





The escape transport and escort await their VIP


The local Militia take up positions




The Mercenaries appear on the near side



Despite the amount of terrain there are still lines of sight across large parts of the table!




Opening gambit as the Light Cav walkers advance for the Militia



Some early long range shooting as the light cav walkers opposing each other trade some fire



A Mercenary Quickdraw P1 mech advances and utilises its Guidefire ability to call upon the Heavy Missile artillery in the back


These MRL units came in most handy with their 7 F




Turn one was a bit of a slow start really as I am so used to IGOUGO that I almost moved all of the Militia before recalling its one element each alternately, still no harm done


Mercenaries push forwards across the road 


Yes I would say they have LOS there...



I utilised my idea for exploding 12 rather than the usual critical and it worked quite well, also then allocating all hits using 1-4 F, 5-8 M, 9 - 12 A. IF all of F was gone I would roll over to M, and then to A etc.


The Militia CHQ P2 Mech trades fire with the Merc P3 Banshee.
Oh the error! the Merc version is considerably up gunned compared to the slow Militia Banshee.
6F and Medium range ability make quick work of the Militia commander.



The outdated but still dangerous Militia Banshee appears and returns fire with its namesake


The Militia Right wing really looks to drive the Merc force back whilst holding the centre and doing only minimal on the left.


Combined Mercenary fire power begins to take its toll on the opposing Militia units but they still give a fair accounting


The Dragon and its Light Cav support take down the Militia left wing as their P1 mech crumples against the P3 firepower


Turn two saw much of the Militia try and punch through but with out success and at considerable cost
Many units are now either heavily reduced or immobile


The Militia right starts to crumble too as the light cav folds from more MRL indirect fire



Payback! the Militia take out the P3 Banshee after immobilising it
However they lose their Heavy inf unit despite the building cover and their right flank P1 mech too



The death of the heavy Cav unit spells the end for the Militia.
The P3 Awesome lives up to its name and shrugs off the minimal damage it receives in return.


The centre is not fairing better as their light cav unit is wiped out


The left flank is not down to one heavy inf and one heavy cav unit for the militia



The Central Heavy Inf are wiped out after sustained long range bombardments





The smoke shows the devastation with well over half the militia elements defeated



However the damage done to the Merc force means it can't press on and will be satisfied with holding the edge of the city as they look to repair and regroup,


The photos didn't quite come out as well as I wanted and I have not had time to give photoshop a play to improve them but hopefully they tell the story well enough!

I found the combination of Assisted targeting plus Extended medium range a very powerful combination for mechs especially P3 ones. (That is a good thing as it allowed me to differentiate the older Militia models from the newer Mercenaries and gave them a profound advantage at range)

The infantry was more useful than I expected especially once in buildings for that +3D bonus!

The light Cav also did better than I thought they might with both sides having three units and all getting into the mix from the start they soaked up a lot of damage before either being destroyed or having to withdraw.

I decided any unit reduced to zero F and M would be classed as lost despite remaining A.

I never actually tried the recovery roles as combat was more important!

The reactions work well although I think I need to recap just to make sure I had it right through out the game.

Overall a great rule set and one I look forward to playing more of

The forces used were:
93rd Siphnus Guard Militia

P2 Mech Cyclops CHQ - KIA
F4, M3, A2, D2, AT, Med rg, Guide fire

P3 Mech Banshee (Total 4 dam taken)
F5, M1, A4, D4, AT, Med Rg.

P1 Mech Vindicator x2 - KIA (x2)
F3, M2, A2, D2, Agile frame, Sht rg.

Heavy Inf x3 - KIA (x2)

Light Cav x3 - KIA (x3)

Hvy CAv x2 - KIA (x1), 7 dmg on other

25 presence

Mercenaries

P3 Mech Awesome
F5, M2, A3, D4, AT, Med rg

P2 Mech Stalker
F4, M2, A2, D2, AT, Med rg, Indirect fire

P3 Mech Banshee - KIA
F6, M3, A3, D3, AT, Sht rg

P1 Mech Quickdraw x2 (5 & 4 damage)
F3, M3, A2, D2, Guidefire

P3 Mech Dragon
F5, M3, A3, D3, AT, Med rg

Light Cav x3 - KIA (x1), (7 and 8 dmg on others)

Arm Artt x2

25 presence

Hope you enjoyed reading, I will probably post something else on by gaming backstory for this universe soon.