Showing posts with label Beyond the Gates of Antares. Show all posts
Showing posts with label Beyond the Gates of Antares. Show all posts

Tuesday, June 14

+ inload: 15mm Horus Heresy +

+ Madness – an exercise in 15mm +

+ The PCRC met up for our first tabletop wargaming in a long time – and longtime PCRC droog Lucifer216 very kindly presented me and the gang with a gift of thirty-odd Space Marines and tanks each. The title of the inload has probably given away the ending, but they're 15mm. +

+++

+ Theoretical: Gaming plans +

+ Teeny-tiny (but not as teeny-tiny as Epic-scale) Space Marines +

+ A whim? A bit of fun? Who can say, but the possibility of 15mm gaming is a tantalising one. I'm keen to try out the now model-agnostic Antares rules, which are freely available from their new home at the Antares Nexus [+noosphericexloadlink embedded+]. Partially that's because I have really enjoyed the smooth lines and gameplay of Antares, and partially because it's an opportunity to explore the intriguing idea, presented by the authors themselves in the foreword to the core rules:
'[...]it was suggested by several of our play testers that the Core Rules, this file you are reading right now, could form the basis for a game set in almost any futuristic universe and not just the Antarean Nexus peculiar to the Beyond the Gates of Antares background. Although the core rules are designed to cover the sophisticated technologies and machine-centred forces of Antares, all the elements are there to enable players to adapt the game to any background and any model ranges they please.'
[Rick Priestley and Tim Bancroft]

+ I think the Antares 2 engine will be suited to a Horus Heresy-style game, as the game works really well at reinforced platoon-level (that is, about thirty infantry plus a supporting tank or two). The fact that we both have almost identical forces should also help: mirror matches circumvent some of the problems that can skew specialised forces. Basically, you're less likely to have balance outliers if both sides are identical. +

+ I haven't put a huge amount of thought into adapting things, but my current musings include:
  • Using the (relatively) low-tech Algoryn as a basis for the Space Marine stats
  • A wholesale conversion from inches to cm
  • A basic squad size of five
  • Keep things as simple as possible to begin
  • Consider the use of Army Options to differentiate Legions
+++

+ Practical: why 15mm? +


+ This picture demonstrates the size of the Space Marines. In the foreground is a multi-based set of Epic-scale (~6mm tall), and on the right a modern (i.e. Primaris-sized) 40k piece. The 15mm tall ones are in the middle. +

+ This scale will – I hope – hit the sweet spot for me of visual impact in-game (something that Epic loses) with practicality of company-size gaming (something that 40k struggles with). 15mm infantry is large enough to be interesting to see and paint, but small enough to allow meaningful manoeuvring on a typical game board. +

+ A better comparison with the 32mm marine +

+ Secondly, while I love Epic dearly, I find the infantry dispiriting to paint. They're individually quick to do, but the multiple models on a base makes the practical side of painting them frustrating for me. To that end, I've based these individually. I've used pennies for the bases: cheaper than washers(!), and heavy enough to give the lightweight resin some resilience against table knocks etc. The base is relatively larger than that of a 32mm figure, but fits neatly proportionally between the base size of 40k and Epic. Much smaller and I'd be concerned about stability. +

+ A group of Astartes advances in the wake of armour +

+ You'll notice I've also based the tanks, using 50mm round bases for the Rhinos and a 60mm for the Land Raider. The small size of the vehicles is one of the big appeals for 15mm for me. At 32mm scale, tanks just have too large a footprint to 'feel right' with the 40k rules, but here they're chunky enough to look cool, but slight enough to allow for that elusive 'meaningful manoeuvre' I mentioned earlier. +


+ You'll notice I've also based the tanks, using 50mm round bases for the Rhinos and a 60mm for the Land Raider. The small size of the vehicles is one of the big appeals for 15mm for me. At 32mm scale, tanks just have too large a footprint to 'feel right' with the 40k rules, but here they're chunky enough to look cool, but slight enough to allow for that elusive 'meaningful manoeuvre' I mentioned earlier. + 

+ Basing vehicles is something I've been experimenting with for a while. I find that it helps to place the vehicle both in the army (by giving it another element that matches the force), and in the broader setting. The base acts like a picture frame, making it clear that this is part of the same game. +

+++

+ Force plans +


+ Here's the full force – a mighty thirty Space Marines with their transports and heavy armour support. +


+ The only Emperor's Children marine I've painted in the past couple of decades was a casualty under Ferrus Manus' foot [+noosphericinloadlink embedded+], but a vibrant purple is opposite yellow on the colour wheel, so will stand out nicely in battle. Secondly, purple paints tend to have quite good coverage, so I'm hoping that means the force will be quick to paint. +



+ A squad of Emperor's Children emerges from their Rhino armoured transport. +

+++



Wednesday, May 4

+ inload: Gates of Antares 2 +

+ Going Beyond +


+ Well, lots going on in the world of wargaming. Squats are back in 40k, a new  edition of the Horus Heresy-themed Age of Darkness game, and after a long delay, we've got the second edition of Beyond the Gates of Antares. +

+ The sad news is that Warlord Games have decided not to support it further – not entirely unexpected, but disappointing. The good news, however, is threefold: 
  • The models will continue to be produced, via a third party
  • The game will continue to be supported by Tim Bancroft and Rick Priestley
  • The rules are largely the same, but laid out a bit more clearly – and they're also completely free!
You can read more about Antares 2 on the new Nexus [+noosphericexloadlink embedded+], which is where you can download the rules and army lists, and also read about the universe and factions. +

+++

+ Off to Bootcamp +

+ To celebrate the launch, Tim Bancroft has organised a bootcamp event, which I'll be heading over to with fellow PCRC member, TrojanNinja, who's picked up some Ghar (don't worry, there's a cream for that). +

+ This seemed a perfect chance to finally field my Isorians – Karba's Huntsmen [+noosphericinloadlink embedded+] – and learn how to play the new rules. Having gone through the new armylist, it looks like I've got around an 80pt list from which to pick. I don't yet know what we'll need to bring to the event, but I'm fairly confident that'll be more than enough. +


+ There are a couple of tweaks – Tsan Ra (above) are now fielded as standard in fours, rather than threes, for example. There is an option to drop a model, but since I have a couple of spares, I'll likely paint up the additional members to field four-member squads. +


+ Support weapon teams are now accompanied by batter drones (these project a protective force-field), so I'll convert and paint up a couple of those, too. +


+ ...and while I'm planning, I also got my new transport sprayed and ready for paint. It'd be nice to take a vehicle along, so I can learn how tanks and fighting vehicles work – plus it's a cool model! +


+++

Tuesday, February 1

+inload: Beyond Gate 2022 and converting Algoryn tutorial +

+ Beyond Gate 2022 +

+ Algoryn AI hunt through the jungles of Ish. +


‘Two years ago, the Gates began to slip beneath the photosphere of the Great Engine, Antares. No-one could explain it, let alone slow or halt it.’

‘In a cascade – across a sun so large that it would fill Lost Earth’s sol system to the orbit of Jupiter – the Gates closed once more on the promise of civilisation.'
'None knew how long it would last, and once our gate closed, there was silence, and we shivered, and we mourned.’

‘And then… scarcely two years later, as best we can reckon it, the Gates began to re-emerge and re-open.’

‘Join me. Join us, as we go Beyond the Gates of Antares once more.’

+++

+ With the War of the False Primarch still rumbling on over at +Some Things Are Best Left Forgotten+ (and if you haven't checked it out recently, do go give it a squizz), I'm being careful about stretching myself too thinly across multiple projects. +

+ That being said, the past couple of years have been tricky for people to make contact and share ideas – just like the Gates shutting in the Antares background. I've been turning up all sorts of cool Gate of Antares stuff here and there, and wanted to have something that would help hobbyists find inspiration and ideas from each other once more. Enter – #beyondgate2022 – a small initiative to allow all our disparate shards to reunite. +

+ It's very simple to get involved:

  • Post a picture of your Beyond the Gates of Antares models in a scene.
  • Add a little colour text.
  • Tag it with #beyondgate2022
+ That's it. Of course, if you want to spread the word, please feel free. The more, the merrier – and hopefully the initiative will help you to find new BtGoA models and hobbyists. +

+++

+ Algoryn AI +

+ We had a look at the Armoured Infantry kit for the Algoryn Prosperate in the last inload [+noosphericinloadlink embedded+], and in my mini-review, I mentioned that I wanted to compare them with the Armoured Infantry Command Kit. Well, that's arrived, and I had a chance to bash 'em together. +



+ Most of the comments that apply to the standard AI kit apply here; the main differences are:
  • New leg poses – two are either duplicates or mirrored versions of the AI legs; though happily the better ones. 
  • Different weapons – AI command squads are armed with plasma carbines: better all round than mag guns. 
  • Command bits – You get an alternative torso back that marks out your commander, and a medi-drone rather than a gun drone.

+ The Good +

+ The three new leg poses are a huge improvement over the ones in the AI kit. Less dynamic, perhaps, they are far more versatile. Even unconverted, they allow for a variety of subdued poses, and the more open posture at the hip means they're also easily converted if you do want some more options. There's a little tutorial below if you want to give this a go. +

+ Importantly, I'm happy to report that the Armoured Infantry Command kit is completely interchangeable with the AI kit. Arms, legs, heads – everything swaps over nicely and is entirely mutually compatible. Indeed, even the iconography on the torso front is identical between kits. Here's an example of the kits used in concert. +

+ A mix of standard and converted arms and legs in this shot. These models were built using a combination of one AI infantry sprue and one AI Command sprue. +

+ I've got two of the Command Sprues and three of the AI sprues; the image above shows models built from a combination of both. Owing to the options on the AI sprue, you're able to arm ten bodies from just the AI sprue – so it's not a problem that you don't have any options in the command squad. If you're interested in using them for gaming, you'll be pleased to hear that the results are game-legal – the army list [+noosphericexloadlink embedded+] allows the AI squads a great deal of variety in armament. +

+ It's worth noting that, while you get only plasma carbines on the Command sprue, it's easy as pie to trim off the gun and hand at the wrist and replace it with another gun from the AI sprue. This gives you access to more poses. While admittedly they're largely variants of the same pose, I thought it worth noting. Plastic makes converting these kits very easy. +

+ If you're happy to use the bare heads, there's also sufficient heads on the AI sprue to mean you can avoid the Command helms entirely – though as you can see below, the Command helmet style makes for a nice squad leader look. +

+ Leftovers from the infantry sprues allowed me to make this squad armed with mag repeaters and micro x-launchers. Note the squad leader in the centre. I'm oddly pleased with the natural pose on the open hand (second from left at the bacK). This was achieved by cutting between the middle and ring fingers, then gently pressing the ring and little finger inwards. +

+ The bad +

+ There are fewer options: this is a slightly smaller sprue, and you get just five sets of arms. Similarly, there's no sixth torso back that would allow you to make a 'normal' model in place of the officer. +

+ The command torso is on the right. If you're happy with a bit of chopping, it's a cinch to trim away the crest and get something near identical to the standard torso (left of image) +

+ I noted above that the torso front symbol is identical on both kits – and while this is great if you want a uniform appearance, I thought it only fair to mention here that this also means there's not actually much differentiation between AI and Command. It would have been nice to have at least some options to help personalise and customise your commander. +

+ Summary +

This is a better overall kit than the AI one, in my opinion. However, a couple of minor niggles stop it being ideal. While I understand that there's limited space on the sprue, I would have thought a couple of options would have made it a much more saleable product – an optional 'normal' torso back and some weapon options that complemented the AI squad would have made it great to combine. +

+ Since you are likely only to want one or two Command Squads, it seems a missed opportunity not to make this sprue work harder and provide an alternative 'normal' AI squad. All you'd need is the aforementioned torso back and perhaps two pairs of arms with mag repeaters. Alternatively, a D-spinner or two would have made this pull double-duty as an AI Assault Squad Command sprue. +

+ Another missed opportunity was the bare heads. I was disappointed to see that they were the same as on the other sprue – a particularly baffling decision, as the helms are different. As with the C3 Strike Squads, I'm left thinking that this kit is ripe for conversion packs – and some variant heads, arms and torsos would go a long way from turning this from a decent kit into a really good one. +

+ However, I don't want to complain too much. The 'bad' bits above are easy to overcome, and mainly mentioned out of a sense of completeness. Overall, while I think both the AI and Command sprues have drawbacks, they are also absolutely brilliant in combination. If you've picked up the Strike on Kara Nine starter set, or have otherwise got hold of some AI sprues, I thoroughly recommend you picking up a Command sprue or two. +

+++

+ Converting the Algoryn Armoured Infantry legs +

+ I mentioned how I approached this in the last inload, but on the basis that pictures are considerably easier to follow, here's a step-by-step on the process. +

+ I've picked this particular pair of legs not because it's a particularly bad pose, but rather because it's got very little visible soft armour at the hip. That makes it amongst the hardest to convert. If you can manage this, you'll find the others a walk in the park. +

+ Needless to say, I hope, that you should be careful with knives. Use a fresh sharp blade if possible, and avoid cutting towards yourself. +



_I  Cut into the soft armour from an angle that allows you to work touching the hard armour. Work carefully and gently, not applying too much pressure. +


_II  When you think you'll start cutting into the hard armour or another element, withdraw the blade and come in again from another angle. +


_III  Cut in from different angles until the leg starts to come away. With the additional working room this gives you, start again from the first angle until the leg comes off.


_IV  Repeat on the other leg. Again, assess where you can get the knife in with minimum damage to the rest of the model. The less you damage it, the less you'll need to disguise or repair later. 


_V  In some case, you'll find it impossible to cut into the soft armour, as it's simply not present on the sculpt. In these instances, just cut as closely as you can to the central point between two hard armour plates and work particularly carefully. 

+ Tip +

Rest assured that it's not a disaster if you do cut into the hard armour. If you manage to stop in time, you'll likely be able to use a bit of polystyrene cement to repair the cut. If you've distorted the plastic with the width of the blade, use a brush to apply a small amount of polystyrene cement into the gap. Leave it for a few moments, then use the tip of the knife to pick up the inevitable tiny plastic offcuts and scrapings from cleaning the mouldlines and drop them into the gap. Keep doing so until it's partially filled and touch a hint more polystyrene cement on top. This will turn into a plasticy goo that will dry into a fairly clean surface. 



_VI  Now to fill the space in the hips to open out the posture a bit. You can, of course, do this with pinning and greenstuff, but here's how you can tackle it with plastic. The advantage of this approach is speed, and it's also very secure. Use your knife blade to gently trim off one of the circular shapes from the sprue, exactly as for the necks in the last inload. 


_VII  Cut the little disc in half to give you two 'D'-shapes. This gives us all the components. Spend a little time with a knife and file to gently clean the bits up and remove any hard angles. This will help disguise the conversion and give you more options of posing.


_VIII  Gently trim off the hard corners on the disc halves. The bottom left one is done, the top right is not yet.


_IX  Time to assemble. Glue the little discs to the pelvis, with the curve of the 'D' pointing outwards to replace the soft armour. Depending on how you place them, you'll open up different posing options. Bringing them forward on the hips, will swing the legs out to each side, for example, while rotating them so the curve of the 'D' points down to the ground will spread the feet apart. 

For more extreme poses, you can add a second 'D'-shape – the important thing is to make sure that part of each leg is still able to be glued to the pelvis part. This prevents the pose from becoming too exaggerated and unnatural.

_X  From here, it's just cleaning and tidying. You may find the plastic filling technique is sufficient, or you may prefer to build up with greenstuff – entirely up to you.

+++

+ Tutorial complete – hope it comes in handy. If you give it a go, please do come show it off on the Facebook group page – or up on Instagram with the #beyondgate2022 tag. +

+ Now, I'm off to continue building the jungles of Ish... and then back to Omu for the arrival of some big-headed Vyess panhuman morph reinforcements. +


Monday, January 24

+ inload: Project completion +

+ Showcase: Isorian 8854th KleisouraKarba's Huntsmen +

+ Karba's Huntsmen +

+ 'What is the sound of one hand clapping?' 'What should you do if you meet the Buddha on the road?' To these immortal koans, we might* safely add 'Is the army complete?' +

* On consideration, let's not.

+++

+ The shelf of shame and the cupboard of opportunity +

+ Finished or not, I've painted all the models of my Isorian force, so thought I'd pop 'em up for a little showcase. + This army came about through little more than giving the garage a tidy-up and stumbling over some C3 sprues, bought long ago and sat in a box since. On a whim, I pulled them out, built them and got them painted. Something as simple as 'finishing' an old kit that had sat there for years made me really pleased. As a Christmas treat to myself, I bought a few Isorian kits in a Warlord sale, and set myself the challenge of painting them all over the Christmas break. As you can see from the date, I rather missed that deadline – but that's part of the pleasure of a hobby: you set your own expectations. My advice? Set them so that it's a continual reward, not another pressing duty. +

+++

+ Part of the pleasure of collecting is knowing that your collection can expand – but that can become malignant and counter-productive, and leave you feeling like you've got a mountain to climb – the proverbial 'shelf of shame'. +

+ Regular inloaders will have seen previous finished forces pop up every so  often. These range from little groups, like my Astral Claws Kill Team or my Blood Bowl team, Chaunterwick Unathletic, all the way up to entire armies of Iron Warriors or more 'high concept' stuff like my retrohammer Blood Angels.  However, it's only in the past few years that I've jumped over to considering things complete. Previous forces, like my Ultramarines or Imperial Guard, for example, I've never seen them as 'done' in the same way. I think that's comes down to little more than a bit of a shift in priorities; and a realisation that I quite like having a stage where something is finished (even if temporarily). +

+ How you pursue and exercise your hobby is down to you. I know a lot of people get a great deal of pleasure in cataloguing and drafting spreadsheets to plan their work, while others are far more instinctive in what they do. For myself, I find painting most relaxing when I vary things. Sometimes building for a deadline is exhilarating; other times I find the idea paralysing. Sometimes recording everything and sharing it is fun; other projects I keep to myself. The important lesson, I guess, is to try to keep things interesting for yourself, and ensure that you see your leisure time as enjoyable rather than another pressure or duty. Having an ambition – even something as simple as 'I want to have these models painted and take a picture of them all' – might help you change your attitude to those kits and materials hanging around: they shouldn't be a burden on you. If you feel they are, why not start chipping away at them with a small and achievable project like the C3 squad? If you enjoy that, chip away further – or if it sparks your imagination, like mine did, then why not enjoy that collecting. Just make sure you get it painted! :) +

+++

+ Last touches +


+ The past few inloads have concentrated on this Isorian force, but if you've missed them, I'd just finished the X-howitzer (that's the big organic-looking gun at the back left of the shot above) and the spotter drones (the floating eyeballs). New in this shot are the  Tsan Ra command squad troopers. + 


+ These are amongst my favourite sculpts in the entire Beyond the Gates of Antares range – you can read the inload on building the kit here [+noosphericinloadlink embedded+] – and they were an equal pleasure to paint.  With hindsight, I'm glad I left them 'til last, as it meant that I'd had the experience of experimenting a little more on the Tsan Ra Phase Troopers (the basic troops). These warriors have already given me some idea for expansion. I'm going to see if I can order some of the Tsan Ra Phase Trooper heads to replace the more ornate Command Squad ones. That will allow me to get some more variety in poses, by using these Command Squad troopers in standard squads (and vice versa). +


+ As a point of comparison, here's one of the normal Tsan Ra Troopers (normal being a relative term for these eight-limbed aliens!) Besides the helm, there's very little difference, allowing for some greater variety through simple kitbashing rather than conversion work. That's been important for this project. It's easy to go down rabbit holes with this hobby, and I've certainly been guilty of converting for the sake of converting in the past. Sometimes it's good to build as intended and get to painting. As always, follow your own muse and inclinations!+



+ I do hope that the previewed new Isorian sculpts – and the second edition of Beyond the Gates of Antares – comes out at some point soon. I'm really hoping to get to a couple of gaming events this year, and I'd love to get Karba's Huntsmen on the field. +

+ That's not to knock the existing sculpts, of course. The Phase Troopers above were a really peculiar experience to paint – modern and unfamiliar, but nostalgic. I'm surprised that the running squad (pictured above) seems to have been withdrawn from sale – perhaps a victim of too many stock-keeping units for shops? – but at least they are still available from Warlord directly. +



+  One thing that I never used to do was varnish figures – but I think these will get a protective coat as soon as the weather warms up a bit to help them stand up to the rigours of gaming. +



+ All the above having been said, I hope that finishing a project comes with a sense of achievement rather than relief. This force certainly has; it's spurred me on to my next projects, and I've already got plans for how this force could expand. Apart from anything else, it seems odd not to have Karba – apparently famous enough to have lent their moniker as a regimental nickname – represented. I'll have to have a think of how I can create him or her. +

+ In the immediate future, however, I have a copy of Strike on Kara Nine, the beginner-friendly starter set, to unpack... Keep your dials attuned to this signal if you'd like to follow along with opening it up. +

+++


Friday, January 14

+ inload: Antares army lists +

+ Isorian army – writing a list +

‘Some sort of event, or angle? I don’t think the Izzies have festivals like some crank feral worlders, but who knows what those creepsack-wearing crazies are capable of? All I know is that the night lit up with star-flares from the sentries on the night of the moon-conjunction, and we woke up to see waves of them pouring across the field like so many beads of quicksilver. IMTel alone knows how, but they’d bypassed the nano-probe net…’
<Records of Omu, day 88>

+ Polished off the remaining Phase Squad infantry – that is, the panhuman soldiers. Being really quite pleased with how they've come out, I pulled out a gaming mat and got a few pictures before packing up. +

+ Nar Vesh +

+ Relatively quick but effective, I think this force has enough pop and contrast to stand out well on the table. It's been really nice to work on metal models again. Not something that I always enjoy, but the medium just seems to make painting fun somehow. Maybe it's simply nostalgia. +

+ But enough of nostalgia – let's take a look into the murky future of the game... Tim Bancroft from Warlord shared a few snippets on the IMTel Facebook group recently; the first being this extract from the 2nd edition army structure:


+ The Phase Squad name is seemingly being updated to 'Nar Vesh' for the new edition; an in-universe term for the squad. I'm a bit on the fence about changes like this – while it's great for immersion once you're familiar with the names, jargon can be a bit off-putting for new players. It's a difficult balancing act, because without such character, the game would have less depth – and perhaps lose appeal to a different group. +

+ By the looks of things (from the small previews we've seen thus far) there seems to be a good balance of restricting the jargon to the unit names, and weapons and individuals are still referred to by common and easily-understandable names (troopers, plasma carbine, etc.) + 

+ Pleasingly, there also seems to be a glossary – again a preview on the IMTel Facebook group, which is a nice (and welcome!) touch. +


+ There's a few things you can extrapolate from this – that the Pulse Bike Squad are likely going to be renamed Takhanra; and that the Isorian term for the IMTel-native evolved posthumans previously called 'Nuhu' will be called 'Vanra'... but stuff like that's guesswork. Interesting to see, and since I really enjoy linguistics, a lot of fun to see how the different elements link up. +


‘Tsan Vesh. The most common Drummers we encountered on Omu. Like all of the alien ganks, they were big; twice the height of us at the shoulder, and with what amounted to an entire extra body at the back. What evolution had intended with all those limbs wasn’t clear – I’d had a temp graft myself for a couple turnyan (who hadn’t, as a childer?) – but as we found out, even with two arms occupied holding a rifle, and four bracing the body, turns out they still had two left to club anyone unwise enough to get near.’

+ My first squad of Tsan Ra Phase Squad – soon to be called the 'Tsan Vesh' – are also finished. I haven't polished off the rest of the Tsan command squad (perhaps soon to be the Tsan Va?), so thought I'd post him/her/it with their underlings. + 


+ A group shot of everything finished thus far. It's all looking nice and uniform, and also quite alien to me. Importantly for playability, things like the squad leaders can be picked out easily at tabletop distance – they're the ones with more white and yellow masks. +

‘Instance Ck’htr knew best. Her commands were consistent and incisive. We obeyed through discipline and proclivity.’
<Omu Defence Logs T-3>

+ Still to come on here are some grass tufts to add a bit of interest to the bases. I've picked up a range, and will have a little play around – but likely when the opportunity comes round to do the whole army. +

+++

+ Taking stock: writing an Isorian army list +

+ Anyway, let's talk building an army list. The Beyond the Gates of Antares army lists are available for free from The Antares Nexus [+noophericexloadlink embedded+] website. I didn't deliberately avoid writing an army list, but whenever I thought 'right, let's work out what I've got', I just kept getting distracted by the articles on background and painting that are also up on the Nexus – watch out; it's very easy to get absorbed! +

+ The army-building system in Antares is clear, simple and fairly traditional. You establish a points limit for your army based on the size of game (referred to as 'Combat Level'), then buy units until you run out of points. It'll be immediately familiar to anyone who's played tabletop wargaming before. +

+ Additional options are available for your squads, such as adding extra soldiers, or buying specialist equipment. There is also a small menu of army upgrades, which are generally one-off bonuses to allow you to re-roll a unit's shooting, or play around with the order dice mechanic. +

+ In terms of restrictions, units are split between four categories. Tactical choices are your regular troops; Support things like mobile light support weapons (machine guns and the like) and elite troops; Strategic is your big guns and weird things: tanks, howitzers etc.; and Auxiliary choices are mostly drones. The latter are mostly things to enhance the rest of your army, rather than fight in their own right. +

+ Depending on the Combat Level (i.e. the size of the game) and the army itself (some factions require more basic troops than others, for example), the forces have different restrictions. For a 1,000pt list, Isorians have the following requirements and limits:
  • Tactical: 4–6
  • Support: 1–4
  • Strategic: 0–1
  • Auxiliary: 0–2

+ There are some subtleties – certain choices might preclude others, or units might be noted as 'limited', requiring other units to be taken in greater numbers. The limits for the Isorians are:
  • No more than 1 in 4 (25%) of units can be Limited Choices
  • You can spend up to 10% of your points on Army Options
  • Your force cannot include any more Tsan Ra units in any combat level than it includes non-Tsan Ra units in that level.

+ Starting with what I have painted seems like the best approach to planning. It gives me three panhuman Phase Squads as the core of my force. Aside from one being six strong, they're identical:

  • [135] Senatex Phase Squad (115) with a spotter drone (10), plasma grenades (5 x 2) and with one of the trooper's carbine swapped out for a plasma lance (3). 

  • [157] Senatex Phase Squad (115) with a spotter drone (10), plasma grenades (6 x 2), plasma lance (3) and additional trooper. 


  • [135] Senatex Phase Squad (115) with a spotter drone (10), plasma grenades (5 x 2) and plasma lance (3). 

I still need one more Tactical choice to be legal, so let's include a Tsan Ra Phase Squad:
  • [138] Tsan Ra Phase Squad (93) with a spotter drone (10), plasma grenades (4 x 2) and and additional trooper (27). 

+ This gives me a nice core group of Tactical choices costing 565pts, leaving me plenty of space for some harder-hitting material. I need to paint up three more drones and one more Tsan Ra trooper to get these done. With a bit of juditious trimming (losing the extra troopers and grenades from one squad), it fits into a 500pt list, too. +

+++

+ To expand, I'll paint up what I have remaining, which is:

  • [198] Tsan Ra Command Squad (131) with a spotter drone (10), medi-drone (20), plasma grenades (4 x 2) and and additional trooper (29)
    • This is a limited Tactical choice.
  • [100] Senatex Support Team (40) with plasma cannon (35), spotter drone (10) and additional crew member (15)
    • This is a Support choice.
  • [110] Heavy Support Team (110) with X-howitzer (free)
    • This is a Strategic choice.
+ That's an additional 408pts, taking me to 973pts in total. That leaves me with just enough to get some Army Options like 'Superior Shard' or 'Block', or perhaps to add a couple of extra models here and there. I'll leave the final decisions 'til a little later. +

+ It's not a hyper-competitive force, but it does have the right sort of 'feel' to me. By dropping a few upgrades, I might be able to pick up an x-howitzer or something, to get the proportion of Support choices up a bit. I think of 'soft' choices – those that don't necessarily require representation on the models, like grenades, ammunition upgrades or army options – are much easier to cut in favour of more cool models. I'm sure time and experience will teach me! +

+ If you've any thoughts or questions, let me know. +

Tuesday, January 11

+ inload: Karba's Huntsmen +

+ Painting Karba's Huntsmen +

+ The colours of Isorian 8854th Kleisoura +



+ Still firmly WIP, but coming along nicely. Can you tell I'm enthused yet? The Isorian Senatex – indeed, the broader setting of Beyond the Gates of Antares – has really caught my imagination, as it combines lots of aspects of slightly harder sci-fi than my usual gaming, and also brings in Pulp and historical appeal. +

+ The work-in-progress force as it currently stands. +

+ Not pictured are the painted Phase Squad and Tsan Ra Commander (you can see him in the pic below), and also missing are half a dozen spotter drones (like the little eyeball in the front here), and the X-Howitzer and crew, which are simply undercoated. Seemed a bit pointless to photograph, so they'll be up in a future inload. +

+++

+ Painting the Isorian 8854th +

+ Slightly earlier stage, to show what a difference an evening's painting makes. +

+ In general, I'm pleased with how they're coming along. I did slightly regret painting them so like the official scheme, but as the force builds, they're starting to look a bit more distinct – so I think the overall balance is working. I particularly like how the white faceplates are working, so I'm glad I reserved the yellow ones for squad leaders. +

+ I haven't made any notes on how I'm painting these, but as I've got into the swing of things it's starting to fall into place. Unless noted, the paints are all from the Citadel colour range:
  • Prime brown (Halford's camo brown).
  • Paint the whole model with a flat coat of Incubi Darkness.
  • Drybrush the whole model with a 50:50 mix of Incubi Darkness and Cabalite Green.
  • Paint the base – a base coat of Scorched Brown followed by successively lighter drybrushes of Skrag Brown, Desert Yellow (Tallarn Sand is the modern equivalent, I think), and Desert Yellow with Vallejo Off-White.
  • Paint the 'carapace' around the shoulders and the gun with Charadon Granite.
  • Add the first washes: Nuln Oil over the carapace and Coelia Greenshade over the rest.
  • At this point, I paint the face. Here's a link to a tutorial for human faces [+noosphericinloadlink embedded+], as it's a fairly small stage for these models.
  • Paint the mask – I paint this with Vallejo Off-White, then paint Apothecary White over it. Once dry, I emphasise the highlights with more Vallejo Off-White before picking out the eyes/lenses with Abaddon Black followed by Fire Dragon Bright (or a similar saturated orange paint).

+ Halfway through and game-ready +

+ They'll look like the picture above at this point. Why do I do the face at this point? Well, the simple answer is that it gives me a bit of punctuation. I find bashing through a big batch very wearing, so having the opportunity to get the figures 'done' to a certain standard is a relief. While I would prefer to get them more developed than this, I think that they're certainly table-ready. If you're aiming to get things done for an event, focussing on the faces and bases, and leaving the rest as neat and clean base layers is a good way to go. +

+ Moving on, it's time for detailing.
  • Highlight the grey hard armour and gun with a mix of Charadon Granite and Warpaints Mummy Robes, followed by a second smaller highlight with the addition of Vallejo Off-White. I don't go pure white for this, as I think it looks too stark.
  • Highlight the green soft armour with Kabalite Green, and a second smaller highlight of a mix of Kabalite Green and Vallejo Off-White.
+ Pictured prior to the wash – the highlights are too bright and clear. +
  • Now we wash both areas: the grey carapace with Agrax Earthshade, and the green areas with Coelia Greenshade. You can do both of these simultaneously for speed. Try to keep the washes separate, but don't worry too much if they merge a bit.
  • Once dry, re-establish the highlights with the lighter-tinted mixes. Keep these fine and sharp at this stage to avoid the effect being chalky and washed-out.
  • Use Off-White to paint the plasma coils and any details you want orange, then paint with Gryph-Hound Orange contrast paint. You can use pretty much any orange here – in fact, a brighter orange ink would probably work better: GHO is simply what I had to hand.
  • For the organic coils in the suits, I've used a variety of approaches, and haven't quite decided which I like best. At the moment I'm using Emperor's Children pink, washing with Druchii Violet, then using Vallejo Off-White to highlight before washing it again. However, this is a bit of a faff, and I think I'd like it to pop a bit more, so I may experiment further.
  • Tidy up any other bits. The Tsan Ra have bits on their forearms that I've interpreted as fabric, which I've painted as leather in a similar way to my Rogue Trader model here [+noosphericinloadlink embedded+] – basically lots of layers of increasingly light browns with washes of Agrax Earthshade then Seraphim Sepia. The 'teeth' that pop up on lots of the models I've layered up from Skrag brown to Vallejo Off-White.

+ Not quite finished, but nearly there. This picture's a good example of how I often hop from one area to another – as might happen if I have lots of a particular mix and don't want to waste it. This figure hasn't had his skin highlighted yet – though a bit of skin coloration variety might not hurt anyway. +

+++

+ The future's bright + 

+ Since getting into the game, I've been listening to The Freeborn Shard podcast (available wherever good podcasts are found) while painting, which has been very enjoyable. There's only a certain level of understanding you can pick up from reading the rulebook, and hearing other gamers discuss the practicalities of the game has clarified a few things for me – even if a lot remains slightly baffling! +

+  For obvious reasons, the Podcast has been largely on hiatus for the past couple of years, but the material there is still fun to listen to – particularly if you're new to the setting, as I am. +

+ Why do I mention it? Well, the Freeborn Shard mentions the second edition of Beyond the Gates of Antares a number of times. It was, apparently, planned for 2019, and is still bubbling under. The game as a whole seems to have lain fallow for a number of years, with no new releases, so the more cynical part of me would suspect that means it's largely 'vapourware'. A lot of that can be chalked up to the pandemic, of course, but I do get the impression that something is happening – perhaps not in the immediate future, but at some point this year. +

+ First and foremost, the models below were previewed and are currently unreleased. As I understand things, these will be the first new releases for a good couple of years. +


The new sculpts, reportedly resin, have a similar but distinct aesthetic, and I'm already thinking of how I'd integrate them into the army. A couple of thoughts:
  • An elite unit (in background terms), picked out by a largely red paint scheme.
  • A shard from a different Isorian world – while there are common aesthetics across the Isorian Senatex, there's still room for a little variation: isolated shards might well develop functionally identical equipment in a visually different way.
  • The giant machine that is Antares goes through periodic collapses, and gates occasionally descend beneath the photosphere and become unreachable, stranding the system. With the pandemic having spoiled everyone's wargaming fun for the past couple of years, it'd be neat to nod to that in-universe through a blurb like that.

+ Other second edition Gates of Antares rumours +

+ For anyone interested in the game, but hesitating to get involved with a dormant ruleset, I thought I'd gather the extant info on second edition:
  • As mentioned on the Freeborn Shard (tFS), the Vorl were in development in 2019, with Rick Priestley talking about the biology and – I believe – some test sculpts or prototypes being produced.
  • The second edition has been stated to be a tidy-up rather than a complete ground-up rebuild.
  • The rules in the update and FAQ [+noosphericexloadlink embedded+] are explicitly the current playtest rules; and likely the template for second edition.
  • Both Isorians and Boromites were mentioned in passing as difficult to produce in plastic, so perhaps resin is Warlord's answer for these factions?
+ Tim Bancroft of The Freeborn Shard, and Warlord's Anatares co-ordinator shared this preview on the IMTel Facebook group [+noopshericexloadlink embedded+]:


+ What can we take from this? +
  • Simplified points costs system – many of the options like grenades seem to 'baked into' the entry, and costs are reduced across the board by a factor of 10 – a unit that cost 115pts is now 11, for example.
  • The addition of a movement stat is new – and perhaps heralds changes to the rules for Slow and Fast.
  • The naming has altered – things are now presented with more in-universe terminology. The 'Nar Vesh Phase Monitor' was previously a 'Isorian Phase Squad Leader', for example.
  • New weapons – you'll see the new sharpshooter has a previously unknown plasma rifle.
  • A few tweaks to the Unit/Force restrictions; though I'm not familiar enough to really understand the implications here.
  • The terminology around drones seems to have been tidied up, with the 'spotter buddy' hopefully clearing up potential confusion around Buddy drones being treated differently to Probes (currently they're the same models and stats, but fielded in different ways).
+ One final thing to note is that a sort of Antares-style Kill Team supplement called Incision Shard quietly emerged on 10th December last year. The full rules are free to download from the IMTel site on Warlord Games here [+noosphericexloadlink embedded+]. They looked fun, but you can also put 2 and 2 together when you spot the following detail in the weapons entry (page 37 of the document):

Phase Rifle Direct Fire 20 30 80 1×SV2 – Exploit SV4
Phased 10 20 60 3×SV1 – Phased Fire, Exploit SV3

+ Those are some neat new rules; perhaps heralding how the plasma rifle above works? The names are different, but perhaps that's simply a playtesting thing? Anyway, perhaps it's all a bit tinfoil hat, but in case it's of interest, here's the relevant rules text. Perhaps you can test it out in your own 1st edition games?

Phased Fire
[...]The weapon temporarily phases out the trooper and itself from normal space so the trooper experiences time slower than others on the battlefield. Some firepower and range is lost due to the phasing. 
Phased Fire can only be used on a Fire order and allows the trooper to fire multiple shots without being classed as shooting in RF mode – so suffers no RF penalty and allows the use of Sniper and Marksman skills on the shots. The shots can be spread across one, two or three targets, but all must be within 1” of each other. Phased Fire cannot be used in any other situation, even on a Reaction.

Exploit SVx 

Exploit is given to Isorian plasma rifles that fire a carrier wave alongside the plasma beams. The wave attempts to infiltrate whatever hardware it comes up against: though typically ineffective against hardened machines, armour and the like, other equipment can be vulnerable. 

Any hit by an Exploit weapon against enemy equipment, buddy drones or probes is counted as having the SV ‘n’ specified. 


+++