Showing posts sorted by date for query gates of antares. Sort by relevance Show all posts
Showing posts sorted by date for query gates of antares. Sort by relevance Show all posts

Monday, January 8

+ inload: Salamanders and Epic bases +

+ Epic-scale adventures +

+ Work progresses on the Epic-scale Salamanders, who prove rather tricky to photograph. Above you can see the batch of infantry and vehicles I'm working on. They appear an almost emerald green, but that's an effect of the light. +

+ Having sprayed the sprue brown in preparation for an angled spray of green (to create instant shading), I was feeling very pleased with the idea of doing this on the whippy-stick rulers included in the big box:

+ While this worked well for the spraying itself, the figures fell off under the smallest pressure when I started to paint – and in hindsight, the bendy plastic should have been a clue it's not compatible with polystyrene cement. If you use this approach, I suggest using PVA or superglue. +

+ Having re-mounted the figures on the edges of the leftover sprue frame I'd used last time, I got stuck in, and worked up around two-thirds of the sprue – favouring Tactical, Devastator and Assault Marines. +

+ Painting was a process-driven affair, colour by colour. It's time-consuming but quite rewarding as each model is done so quickly. I popped on some music and the time skimmed by pleasantly. +


+ Mark VI marines have studded left shoulders where the Legion/Chapter symbol should go. On the previous batch I'd moved the Legion/Chapter symbol to the right shoulder (as in the plasma marine at the front left of the image above), but thought it was a shame that the Salamanders' flame iconography didn't appear at all. For a bit of variety, I threw in some flame icons on some of them, as you can see on the other marines above. +

+ Once dry, these were pinged off the sprue and the resulting are now lurking in a spray can lid [+Ref: imagecapture above+] for their brethren. Once all are finished, I'll start adding them to the bases, which are also worked up. The reason for this is partly practical: I glued them to the sprue intentionally breaking up stands (so it'd annoy me into polishing off the rest of the sprue), and partly because I'd prefer to have the entire formation done in one go. +

+ The other part is superstitious. Part of me is tempted to hold off gluing these on, in case we see the upcoming release of a different armour mark – if one's coming, I'd prefer mixed bases. This way, however, lies madness. Even supposing a Mark III or II (or whatever) sprue is coming, it'll be months away. +

+ While waiting for a possibly mythical variant sprue is probably not on the cards, the inclusion of the flame icons in this batch goes to show how things develop as you go. The previous batch will thus have none of these flame icons (unless I go back to repaint shoulder pads), but I've caught it in time that the finished stands can mix and match with this and future stands for a bit of variety. +

+++

+ And talking of bases +

+ At the top left of this image you'll see one of GW's new bases (I've added my own texture, as I didn't want cityfight bases). Immediately below that you can see another, upside-down. Both are resting on a Warlord Games 25mm base sprue, which – as you can see – are an ideal option for blank bases. +


+ These bases are ~£7 for 25, so the budget option remains 2p pieces (or equivalent local currency). However, these are identical in size, have a similar height and bevel to the GW ones, and are slightly recessed. This last part means they'll partially hide the integrated bases so common to third party 6mm figures. +

+ While I'm still grumpy with Warlord Games for dropping Gates of Antares, (an absolutely stellar game that has happily been made freely available on the Antares Nexus), these bases are a good option if you're looking for a plastic alternative to GW's offering. They're available in 25mm, 40mm and 60mm, so a decent starter range. [+noopsphericexloadlink embedded+]. +

+ I'm planning to use these for my orks and eldar, so when I get to them, I'll pop up images of these bases in use in a future inload. + 

+++

+ Raiders of the Lost Cupboard of Opportunity +

+ I've an irrational dislike of using Knights in Adeptus Titanicus, but they seem quite fitting for Epic: Legions, so I had a dig through my cupboard to find the sprues for the Knights that had come with the Grandmaster box set way back in – gosh – 2018. +

+ I also had a rummage through other boxes and turned up some Epic-scale bikes and a Dreadnought – which seem a bit more suited to the 40k-era theme I'm doing than the Contemptors. _

+++

Thursday, November 9

+ inload: Dead Earth Miniatures' Piscean review +

+ A tin of Saharduins + 

+ Dead Earth Miniatures' Piscean review +

+ Who? What +

+ Dead Earth miniatures, run by ex-GW sculptor Stephen May (@stevepaintsandsculpts on Instagram), is an indie producer of exquisitely characterful miniatures, which you can buy here [+noosphericexloadlink embedded+]. The growing range is mainly Necromunda-adjacent, with figures that would be ideal for old-school Ratskins and Brats, amongst others. While it's clear May has a real love for the 40k universe, these figures would all also be perfectly at home in many other skirmish games. +

+ Long-time inloaders will know my fixation on fishy little aliens, so will be utterly unsurprised that I recently supported Dead Earth Miniature's 'The Piscean' Kickstarter, which featured the charming and slippery fellow pictured above. +

+++

+ Materials and constructions +

+ The figure arrived packaged in a bubble envelope as four separate sprues along with a 40mm base. The resin it's cast in is high quality, with a good balance of strength and flex. Given the sculptor's pedigreee, I'd be inclined to guess that if it's not the same stuff Forge World use, it's certainly something very similar.  +

+ There was little flash and no mould slippage on the copy I received, which is always a relief for short-run resin figures. Likewise there was no distortion or reshaping necessary, with the minor exception of one of the cables above – and given the very fine nature of these parts, I think that's virtually inevitable. +

+ Given the sinuous nature of the figure, it's unsurprising that it's had to be cut into a few pieces. These cut are well-judged, with joins largely hidden in naturalistic ways, such as the neck under a cable, and the sleeved arm joining at a shoulder strap. The parts have been well-cast, with little or no warping, so there are only very fine gaps – you can see one at the shoulder in my assembled version below, but as you can see the neck and foot joins are almost invisible. +

+ There were no instructions included, which can be tricky for non-human figures (it's not always obvious where alien anatomy goes!) but there are handy guide structures on the components meaning that they only fit together in one position. Construction is therefore straightforward, and aside from having to fish out a pair of tweezers to get the pipes on either side of the head, was very swift. One set of these pipes required running under hot water to bend into place, but that's well within the wheelhouse of anyone likely to be building them. +

+ The assembled Piscean, pictured alongside a couple of Knightmare Games Fishmen, and GW's original Saharduin +

+++

+ Painting +

+ Still WIP at the time of this review, I wanted to include a few notes on painting the figure – which is proving a treat. I couldn't resist working up the face a little more, and you can see character and detail apparent in the sculpt even at this stage. +

+ One of the lovely aspects of weird one-off aliens like this is the absolute freedom for colour schemes. There's no set expectation for them. I toyed with a brighter colour (as I'd used for the Knightmare Miniatures ones above), but since this sculpt is far more salamander-esque, I decided to go for a more muted, earthy tone. He's got a bit of a Star Wars feel at the moment, which is no bad thing – as noted above, while the Piscean would fit in nicely with the 40k universe, he'd be equally at home in other universes, like Gates of Antares. +




+ Having opted for green skin, I decided that battered brown-black leather would help set it off, so I'm using that for the straps, and a more neutral grey for the rest of the clthing/armour. This low-key scheme is at an early stage, and I'll be working it up before adding some contrasting markings to provide some eye-catching highlights and a flash of exotic colour. +

+++

+ The good, the bad, and the fishy +

+ Overall, I'm delighted with the figure. Partially that's down to my enthusiasm for retrohammer-flavoured fishmen models, but even objectively this was a real treat. The sculpting is top-notch, and as one might expect of an ex-FW sculptor, fits into the aesthetic of my largely GW collection really naturally. Happily, the production quality – often the weakpoint of indie studios – is also excellent. +

+ On the downside, I've heard a couple of comments from other backers that their model arrived broken, so hopefully for future projects Dead Earth Miniatures will consider using small cardboard boxes for packaging to help minimise damage on figure(s). +

+APPENDEDIT: I've just been informed by another backer that her model turned up in a bubblewrap envelope within a cardboard box, so looks like this issue has already been resolved – good show, DEM!+

+ The pricing – £22 Kickstarter, £24 retail – is in the same ball park as Forge World's kits, which I think is fair for a figure of this size and quality, even if it squeezed me out of going for the variants and options that formed part of the Kickstarter. I think Dead Earth Miniatures might have run out of time on getting pics of those options up before the Kickstarter finished, but have offered backers a freepost option, which I thought was a nice touch – and means that I may well pick up a variant if the bits catch my fancy. +

+ In summary, this is an extremely well-sculpted and thoughtfully designed figure that I'd have no hesitation in recommending. Quality-wise it's doing everything right, packed with interesting detail and a treat to the painter. I'd not have blinked if you'd told me it was an official Necromunda Hired Gun figure, and given the high quality of that range, that's a compliment. +





Monday, October 3

+ inload: Getting started with Horus Heresy in 15mm +

+ Where the Stone Oxen and Lions Stand +

+ Getting started with 15mm Horus Heresy wargaming +


+ As outlined in this inload [+noosphericinloadlink embedded+], our gaming group is adapting the freely-available Antares 2 ruleset for our Horus Heresy wargaming. This inload is intended as a primer, so if you fancy doing it yourself, you should feel free. +

+ First steps +

+ To get started, you'll need to download and read the Core Rules that are available here [+noosphericinloadlink embedded+]. You'll also need:
  • A second player(!)
  • A measuring tape
  • Around a dozen D10 dice
  • A D6, a D8 and a D4 dice
  • Something to act as pin markers
  • Order Dice – one for each unit – and a bag or box to draw them from.
+ You can use pretty much anything for most of these, but if you want a one-stop shop, Skytrex (a subsidiary company of Warlord Games) produce a set of blast markers; and an Antares dice pack. +

+ The Order dice are the one thing that can't easily be substituted. You can buy different colours from Skytrex here, or search second-hand sets. The important thing is that each side must have a set of dice of a different colour to the other. If you don't want to buy as set, you can either use stickers to mark up some D6s you have (make sure both you and the other players use the same size), or use the handy table for reference:

1 – Rally
2 – Advance
3 – Run
4 – Fire
5 – Ambush
6 – Down

+++

+ 'I've never played a wargame!' +

+ First off, welcome to a fun new hobby! The Antares 2 rules are written nice and clearly, and there's a handy quick reference sheet here that I recommend keeping to hand while you find your feet. If possible, find someone on the Gates of Antares Facebook group to talk you through. It's a thoroughly friendly community. +

+ 'I already play Antares 2' +

+ Great – tweaks have been kept to a minimum, so if you're familiar with Antares 2, you'll be ready to play. The key changes are:
+ If you want to play in 28mm scale, then feel free. The only tweak I'd suggest for 28mm play is to reduce the Movement stat (M) of the marines and tanks back down to 5. +

+ Note that this army list is not intended to play against the factions and creatures of the Antares setting. You can, of course, do so – there's no difference in the mechanics, but I don't think it'll really reflect the comparable capabilities of either side very well. +

+ In terms of models, you can use any of Games Workshop's Space Marine models, if you're playing at 28mm scale. If you're doing as we are, then I suggest you scour the noosphere for Epic-scale STL files, and print them out at 187%.

+ 'I already play Horus Heresy: Age of Darkness' +

+ You'll be familiar with the background, and with the sweeping battles of Space Marines. The modifications we've made to the rules are designed simply to reflect this background. +

+ First off, you'll need the rules. Happily, these are available for free here [+noosphericexloadlink embedded+]. Antares 2 is a brilliant game, designed by Rick Priestley (of 40k fame) and Tim Bancroft. +

+ Secondly, you'll need either to apply the adjustments to the scale (noted above, under I already play Antares 2) to use your existing models, or source some 15mm models – again, as described above. +

+++

+ Lucifer216's Night Lords clash with my Emperor's Children +

+++

+ Playing space and mission +

+ Now you've got all the rules and models to hand, you'll need a table – we  used 30 by 44in for Battle of the Mirror Plains. Conveniently, that's twice the size of a GW Kill Team board, so if you've got one hanging around, that's all good. The game scale nicely, and for a larger game, I'd suggest that you use a 6 x 4ft table, as in Meeting Engagement on Gundrun Prime. +

+ Next, you'll need to create a mission. Both Antares 2 and AoD are unapologetically narratively-leaning, and that's also the attittude I'd encourage here once you get into the swing of things. Come up with a cool story and work together to write a mission around that. Because Antares 2 has really clever morale mechanics, you can play an asymmetric game that remains fair and engaging. +


+ My Emperor's Children +


+ When starting out, however, I'd encourage you to use mirror forces (so you can get used to the mechanics and learn the strengths and weaknesses of various units together) and one of the missions from the 'Playing the Game' booklet here. While these missions are Antares-themed, a lot of them can happily be played in another setting. They're been thoroughly playtested and  all those I've tried are great fun. +

+++

+ Gathering an army +

+ With all those in place, gather your forces. The rules for doing that are also in the 'Playing the Game' booklet listed above. The game does scale well, but I'd recommend trying it out with about six or seven units a side to start. +

+ The Army list and weapons stats (at time of writing, we're at v0.3) can be downloaded from the Files section of the +Death of a Rubricist+ Facebook group. Do feel free to ask there if you can't find them. +

+ At the moment, we haven't got any Army Options for the Space Marine list, but we're going to playtest allowing each side a one-use Order Re-roll per Force Level (FL) – that is, if you're playing a FL2 game, each side should be given two tokens that they can spend at any point to re-roll critical command rolls. That should help to ameliorate any 'feel-bad' moments. +

+++
+ At this stage, you're ready to play – good luck! Please do feel free to comment here or on the +Death of a Rubricist+ Facebook page if you've got any feedback or ideas. +

+++

+ Designer's notes on version 0.3 of the army list +

+ Changes made since the last game have included:

+ Weapons +

  • The boltgun now has two firing modes: Deliberate and Burst. 
    • This change means that players can either choose to fire one accurate and more deadly shot, or go for weight of fire. I don't anticipate this slowing the game down much, and it will create some fun tactical choices.
    • I'm leery of adding additional complication and granularity to a battle-level game, but this change is made to ensure that Tactical Marines remain at the heart of the experience, and an enjoyable, exciting and interesting unit to use.
  • Power sword renamed to Power weapon; it felt too granular to have swords, axes, mauls etc. SV (Strike value – basically armour modifier) increased to SV4, to make them more worthwhile in combat.
  • Power Fists likewise were bumped up to SV7, making them a credible threat to tanks.
  • Increases in SV to krak missiles
  • Increase in SV to autocannons, and replacement of RF to Not RF, allowing them to fire both shots without a penalty to their Acc.
    • These changes were made to differentiate them from Heavy Bolters (which fire a greater number of less powerful and less accurate shots), and make them more attractive in comparison to Missile Launchers.
  • The Autocannon's bigger brothers, the Predator Cannon and Accelerator Autocannon (from Sicarans) have appeared. The former is basically a four-shot autocannon, while the latter is shorter-range and slightly less powerful, but fires six shots.

+ Units +

  • Veterans – The granularity of the D10 system allows slight increases in Acc, Co and better Init when compared with Tactical Legionaries. A limit of 0–FL means that you can't just take these over Tacticals; and their Sergeant also has 'Follow', which allows him to take charge of a section of the battlefield.
    • This unit is intended to stand-in for everything from Legion Veterans to specialist units like Terror Squads and Noise Marines.
  • Terminators – Similar stats to Veterans, these benefit from improvements to Storm Bolters (addition of Not RF means they fire at full Acc) and Power Fists (increase in SV makes them able to take down tanks in combat). The Res value has been chosen so they'll only die on criticals against small arms fire. Slower than other Marines, they'll need more careful use than the more flexible other units. 
  • Command Squad – officers weren't really thought through before, so I've created a unit. While the Centurion is fairly tasty in close combat (and the squad can be armed with pistols and swords to help), this isn't really a game that revolves around it, so the idea here is to provide a strategic rather than tactical advantage:
    • The officer has Command 15, which allows units within 15cm to use his Command value; and Follow, which enables multiple units to activate, allowing you to concentrate force on a critical area. This helps the unit to shore up a critical part of the line, and generally act like an officer, rather than simply smashing face.
    • An optional Ancient allows your Centurion to be accompanied by the Company banner. This model has 'Hero', which means other units can use his Init (allowing Tactical Marines to react better, for example), representing the inspiration they draw from their Company colours. 
    • The Veterans here have Loyal bodyguard, which allows players to reallocate hits on the Officer (or Ancient) to them.
  • Predator – Cheaper than a Land Raider, better armoured than a Rhino (but losing self-repair and transport), this is a nice all-round tank that I hope to see more of. The armour is at the sweet spot that makes infantry heavy weapons meaningful against it (in a way that they're not against the Land Raider).
  • Sicaran – Very much designed as a 'side-grade' to the Predator, it's a hint more expensive, but a little faster and tougher. See the notes on the guns above.

+ Plans for v0.4 +

  • Further refinement of units
  • Addition of krak grenades options to units
  • Addition of specialist options (e.g. close-combat veterans)
  • Thunder Hammer and Storm Shield options for Terminators
  • Further weapon variants on tanks
  • Apothecary
  • Dreadnoughts (including Leviathans)
  • Consider Rhino and lighter tanks becoming single order dice units; modify speed up.


+ Silver Stars on the painting block +



+ Further thinking +



+ In short, the initial idea was a whim as much as anything. TrojanNinja and I had enjoyed a fantastic day out playing the new version of the wargame Beyond the Gates of Antares. Lucifer216 had found some wonderful 15mm models, and enthusiasm was high for Horus Heresy (HH) gaming, with the release of Games Workshop's updated Age of Darkness (AoD) game. +

+ We could very easily have started playing the new AoD with our existing HH armies, or simply played Antares 2 itself. In fact, I'd thoroughly encourage you to do both. Let me emphasise that this isn't intended as an anti-GW thing, nor as a rejection of the Antares background and universe. As a group, we very much enjoy both! This is simply a nice way to scratch a few different itches in combination, and make the most of our limited gaming time together. +

+ If you do decide to dive in, I hope you'll find this engaging with this as simple as possible. +

+ The 'elevator pitch' for the Antares 2 ruleset is that it's manufacturer-free, so while there is an extensive (and awesome) range of models, the core rules can explicitly be used elsewhere – which is what we're doing here. +

+ The resulting game is slightly more stripped-back and grubby than either the high sci-fi of the Gates of Antares universe or the space opera of the Age of Darkness. If you think of it a bit more like old war films, you won't go too far wrong. +

+++

Monday, September 26

+ inload: Battle report: Meeting Engagement on Gundrun Prime +

+ Meeting Engagement on Gundrun Prime +


+++ 

Dawn; and the cobwebs stirring in the windows of the long-neglected abbey were all the indication of the former population. Having endured Old Night, the degraded inhabitants clustered in what had once been an important regional centre for the safety it offered. 

It had already been proven an empty promise. Over the course of less than a century, the people had been contacted and made Compliant; brought into the light of the Emperor – and then abruptly been informed that the Warmaster Horus was now their liege lord. 

If he were even aware of the planet, one wonders at his reaction at finding elements of two Legions supposedly under his command squabbling over the scraps.

The locals huddled together as distant gunfire began to be heard...



+ Game rules: Antares 2 [+noosphericinloadlink embedded+]
+ Mission: Meeting Engagement – aiming to degrade the enemy while maintaining their own strength, both sides were attempting to break the spirit of their enemy. The game would last for six turns, or until one side was reduced to half or fewer of their starting Order Dice (achieved by destroying whole units). 
+ Combatants: Apologist, commanding the Emperor's Children; vs Lucifer216, commanding the Night Lords.
+ Battleground: The Feudal World of Gundrun Prime – of little value itself, but a good proxy for control of the Luciferran forges. The victor would be able to throttle control of heavy armour across the region.

+ Building on the playtesting done for our earlier game, The Mirror Plains [+noosphericinloadlink embedded+], this was a further test of our adaptation of the Gates of Antares 2 rules. It was also Lucife216's first introduction to the rules, so again it was deliberately fairly low-key and simple. +

+++

+ Forces +

+ A larger game than the Mirror Plains, each Commander had been entrusted with a standard mechanised demi-company of thirty Legionaries deploying as six five-man tactical combat squads. Each side also deployed two Rhinos and a Land Raider apiece. +

+ Each side thus had nine units. Since both Rhinos and Land Raiders are Mulit-Order-Dice (MOD) units – meaning they can act twice in one turn – there were twelve Order Dice for each side. To win, an army would have to reduce their enemies' Order Dice total to fewer than six at the start of a new turn. +

+ Deployment and early turns +


+ The Night Lords clustered their forces on the left, with a lone combat squad on the right in support of the Land Raider. The Emperor's Children, meanwhile, adopted a more centralised deployment. Both sides quickly advanced to take advantage of the available cover, while taking pot-shots at each other. +

+ The early turns were characterised by the Land Raiders wheeling around the central woodland, looking for advantage. The Night Lord Land Raider had the better of the duel, inflicting blast markers on its opposite number, while the purple tank's shots went wide or were saved. +

+ Night Lords Tactical Squads in the centre +

+ Boltguns had received some tweaks since the last game, being upgraded to firing 2 x SV1 shots, with Rapid Fire. Along with the introduction of Bolter Drill (a rule that replaces the fun buddy drone reroll lost in the translation from Antares to Horus Heresy), this meant that they had the potential to deal a lot more damage once the two forces closed. For the moment, the few blast markers being inflicted were the result of long range support weapons like missile launchers and autocannons – and even these were causing no out-and-out casualties. +


+ Emperor's Children mass to defend against the Night Lord Land Raider. While the tactical legionaries had no hope of destroying it outright, being able to place blast markers would be a way to render it combat ineffective. +

+ At the end of turn 2 of the six turn game, there were no major casualties; cover and range meaning that only a few scattered blast markers and a couple of luckless Emperor's Children legionaries would trouble the sides going forward. +

+++

+ Mid-game +

+ The Night Lords advance with the limited force on the right were risking pinning down a superior force. Wanting to avoid this, the Emperor's Children vehicles consolidated their forces towards the centre, hoping to strand the Night Lords Land Raider while it circled the wood. +


+ Realising that hesitation was allowing the Emperor's Children Land Raider to dominate the centre, the Night Lords began an advance on the left, pushing forward their mounted troops. It was somewhat hampered by the numbers of blast markers building up on their unmounted allies. Not one but two Night Lord combat squads failed their Order rolls – perhaps wanting to see how their fellows fared first! +

+ While the advance was thus not the knock-out blow it could have been, it did succeed in establishing a position on the flank, from where the Night Lords threatened to encircle the Emperor's Children lines. +


+ Wanting to avoid this, the central Emperor's Children Rhino moved forward, ready to receive the Emperor's Children tacticals and redeploy. A key failed order meant that the tacticals hesitated a moment too long – and were caught by an assault from the Night Lords! +

+ In the centre, ten Night Lords were being hammered by long-range support weapon fire – and more pointedly, the Emperor's Children Land Raider, which opted to take the risk of acting early and hoping that it could avoid too much damage when its opposite number came to move. +

+ On the right, twenty of the Emperor's Children marines were still struggling to deal with the Land Raider. Although they had managed to wipe out the supporting infantry, it had a been a poor trade, with the Land Raider destroying their support Rhino with little effort. At risk of being stranded out of position, the infantry 
began moving forward and left. +

+ By the end of turn four, casualties were mounting up, but the Night Lords were slightly ahead, remaining one Order Die ahead as the sides traded units. +

+++

+ Closing turns +

+ Things were tightly in the balance. While the Emperor's Children were fractionally behind in Order Dice at the start of turn five, a string of their Order Dice being pulled from the bag (four in a row!) meant that they were able to press the attack in a number of key areas, and place additional blast markers on the already-disrupted Night Lords. +


+ As an illustration of this, the Emperor's Children Land Raider shrugged off the lone blast marker on itself (units that successfully pass an order check remove one blast marker – that's why it's generally best to focus on key units with at least two of your own) and opened up on an exposed squad of Night Lords gamely attempting to support the drive down the centre. Two rounds of firing saw the squad all but eliminated – and the resulting number of blast markers meant that the survivors of the squad broke and fled. +

+ On the right flank, the Night Lords Land Raider had got fearfully embroiled. While it was still undamaged and threatening, the constant harrying from the Legionary squads was preventing it clearing its blast markers, and the resulting negative modifiers to its command meant that it suffered a failed Order check. This resulted in the crucial order being changed to Down: making it more survivable (units targetting a Down unit have to reroll successful hits), but meaning that it was unlikely to be able to make headway. +

+ While it was able to move and target the Emperor's Children Land Raider at last, its shots proved as fatefully ineffective as the Emperor's Childrens' had at the start of the battle. + 

+ Fate was clearly wearing a wry grin, as this was followed up by the two Emperor's Children tactical squads in the centre each failing their crucial order rolls, leaving them Down and their beleaguered colleagues in the lurch! +


+ On the left, the Night Lords continued pressing the attack, being rewarded by wiping out the Emperor's Children behind the rocky outcrop. Had their fellow made it across to support, it was likely that they could have pressed onwards – but it was not to be, as they were instead driven back by weight of fire of the rapidly-redeploying Emperor's Children. +

+ The closing turn saw the critical events – the loss of the Night Lords' Land Raider, and some final piece trading. It was close – both sides had lost around half their starting number... but which could claim the field? +

+++

+ Result: Emperor's Children victory! +

+ Almost too close to call! The result of this razor-close game came down to a single Order Die – a fitting six remained to the Emperor's Children, while the Night Lords were down to five, thanks to the eventual loss of their Land Raider. +

+ As the Night Lords slipped away into the approaching darkness, the Emperor's Children began counting their casualties. + 

+++

+ Post-game musings +

+ We enjoyed a post-game cup of recaf and talked over the events. Lucifer216 really enjoyed the flow and sense of manoeuvre – a key appeal of the Antares 2 mechanics for me, too. +

+ The adjustments to the movement characteristics (up to 10cm from 6cm) helped with the above, and felt about right to me in comparison with the Mirror Plains. You still need to run to make substantial redeployments, but standard advances feel decisive – and crucially, it doesn't look weird when you sprint, either. +

+ Likewise, the boltgun tweaks made firefights with basic weapons a bit more interesting. The high resilience stat (Res) of 7 that I gave to Space Marines means that they're hard to hurt – so adding SV1 to the gun reduces the save to 6 or less. Also leaves some space for future-proofing (for SV0 lasguns, for example). +

+ I think, however, there is an argument that the boltgun could be further refined by simply making it 2 shots. Even taking into account the -1 to accuracy (Acc) this adds, neither Lucifer216 nor myself chose to use the single shot option. In fact, I'm not really sure where that would ever really come into consideration, as in almost every case, it's better simply to roll more dice, even at -1. Perhaps I'm missing something crucial. +

+ We'll discuss things further, but I'm erring towards testing bolters as simple two-shot guns. That takes one modifier out of the equation, and generally frees up brainspace for things like range, cover etc. It'll clean up the statline, too. +

+ The other big thing that I'm wondering about is the resilience of the Land Raider. As it stands, it's all but untouchable to the infantry. One the one hand that's fitting; one the other, I don't want the Space Marines themselves to be a burdensome tax that you take to maximise the number of vehicles you can field. +

+ Whether we deal with that by reducing the Res of the Land Raider (currently 15), or by tweaking the stats of anti-tank weapons – or whether it's simply that we haven't yet painted up the sort of stuff you would take to deal with heavy tanks (Predators, Devastators and the like), I'm not sure. I'd suggest we keep this iconic battle tank as-is for now, and make a mental note to reassess after some battles with other tanks. +

+++

+ ...and speaking of other tanks, I imagine that this conflict, having opened up the route to the Luciferran Forges, will see follow-up battles featuring Dreadnoughts, Predators and so forth sooner rather than later. Perhaps even some slightly bigger stuff? Watch this space. +

+ On a final note, I'm pleased to say that the spectacle got both Stuntwedge and Warmtamale interested, so the struggle for the region will face the addition either of the Salamanders or the Sons of Horus – and perhaps some xenos... +

Tuesday, June 28

+ inload: Where the Stone Oxen and Lions Stand +

+ Emperor's Children, 16th Millennial +

+ Work in progress Emperor's Children 'The Illuminator demands perfection!' +

+ Another short painting session last night sees progress being made to my 15mm Emperor's Children. I'm not a fan of batch painting, but it's really the only practical way I've found to make progress with this scale. They're not small enough to whip through like Epic, nor quite large enough to be worth trying to focus on them as individuals. The upsides are that the details are clean and reward quick, simple techniques. +

+++

+ Painting 15mm Emperor's Children +

+ I'm planning to work through four stages for these marines, summarised from left to right below. +

_1  Quick and simple – the model is painted with Screamer Pink. The bases are then painted with drybrushing, as described in an earlier inload [+noosphericinloadlink embedded+]. The model is then washed with Druchii Violet and the guns, backpack, studs and visible soft armour in Incubi Darkness. +

_2 Stage 2  This sees the metallics picked out with Ironbreaker. The midtones are then added with an even mix of Screamer Pink and Emperor's Children, favouring the upper parts and avoiding the recesses. +

_3  Having dried, the metallics are washed with Nuln Oil and the highlights added. Form highlights are Emperor's Children thinned with flow enhancer, over which are added Fulgrim Pink edge highlights to areas facing the light. +

_4 Detailing. The guns get an edge highlight of Vallejo Off-white, the eyes are picked out with Moot Green, and the Legion markings are added with gold (I think it's Liberator Gold, but wouldn't swear to it) a over a circle of Incubi Darkness. +

+++

+ Paint musings +



+ An overall shot of the force as it stood at the start of the evening. As usual when starting a new project, my mind is bubbling over with ideas for development and expansion – but I really think it's only right to at least get these all painted and ready before asking the ever-kind Lucifer216 to print any more! +

+ Natural light always shows things slightly differently; I find it lends itself better to colour accuracy (at least with my phone). Below are some shots from the desktop this morning. I don't think they bear up to too much close scrutiny, but I'm pleased with the overall effect even at this stage. Indeed – it's actually been nice to simplify things. +

+ Block colour space marines, with little in the way of individuality or complication, is how I remember the Epic battle reports of years ago. Armies painted like that have a lovely 'Legion' feel; of near-identical super soldiers, and I think that aesthetic is perfectly suited to 15mm. +

+ At 32mm, I like a bit of individuality, as the size and detail of the figures allows easy reference. Smaller than that, and it becomes considerably harder to tell the difference between different units at a glance. For that reason, I'll be keeping personalisation to a minimum here, perhaps lavishing a bit more time and attention on squad leaders and so forth. +

+ That will leave space for more elite units – Palatine Blades, Noise Marines (Kakophoni if you're feeling fancy) etc. – to be picked out with the addition of more silver and white. +


+++

+ Lore +

+ There's more to this hobby than painting and playing; so I wanted to come up with some background for the force in general. The Emperor's Children are a faction I've never really explored in depth, though they're a long-familiar name. Like the other three Chaos god-aligned Traitor Legions, I like how they represent a warning of taking a virtue to its extreme – for the Emperor's Children, pride curdled into arrogance. That's something that's long been tempting to explore – which I partially did in my Iron Hands narrative project, May You Live Forever, which followed a couple of Iron Hands during the Isstvan Dropsite Massacre. They encountered a few isolated Emperor's Children there, and so I'd like to touch back on that. +

+ Lucifer216 came up with the brilliant idea of producing some key figures in 32mm scale, and using forced perspective to get some shots. A lovely way to inject some personality and a great excuse to paint up some one-off larger figures, too. We thought it'd be good to generate some names, too, so my commander will be revelling in the name Lieutenant-Commander Dolichenus Tyrian, Prince of Chemos, Great Bull. +

+ Beyond this, however, I've left things fairly loose. Part of that is deliberate – I don't want to be distracted from making progress by diving into the minutiae of Legion's background and getting distracted. After all, everyone involved has a good solid understanding of the forces they're commanding and opposing, and I'd rather focus on the standard Legion troops than exceptions. +

+++

+ Gaming stats +

+ As outlined in this inload [+noosphericinloadlink embedded+], we're planning to use a modified version of Beyond the Gates of Antares (version 2) to play out this war. There's quiet a bit of counts-as and exceptions (mainly simplifying, but also some direct changes), so I thought I'd start drafting a reference sheet for us. I'll try to find some way of sharing it here. +


+++

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. +

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