Thursday, March 15, 2012

Xenarch Fleet Design



This is piggybacking off of an earlier post about the Xenarch Fleet located here: Early Design: The Xenarch Fleet.

So far, here are some of the rules and weapon types:

-Electromunition Batteries - Normal weapon batteries but almost always 20cm range yet always considered close ranged. This will be their standard batteries which will help define them as a short ranged fleet.

-Plasma Spears - Their version of lances.

-Shock Missiles - Within the Shock Missiles' arc, draw a line from the ship. Any base that is touched within 20cm gets as many dice to roll against the defending ship's armor equal to the Shock Missiles' firepower. You must reload ordinance to fire Shock Missiles again.

The Xenarch Matrix - Xenarch vessels always begin the game with leadership 8.

Charge Cell Thrusters - Xenarch vessels may role 6d6 when on All Ahead Full special orders.

The Black Tide - If you succeed with an All Ahead Full special order, the following ships or squadrons that pass an All Ahead Full special order may use the dice roll total from the previous All Ahead Full that turn.

Manifestation Vessels - Because the Xenarch vessels are robotic, controlled by Xenarch consciousnesses occupying hard wired Manifestation Cages, they are very difficult to board, as the vessel interior functions as it is were alive. Xenarch vessels have the Hostile Environment quality.

Commanders - In games of 750pts or more, you must have an Exetor. Since an Exetor must be placed on a Battleship or a Grand Cruiser, you must take a Battleship or Grand Cruiser to transport the Exetor in games of 750pts or more.


Exetor - A Battleship or Grand Cruiser may have a Exetor on board which makes the vessel leadership 9. The Exetor comes with 1 re-roll.

Each Exetor may take up to 2 Prophets. Each Prophet grants a re-roll to the fleet.

Cons:
-Will have the shortest range in BFG. Most weapons will be 20cm.
-Will not be very durable for a closing type fleet (most likely 5+)
-No bombers.

Pros:
-Relatively fast fleet
-Predictable and good leadership
-Hostile Environment
-Some special weapon bonuses.

More to come as the Xenarch develop. I will be thinking about a faction logo for them. Maybe I can find something online.

Tuesday, March 13, 2012

The Uradasian Sector 2

Here is the updated sector map with info from our campaign. This is post-battle report 1 and pre-battle report 2.

Red arrows point up updates and the red lines indicate conflicts.

BFG Scenery Making 1

Currently, our gaming group has one 8ft by 4ft gaming table and we are hoping to make another. We already gave the actual 8x4 table made but we are going to put a layer of hardboard over it that is painted up space style and make a whole new batch of scenery for it. Here is our progress so far...

Found these at the hobby story. These are slightly larger than the GW flying bases but will be perfect for asteroids.
Using some of the massive board of pink foam we still have from all sorts of scenery projects and a hot wire cutter, Gavin started shaving down the blocks. Here is what he started with.

Meanwhile, I drilled the holes in the bases to fit the stand material.
Our goal is for many more of these. 
Here are our compiled gas cloud collections from various destroyed dog toys (thanks Angus!).
This will be a planet for the new board. 

Progress.
 
Here is an action shot, starting to shape an asteroid. 

BFG Ship Sizes

This is taken from a post by Iuris, reposted by Horizon as well.

BFG Sizes Warseer

Here are the sizes from the Rogue Trader books...


IMPERIAL NAVY and CIVILIAN VESSELS

Grand cruisers:
Avenger - 7.5 km x 1.8 km, 40 mTon, 141.000 crew
Repulsive - 7.4 km x 1.5 km, 39 mTon, 134.000 crew
Exorcist - - 7.3 km x 1.3 km, 37 mTon, 112.000 crew

Battlecruisers:
Overlord - 5.3 km x 0.85 km, 31 mTon, 100.000 crew
Chalice - 5.1 km x 0.8 km, 29 mTon, 98.200 crew
Armageddon - 5 km x 0.8 km, 30 mTon, 98.500crew


Cruisers:
Lunar - 5 km x 0.8 km, 28 mTon, 95.000 crew
Conquest Galleon - 5.1 km x 0.7 km, 30 mTon, 65.000 crew (note: half-transport)
Ambition - 4.9 km x 2 km, 25 mTon, 89.000 crew
Dictator - 5.1 km x 0.8 km, 29 mTon, 85.000 crew (carrier, +15.000 pilots/support personnel)


Light cruisers:
Dauntless - 4.5 km x 0.5 km, 20 mTon, 65.000 crew
Endeavour - 3.8 km x 0.5 km, 22 mTon, 67.500 crew
Defiant - 3.8 km x 0.5 km, 22 mTon, 61.500 crew (carrier, +6.100 pilots/support personnel)

Frigates:
Sword - 1.6 km x 0.3 km, 6 mTon, 26.000 crew
Tempest - 1.5 km x 0.4 km, 6.1 mTon, 30.500 crew
Falchion - 2.2 km x 0.3 km, 6.5 mTon, 28.000 crew
Claymore - 1.4 km x 0.3 km, 5.9 mTon, 21.000 crew
Turbulent - 1.95 km x 0.3 km, 7.5 mTon, 25.000 crew


Raiders:
Hazeroth - 1.5 km x 0.25 km, 5 mTon, 22.000 crew
Havoc - 1.6 km x 0.4 km, 6 mTon, 24.000 crew
Meritech Shrike - 2 km x 0.25 km, 4.5 mTon, 15.000 crew (Heretech vessel)
Iconoclast - 1.3 km x 0.4 km, 6.1 mTon, 16.500 crew (Destroyer)
Viper - 0.95 km x 0.25 km, 4.9 mTon, 7.500 crew

Transports:
Jericho - 2.25 km x 0.3 km, 9 mTon, 20.000 crew
Vagabond - 2 km x 0.4 km, 8 mTon, 18.000 crew
Carrack - 2.1 km x 0.4 km, 8.5 mTon, 19.500 crew (combat adapted)
Goliath - 4.9 km x 0.9 km, 16 mTon, 41.000 crew (onboard plasma refinery)
Universe-class Mass Conveyor - 12 km x 1.3 km, 60 mTon, 60.000 crew (+200.000 to 500.000 passenger capacity)



XENOS VESSELS

ORKS
(data will vary due to individualistic nature of the mekboyz)
Hammer Battlekroozer: 4.8 km x 1.2 km, 30 mTon
Kroozer: 4.5 km x 1.1 km, 30 mTon
Attack ship: 1.5 km x 0.4 km, 9.5 mTon
Brute ram ship: 1.1 km x 0.5 km, 6.5 mTon
Rok: repurposed asteroid of up to 4 km

ELDAR

General fleets:
Shadow cruiser: 4.7 x 1.4 km, 16 mTon
Eclipse cruiser: 4.7 x 1.4 km, 18 mTon
Aurora light cruiser: 3.4 x 0.4 km, 12 mTon
Hellebore frigate: 1.8 x 0.3 km, 5 mTon
Hemlock destroyer: 1.4 x 0.2 km, 4 mTon
Nightshade destroyer: 1.3 x 0.3 km, 4 mTon

Craftworld fleets:
Shadowhunter escort: 0.8 x .015 km, 3 mTon
Wraithship cruiser: 3 x 0.4 km, 12 mTon
Dragonship cruiser: 4.5-5.5 km x 0.4-0.6 km, 16-20 mTon

RAK'GOL
Butcher transport: 2 x 0.6 km, 9.4 mTon
Mauler frigate: 1.3x 1.0 km, 8.4 mTon
Mangler light cruiser: 3.1 km x 1.2 km, 18 mTon

KROOT
Warsphere battleship: spherical, 9km diameter, 47 mTon, 300.000+ kroot


CHAOS

Soulcage slaveship: 2km x 0.5km, 10 mTon, 30.000 crew + thousands of slaves (captured slave transport)

Hellbringer planetary assault ship (light cruiser): 4km x 0.5 km, 22mTon, 40.000 crew + 100.000 raiders
Devastation cruiser: 5km x 0.8 km, 28.5 mTon, 80.000 crew
Retaliator grand cruiser: 6.2km x 1.4 km, 38 mTon, 140.000 crew
Pestilaan light cruiser:5km x 0.9 km, 39 mTon, 50.000 crew plus "countless lesser demons"
Slaughter class cruiser: 5km x 0.8 km, 28.5 mTon, 80.000 crew
Carnage class cruiser: 5km x 0.8 km, 28.5 mTon, 80.000 crew
Hades class heavy cruiser: 5.2 km x 0.8km, 33.5 mTon, 130.000 crew
Infidel class raider: 1.5km x 0.25 km, 6 mTon, 24.000 crew


SPACE MARINE VESSELS

The Hunter-class destroyer, although based on a design long available to almost all Space Marine chapters, was pioneered primarily by the Dark Angels, whose deep distrust of other factions within the Imperial hierarchy made acquisition of vessels from shipyards and forgeworlds far more problematic than for most other chapters. As such, the Dark Angels chose the Hunter-class destroyer as the most viable counterpart to the Imperial Navy’s Cobra and maintains large flotillas of the vessel in all their battlefleets.

Hunter-class Destroyer
Hull Type: Raider
Dimensions: 1.3km long, 0.3km abeam at fins approx.
Mass: 5.2 megatonnes, approx.
Crew: 18,500 crew, approx.
Accel: 6.7 gravities max sustainable acceleration
Speed: 13
Maneuverability: +25
Detection: +20
Hull Integrity: 35
Armor: 19
Turret Rating: 1
Space: 45
SP: 50
Weapon Capacity: 1 prow, 1 dorsal

Of all the vessels in the service of the Adeptus Astartes, the Nova-class frigate is commonly the single class to which the Imperial navy takes the most exception. It lacks sufficient size to really fulfill the deployment and assault roles for which Space Marine ships are primarily intended and its lance armament an speed make it a menacing gunboat in its own right. As such, the Nova remains rare in most Space Marine fleets, a trend the Imperial Navy, the Inquisition, and other institutions perpetually concerned by the balance of power would dearly love to see continue.

Nova-class Frigate
Hull Type: Frigate
Dimensions: 1.5km long, 0.62km abeam at fins approx.
Mass: 5.7 megatonnes, approx.
Crew: 20,000 crew, approx
Accel: 6.1 gravities max acceleration
Speed: 12
Maneuverability: +15
Detection: +10
Hull Integrity: 42
Armor: 20
Turret Rating: 1
Space: 50
SP: 52
Weapon Capacity: 1 prow, 1 dorsal

Invariably the Gladius is the most numerous escort within a chapter-fleet, being one of the few escorts in relatively uniform usage across the chapters. The vessel, although larger than any genuine gunboats likely to be in use, is relatively small by Space Marine standards, seldom carrying mush more that a single squad of Space Marines who are invariably spread across its decks and control centers supervising the much more numerous chapter serfs upon whom the chapter relies for actual operation of its vessels. As such, the Gladius lacks the genuine punch of other Space Marine vessels, and is of little use in their favored planetary assaults, but instead earns itself an admirable place as the foremost ship of the line when it comes to more mundane border patrols and deep space blockades.

Gladius-class Frigate
Hull Type: Frigate
Dimensions: 1.8km long, 0.7km abeam at fins approx.
Mass: 5.8 megatonns, approx.
Crew: 23,000 crew, approx.
Accel: 5.4 gravities max acceleration
Speed: 10
Maneuverability: +15
Detection: +10
Hull Integrity: 45
Armor: 20
Turret Rating: 2
Space: 55
SP: 58
Weapon Capacity: 2 dorsal

While a Space Marine Chapter only rarely employs the might of its battle barges, Adeptus Astartes strike cruisers are a more common, although still rare, sight. Often the arrival of a Space Marine strike cruiser is enough to quell a rebellious system. The Space Marines are quick to act if their enemies’ surrender is not immediately forthcoming.

Strike cruisers are fast, lightly-armed vessels which mass slightly less than the Imperial Navy’s Dauntless-class light cruisers. Their primary function seems to be that of rapid response, reports indicating that they are invariably the first craft to arrive at a threatened planet.

Strike cruisers appear to carry approximately one full company of space Marines (including support vehicles) and have been observed to deploy them with in twenty minutes of arrival in orbit.

Like Battlebarges, strike cruisers do not represent a single class of vessel, or specific configurations of weapons and systems, but rather represent a broad range of different Space Marine vessels used for largely similar tasks. Strike cruisers, first and foremost need to be swift vessels, with a substantial transport capacity and various means of delivering those troops (be that a mixture of teleporters, drop pods, or launch bays equipped with Thunderhawks). Within these parameters, strike cruisers can, and do, take a variety of forms.

The Grey Knights, perhaps the most secretive and unusual chapter of all, have their base within the Solar System itself, within easy striking distance of Mars and hence their strike cruises are sleek vessels, utilizing quite simply the most advanced systems available, even by Space Marine standards. Other chapters, too, possess widely different forms of strike cruiser, each shaped by centuries of tradition and varying doctrine amongst the chapters of the Adeptus Astartes.

Space Marine Strike Cruiser
Hull Type: Light Cruiser
Dimensions: 4km long, 0.9km Abeam at fins approx.
Mass: 19.1 megatonnes, approx.
Crew: 60,000 crew, approx.
Accel: 4.9 gravities max sustainable acceleration
Speed: 9
Maneuverability: +15
Detection: +15
Hull Integrity: 60
Armor: 20
Turret Rating: 2
Space: 60
SP: 65
Weapon Capacity: 1 dorsal, 1 port, 1 starboard

Most Space Marine Chapters control two or three battle barges. They are very brutal vessels, with only one purpose behind their design. As might be expected, a battle barge, is configured for close support of planetary landings and carries numerous bombardment turret and torpedo tubes. A considerable amount of hull space is given over to launch bays for intra-system craft and drop pods, observations indicating that up to three companies can deploy simultaneously. The vessel is extremely heavily armored and well shielded, presumably so that it can breach planetary defenses without harm coming to its cargo. Naturally the battle barge would make a frightening opponent in any situation where boarding is involved.

Space Marine Battlebarge
Hull Type: Battleship
Dimensions: 8.2km long, 2.3km abeam at fins approx.
Mass: 52 megatonnes, approx.
Crew: 130,000 crew, approx.
Accel: 2.5 gravities max acceleration
Speed: 5
Maneuverability: +10
Detection: +10
Hull Integrity: 120
Armor: 25
Turret Rating: 3
Space: 135
SP: 90
Weapons Capacity: 1 prow, 2 dorsal. 2 port, 2 starboard

Monday, March 12, 2012

Basing Battlefleet Gothic Ships; The Better Way...


This is how I do it. Can't stand those plastic bases. I have so many ships based with this style and I have had hardly any problems. I had my original Corsair Eldar fleet on the plastic bases and someone knocked them over on the table at one point and almost every one of the broke. This makes them really study, trust me.

Tyranid Ships for BFG: How to Make Them


This is how I do it! Hope this helps.

Saturday, March 10, 2012

Early Design: The Xenarch Fleet

Confession: I love Ground Zero Games ships. I have been eyeballing them for a long time but I am not so sure about the Full Thrust (their space game) rules. Since BFG is kind of my hobby and I like making rules for fleets, I figured, what the heck, let's make a fleet for a race from 40k lore that isn't developed yet. I found this list...


Honestly, the name "Xenarch" is just cool looking so I clicked on it. I read what little is known about the Xenarch and then searched around online for more. I found this...

Xenarch Codex Discussion

People were working on a Codex for the Xenarch! Well, now I was convinced. I got the codex and read the lore created by the 40k fan community and I loved it. Typos, yes. Weird grammar, check. But, the story-line was awesome I was hooked right there. Since, I have a list of brainstorming items that I think will make this fleet unique and fun to play.

Some ideas for the Xenarch Fleet:
-Most fleets are based around the basic weapon batteries, lances, torpedoes, and launch bays. While I am glad that this is streamlined, I do like when fleets modify those weapons or have all new weapons altogether. Eldar, Orks, Necrons, Tyranids; they all have modifications of the basic weapons. I also like when some fleets have a weapon unique to themselves. Take the Star Pulse Generator. No one really has anything like it. When I play with or against Necrons, I have to go into the game knowing they have these weapons and be aware of how they work knowing that they probably have it in place of another weapon or extra points towards other ships. It's part of the Necron style and feel. Also, the Dark Eldar Impalers are something they have unique to themselves and functions similarly to Assault Boats but is still quite different. For the Xenarch, I would like to have a new weapon that only they have. This is difficult because it will be hard to determine a point value for it but I think it can be done.
-We have fleets that are pretty average ranged (IN, The Eldars, Orks, Necrons, Space Marines) and some that have longer range (Chaos, AdMech, Tau). There really aren't any fleets that NEED to be at close (I mean CLOSE) range to function. IN, Orks, and SM, being short ranged and in your face brawlers, still don't have to be THAT close. The IN and some Ork fleets do really well while within 30cm to get the best torpedo shotgun. Getting Huge broadside shots out of their ships, close range is important. I would like the Xenarch to be without pretty much any long ranged weaponry. 
-To make up for the lack of long ranged firepower and having very little even average ranged firepower, they will need to be fast. I would like to give them a smaller version of the Necron Inertialess Drives. The Xenarch lore says that they have very high tech "charge cells and capacitors." I think this technology could be applied to their ships' thrusters to prove a good speed and hefty AAF special orders. 

My plan is to use these ships...




More on this later...

Friday, March 9, 2012

The Protoss Protectorate Fleet


It is spring break and I have a lot of time on my hands. Here is The Protoss Protectorate Fleet (Beta V2)! Please feel free to download, share with your game group, playtest, critique, enjoy, exterminate. As quickly as I can get feedback, I will be able to update and complete the rules.

CURRENTLY BEING REVISED

Here are the ships (based off of the Models for the Relthoza Fleet for Firestorm Armada by Spartan Games)...

Tassadar Class Dreadnought - This is Protoss's Planet Killer. No Armageddon Gun but tons of long range firepower and ordinance. Also, a Nexus ship (you will have to see the rules to see what Nexus ships do.)

Aiur Super Carrier - A well armed battleship carrier that is also a Nexus ship. Dangerous Photon batteries.

Colossus Class Battlecruiser - A close-medium ranged gunboat. Durable and devastating at close ranges.

Guardian Cybernetics Carrier - A grand cruiser sized carrier with some long range ranged photon support.

Arbiter Class Cloaking Vessel - The first of the 3 medium cruisers. This vessel offers Photon battery support but is also a Nexus ship with a Cloaking Field.

Immortal Class Cruiser - The second of the medium cruisers and the smallest carrier option as well as support firepower.

Unfading Class Cruiser - The third of the 3 medium cruisers and the most firepower focused. The Unfading has a very powerful front threat range.

Zealot Class Frigate - The Zealot is a very powerful gun-focused escort that is very fast and dangerous at close ranges.

Dragoon Class Destroyer - A multi-arc Photon battery escort with ordinance targeting.

Hope you guys like it!
If you are interested in editing or playtesting, please email me at dangleason1@gmail.com or contact me on the Specialist Games Forum.

Thursday, March 8, 2012

Warp Rift Magazine


My friends, if you have not made had a chance to read Warp Rift magazine, you are missing out. Warp Rift is a BFG online magazine that is released periodically with all sorts of articles on tactics, supplemental rules, picture galleries, fan fiction, extra scenarios, more ship stats, conversion tutorials, campaign rules, paint guides, how-to articles, not to mention great graphics and photography. The contributors are among the most hard working, talented, and knowledgeable fans this game has seen. 

Honestly, there is something for everybody here. Whether you are big into painting, converting, fiction, gaming, campaigns, or just like sci-fi, you should check it out. Plus, there are a few pictures of ships painted by yours truly pictured inside. :) Click on the link below to go to the Warp Rift website...

The Terran Dominion Fleet (Beta V1)


Here it is! Rules for The Terran Dominion Fleet (Beta V1). Please feel free to download, share with your game group, playtest, critique, enjoy, destroy.  As quickly as I can get feedback, I will be able to update and complete the rules. 



Here are the ships...

Sovereignty Class Battleship - Loads of firepower. Makes up for a lack of torpedoes or nova cannon with a powerful lance battery on the front.

Progenitor Class Battlecarrier - A bit like a toned down Emperor with a more durable prow but less firepower. 

Contention Class Battleship - A less expensive Retribution with less control over the dorsal lances fire arc but more control over weapon battery fire arcs. Overall less firepower than a Retribution but fewer points. 

Strife Class Cruiser - One of the more in your face vessels in this list.  Similar to a Lunar but with more front firing capability, a little more range, but weaker broadsides.

Variance Class Artillery Cruiser - This is the most unique and characterful vessel in the fleet. The Variance is a  light cruiser with "lance artillery batteries" that reach 90cm. This ship is there to provide extended range firepower while lacking nova cannons, and provide a perk to make up for the lack of torpedoes. This ship is fragile so keep it protected.

Immunity Class Cruiser - This cruiser is a very durable light cruiser with the capability for powerful front firepower but must allocate of guns away from its broadsides to do so. The Immunity is similar to a Dauntless but is more durable at the expense of speed and overall firepower. 

Decision Class Light Carrier - A very delicate and small light cruiser with 2 launch bays. This is the only ship with launch capacity other than the Progenitor Battlecarrier and so it must be protected in order to protect the fleet with fighters. That being said, it does provide so good support firepower and must needed fighters and bombers.

Exemption Class Frigate - This is an escort much like a Chaos Idolator but without the long range accuracy for its weapon battery but extended range on its lance. This escort is durable but lacks 2 turrets.

Dissent Class Frigate - The Dissent functions exactly like an Imperial Firedagger and brings much needed ordinance defense to the fleet. 

Renewal Class Destroyer - The Renewal is a more durable version of the Cobra Destroyer but is lacking the extra weapon battery or leadership bonus a Cobra has. 

Hope you like the fleet! Time to do your part and join the Dominion. If you are interested in editing or playtesting, please email me at dangleason1@gmail.com or contact me on the Specialist Games Forum

Wednesday, March 7, 2012

Early Design: Terran Dominion

This is how it all started...

We had a story line campaign with map based rules modeled after Games Workshop's "Mighty Empires" campaign setting. The rules for the campaign are listed here +++Solar Empires+++. In the campaign, there were 5 factions of humans: 1. Iron Crusaders Space Marines, 2. Imperial Navy, 3. The Inquisition, 4. Fringe separatist humans called Confederacy of Man, and 5. Rebel humans called Terran Dominion.

The Terran Dominion used the Chaos fleet rules and the Confederacy of Man used the Imperial Navy fleet rules. They became such an awesome part of the story line that they have been included in campaigns since the first. Because there is a small amount of role play that happens within our campaign group, I sort of take on a dungeon master role and represent the neutral campaign factions. The Terran Dominion (TD) and the Confederacy of Man (CoM) took on their own characteristics. 

CoM, during the first campaign, was an isolated and separatist group who had very limited government (more limited than the American libertarian proponents), and wanted to continue to be separated from the Imperium but were not hostile to it. They did not share belief in or loyalty to the Emperor and intended to keep it that way. Most of their society was comprised of citizens who worked for one of the many massive corporations. The tax that the small government placed on the corporations was to build ships to protect their nation. The players found that it was hard to include the CoM in any of their military operations but when the Tyranids started to became a massive growing threat, they sent their fleet to meet it.

The Terran Dominion, a constitutional monarchy (sometimes benevolent, sometimes totalitarian), was another isolated group with that were a little more militaristic than the CoM.  They, unlike the CoM wanted all Imperial forces out of their sector and saw any Imperial forces as a threat to their power and way of life. Their relationship with the CoM was bipolar and sometimes led to military conflicts. The TD believed that the CoM, being Terran in the small non-Imperial sector, should be united under their empire and work as one to gain power over the entire cluster. 


After a few campaigns, we have come to love the CoM and TD and use them in every campaign. Because the CoM and TD are just using IN and Chaos rules, we are getting a little worn down be using them so often. In fact, if the IN end up battling the CoM, it will basically be IN ships vs IN ships. This is a fun battle to have but not over and over. SO, because I love designing new fleets and getting new stuff, I have decided that we will design a fleet for the Terran Dominion using the Ground Zero Games "Scandinavian Federation" fleet. I am writing this post a little bit late because I have already put a lot of work into the TD fleet and we are getting close to playtesting phase. 

Basically, some overview concepts/goals that will make the TD fleet unique are these:
-similar to the IN but less torpedo focused and less in-your-face.
-no special weapons like Eldar or Necrons to continue to keep the imperial/human feel. 


Weaknesses:
-no nova cannons
-6+ prow but does not help against torpedoes because they are energy based, similar to Tau
-similar to Tau gun layout; mostly front facing guns that can either shoot front or side. This means less firepower overall.
-most be closing to get the most out of them
-no medium cruiser carriers. this leaves them with light cruiser carriers and a cruiser battleship to defend against enemy ordinance. 
-as slow as the IN fleet.
-regular leadership chart.
-must use lots of fragile light cruisers and has limited medium cruisers.

Strengths:
-Powerful front firepower
-good range like Chaos, maybe a little less.
-the only other fleet with a Firedagger ship that protects against enemy ordinance (they basically need these, though)
-Powerful light cruisers, though fragile. 1 carrier, 1 lance artillery, 1 in-your-face bulkier Dauntless meets Lunar type.
-lots of long range front lances (similar to Chaos Murder and Hades type fleets)
-a light artillery cruiser that has 90cm lances (this is to make up for the lack of nova cannons
-3 battleship options, 1 Emperor type, 1 smaller Retribution type, 1 mini-planetkiller type (no armageddon gun, sorry)

Check out the models here: Scandinavian Federation

I will post the rules when they are done. These pictures got me hooked on the ScanFed ships... 




Tuesday, March 6, 2012

The Demiurg Fleet

I love the rules for the Demiurg fleet in the BFG:R latest rules (I have a link to the BFG:R stuff on one of the right tabs). The problem is, I don't really want to wait for a long time for the models through Forgeworld and they only really have two of them. SO... I really like the models by Ground Zero Games for the Full Thrust game. When I saw the models for the New Swabian League, the first thing I thought was "those things look like what I would picture Demiurg flying around in." I decided right then that I would like to eventually get a Demiurg fleet with the NSL models. Here are the models that I have matched up relating to size.

Demiurg---------------------------------------------------------NSL
Stronghold------------------------------------Erzherzog Ferdinand*
Bastion---------------------------------------------------------Donau
Garrison---------------------------------------------Maria Theresia*
Citadel----------Hapsburg/Graf Spee*/Helgoland*/Von Der Tann*
Rampart------------------------Sachsen/Lutzow*/Kiel*/Frankfurt*
Butress------------------------------------Rottweil/Pola*/Nibelung*

Some of my fellow gamers and I may be putting in a big order to Ground Zero Games and getting a few fleets. Hopefully, the Demiurg dream can become a reality along with the Terran Dominion fleet we are designing, and the Xenarch fleet we are designing also.

Can you see these as Demiurg vessels?


Monday, March 5, 2012

The Uradasian Sector 1

We have started a not so put together campaign that takes place in the Uradasian sector here.....


I would first like to say, I am really glad we found this map. It offers all sorts of story line ideas. My dungeon master brain awakens to the possibilities!

That being said, my brother in law Gavin is the guinea pig. He is a loyal space marine and I started him off with a small fleet (a Dauntless lance variant, 2 Cobras, and 2 Gladii). He and his crew woke up with terrible amnesia among asteroids and ruins. Eventually, he established communication with the Quantum Chevrons, a small Space Marine chapter who, while remaining loyal to the Emperor, has settled down on a massive rust bucket of a massive space port where they are in the business of repairing, buying, and selling ships. 

At this point, Gavin (and his faction, of course) have reconnected with the Imperials of the Planet of Four Kings. For many years, the Planet of Four Kings has been thought of as a dead world after a fatal war with Chaos was over. The planet was left, nearly completely destroyed. Little did the Chaos know, the planet still had a large underground infrastructure where many Imperials took refuge and began to rebuild. Now, they have relaunched many repaired ships and recovered lots ones. The Imperials have been sent by Gavin who was hired by the Craftworld Eldar in the galactic north to bring them back Corsair Eldar ships (Battle Report 1). The Imperials brought back a few ruined Corsair escorts and a hulked Aurora light cruiser for the reward. Little did they know, they would be capturing a habitable planet in the process!

The planet was given to the Craftworld Eldar for the 1 remaining Ultima Battle Barge in the galaxy and loads of resources. 

Sunday, March 4, 2012

Battle Report 1: Imperial Navy vs Corsair Eldar

2000pts Planetary Assault (BFGR)

Imperial Navy
Admiral with 3 rerolls
Emperor ld9
Vengeance ld7
Mars ld7
Tyrant + NC + Range ld9
Lunar 1 ld7
Lunar 2 ld6
Dauntless 1 ld9
Dauntless 2 ld6
4 Swords ld9
3 Cobras ld6

Corsair Eldar
Shadow Prince with 2 rerolls
Void Stalker ld9
Eclipse ld7
Shadow ld7
Aurora 1 ld8
Aurora 2 ld10
4 Hemlock + 1 Aconite ld8
3 Nightshade + 1 Aconite 1 ld8
3 Nightshade + 1 Aconite 2 ld8

Me verses my brother in law Gavin and my father in law Keith. Keith had sustained a bungee chord injury to the face a day before and his face was covered due to Imperial censorship law K6281.114.
AND 

Pregame
In our story based campaign (which I will post about at some point), the Corsair are defending a planet from Imperial control. The sun is on the bottom (southern) side of the board. The ruler on the right separates off the low orbit section of the table with 3 Eldar weapon battery orbital defenses. 


The IN got lucky and caught the 2 Auroras and the Shadow cruiser off guard on the west side of the board. 



Turn 1 IN
The tyrant and mars lock on.as well as the Lunars and Emperor. Then, the Vengeance failed his lock on.

All advance to kill the stranded auroras and shadow.

Novas shoot Hemlocks. Hemlocks brace. Mars hits and kills a Hemlock and drops tons of shields down. Tyrant kills the Aconite. The rest make their brace roles.

Everything starts whaling on the auroras. Aurora 1 is destroyed by torpedoes and the Aurora 2 makes it out with a damaged mast and 1 hit left. Shadow is unhurt. Lots of fighters on CAP throughout the fleet.



Turn 1 CE
Aurora 2 disengages. Shadow fails AAF. The whole fleet turns away from the sun and clumps up on the northern side of the table, readying for the strike. 

Turn 2 IN
Reload Mars, Tyrant, and Lunars. Vengeance failed reload. Used reroll and failed again. Then, used a 2nd reroll and failed again. 2 rerolls gone.
Almost everything advances. Nova cannons take one nightshade shield down. The other misses. Emperor cannot shoot the Shadow because of intervening asteroids.





Turn 2 CE
CE start to reform away from the nova cannons. 


Turn 3 IN
Move forward, very little is done.
Shooting starts and dauntlesses shoot at the shadow. Shadow braces. He knows it’s coming. Nova cannons shoot and scatter from the Void Stalker and take shields down.


On the south side of the table, the cruisers advance with the transport mob shielded behind them. The fighters take the Eldar bombers down with ease.



Turn 3 CE
The Eldar move in for the kill. Lots of shooting locked on brings the Vengeance to 3 hits and on fire. 3 IN bombers hit the Eclipse and are blown away by turrets.

(keep in mind, this picture was taken after the two Lunars had been moved in IN turn 4.)

Turn 4 IN
Dauntlesses ram and blow up 4 nightshades and Dauntless 1 dies. Two nova cannons fire at the Void Stalker and damage it a hit after it braces.  The Emperor does the most damage and brings it down to 2 after a Hull Break critical that adds 3 additional hits! (ouch)


Turn 4 CE
The Shadow and Eclipse fly into the face of the Emperor and reduce it to 7 hits and he gets a shield collapse critical (!). Void Stalker is reduced to a blazing hulk by bombers from the Mars. The escorts do their best to damage the Transports but with a successful brace, they do no damage.


Turn 5 IN
Void Stalker blazes forward and kaboom! WARP DRIVE IMPLOSION. That was it. All 4 Eldar escorts nearby were destroyed, Lunar 1 was crippled, and Lunar 2 took a few hits. We called it right there. The game ended and the IN took the planet out of the Eldar grasp!

Debrief...

Dan - Where to start... Looking back, I made a lot of mistakes. I really didn't use the Void Stalker well, I think that was my biggest tactical blunder. Eldar are not the best defenders, especially when a majority of my forces were deployed by my opponent because of the scenario rules. Losing those Auroras right away was a huge ouch. I would have probably gone for the cruisers on the south edge instead next time. Anyways, I learned a lot and will make some changes next time.

Gavin - The Vengeance pissed me off because it didn't get to do jack. The Emperor did great. Get in close to the Eldar. Consider splitting your force and if you can survive the Eldar alpha strike, you can surround them and when you get in close, they are in trouble. Dauntlesses did really well for the points. Swords didn't do a ton. The nova cannons are always fun. Take advantage of all your torpedoes. 

Thanks for reading!

Saturday, March 3, 2012

Designing fleets

I love to make new rules for fleets. I have been a huge Starcraft fan since the freakin game came out and I have always seen an overlap in the Starcraft world and the Warhammer world, though humanity functions much differently. That being said, Terran in Starcraft are much like the Imperial Guard in my mind and Zerg are obviously very similar to Tyranids (my fave). I have always loved the Protoss and it is a race I would love to see BFG ships for. SO...... I designed a Protoss fleet. After a bunch of revisions and much feedback, it is in the final stretches of the rules designing. I will say that it's kind of in the Beta stage.

One of the motivators for making the Protoss fleet is the fact that I saw the Relthoza models from Firestorm Armada and immediately thought they looked like Protoss ships. Great! Now I have a great starting point. While brainstorming with some people on a message board, we came up with a few things that would influence the Protoss fleet designing process:

-awesome technology
-teleporting/phasing tech
-cybernetic stuff. many protoss units are cybernetic and not actually of the protoss species.
-High Templar and Dark Templar ships and making them different.
-good leadership and boarding. this is going to be more of an "elite" like Space Marine vessels. They will be awesome but expensive.

While I am finishing up the final rules and testing them, check out the models here:
http://spartangames.co.uk/shop/index.php?route=product/category&path=43_56

At this point, I do not have rules for the Venom Destroyer or the Apex Dreadnought. I am juggling getting these rules done while working on another fleet as well! So much to do.