Thursday, May 17, 2012

Space Marine Fleets: 4


Thank you all for voting in the Secessionist Chapter poll! I was a little bit surprised by how things turned out. Honestly, I thought Astral Claws were going to win easily. I am glad to see some support for the Lamentors and Executioners. And the winner is...

The Red Corsairs



Here is what I think I will do. I will use some of the Pre-Herey strike cruisers, maybe 3-4 or so, and I will make them up as Red Corsairs. I could make more strike cruisers to complete this but I think it would make more sense to make the Red Corsairs to complement my current Chaos fleet instead of making the World Eaters I mentioned before. I would be able to run them as a regular Chaos list with strike cruisers or a Space Marine list with Chaos ships. I will me making a pre-heresy fleet for the Carcharodons, a standard looking fleet for Raptors, and 3-4 strike cruisers to add to my current Chaos fleet as Red Corsairs. This is doubly good because I currently have all the models I need to finish the Red Corsairs, most of the models for the Carcharodons, and will need a few more things for the Raptors. 



Internet Battle 1.7: Turn 4


+++Internet Battle 1: Turn 4+++

Imperial Navy
The Lunars lock on.
The Mars and Exorcist lock on.

-The Mars and the Exorcist fire upon Carnage 1, which braces. The firing takes down 2 shields and causes 2 damage to the hull and causing a Bridge Smashed critical!
-Carnage 2 braces, expecting an onslaught of firepower. The Lunars take down both shields and cause 1 hull damage which is braced.
-The Retribution fired upon Carnage 2 causing 2 hits total, 1 is braced.
-The Dauntlesses cause 3 hits on Carnage 2, 2 of which are braced.

-The Mars and Exorcist launch Assault Boats and Bombers towards Carnage 1.
-The Chaos Assault Boats engage the Retribution, 2 are destroyed by turrets, and 1 causes a Dorsal Armament critical (repaired in the end phase).

Chaos
Desolator Lock-on.
Devastations Reload.

-Carnage 2 fired on the Retribution taking 1 shield down.
-The Desolator fired on the Retribution and takes down 3 shields and 2 hull points. It braces and shrugs off 1 of the 2.
-The Devastations fire on the Retribution and causes 3 hull damage, 2 of which are braced.
-Carnage 1 and Acheron 2 test to split fire and pass. Carnage 1 fires on the Imperial Assault Boats and destroys them. Acheron fires on the Mars and takes down 2 shields and does 1 hull damage.

-5 Bombers are launched by the Devastations and engage Lunar 2. 1 is shot down by massed turrets. The roll was quite lucky for Chaos and the Lunar takes 4 damage and a Shield Collapse critical.
-The Imperial Bombers engage Carnage 1. 2 are shot down by massed turrets and 2 damage is caused to the hull, 1 of which is braced.


Damage:
Carnage 1: 3 damage (5; Bridge Smashed)
Carnage 2: 1 damage (6)

Retribution: 2 damage (8)
Mars: 1 damage (7)
Lunar 2: 4 damage (4; crippled; Shield Collapse)


Distances
-Mars to Carnage 1: 29cm
-Retribution to Carnage 2: 11cm
-Lunar 2 to Carnage 2: 13cm
-Dauntless 2 to Carnage 2: 14cm
-Dauntless 2 to Desolator: 18cm
-Lunar 2 to Devastation 2: 25cm (23ish B2B)
-Retribution to Desolator: 20cm
-Lunar 2 to Desolator: 20cm (17ish B2B)

Notes
There is a fighter squadron on CAP on the Desolator, Acheron 2, and Carnage 2.
This poor purple planet must be in utter turmoil as two close by separate battles surround it.

Carnage 2, the Retribution, and Lunar 2 have taken damage. Note: the blast markers from the Carnage were removed at the end of the Chaos turn so these pictures show a one sided story.  Also, note the fighters on CAP on the Chaos ships. 

The Chaos are dangerously close to the Imperial vessels. This provided increased effectiveness for Carnage 2 and Acheron 2. 

This is a view from the galactic north. Surely this picture was blurred by Chaos interference.
We await your orders for turn 4!

Monday, May 7, 2012

Internet Battle 1.6: Turn 3

+++Internet Battle 1: Turn 3+++


Imperial:
The fleet advances as the Lunars lock on. The Mars destroys the Chaos Assault Boats with lance shooting. The Imperial Assault Boats advance near the edge of the asteroids.

Chaos:
Acheron 1 squad goes on All Ahead Full and rolls high, blasting forward.
All ships in the east go on orders: Desolator and Acheron 2 squadron go on Lock On and the Devastations reload ordinance. The all advance. The Acheron 2 squadron shoot the Retribution. The Retribution braces, expecting the rest of the Chaos to shoot him. Total, the Retribution takes 2 damage, after shields, from the shooting. The rolls were on the side of Chaos for this action.

The Desolator shoots the Dauntless squadron. They decide to brace and take 2 damage after a shield from the Desolator. The Devastations shoot at the Imperial Assault Boats and fail to destroy them.

The Devastations launch a wave of 3 fighters and 4 Assault Boats, and one separate fighter. The larger wave engages to Imperial Assault Boats and the fighters return to their mothership after destroying them all, leaving the Chaos Assault Boats nearby. The single Chaos Fighter holds position between the fleets.

Damage:
Retribution: 2 damage (10)
Dauntless 2: 2 damage (4)

The Mars pulls past the Exorcist and destroys the Chaos Assault Boat squadron. Acheron 1 squadron is coming in fast.

The Imperial bulk advances, ready for striking. The Chaos pull around the asteroids and unleash their firepower. The attack craft in between the two fleets are 1 Chaos Fighter and 3 Chaos assault boats. The Retribution and the Dauntless squadron are braced for impact. 

Acheron 1 squadron are advancing on the port side of the Mars and Exorcist.

Here is a few from behind the Imperial mass. 

The Imperials are closing quickly. 
Ready for turn 4 orders!

Space Marine Fleets: 3

Ok, so, not so good. I forgot one of the most crucial parts of the mold making process on the loyalist strike cruiser; the mold release. I made part 1 of the mold and then poured part 2. About 10 minutes later, I realized that I forgot to put the mold release on part 1. The next day, it was one solid brick. The only way I could make it work was to cut it right down the center. Actually, It worked at first but down the line, I missed some of the smaller pieces and that was pretty much that.

On a brighter note, I have been working on a home-brew silicone mold concaulktion (see what I did there?).

Here is the recipe I have been working with...
Silicone Caulk Mold Making


At this moment, I am waiting for the second mold to dry. The first one worked remarkably well and only had 1 bubble in a part that didn't matter. Actually, I am starting to think it is working better than the Alumilite pourable kind. This stuff, after you mix it up, is a little like spreading peanut butter but it is a little easier to spread because it's more rubbery. What I have been doing is building up the Lego frame one level above the other material. With the right mix, it works out to just about the perfect height to be able to fill all the area with the mold material, and make it easy to spread it with a knife. It feels a little weird having to spread it but I have found that when you do it slowly and smoothly, it covers very well and there really isn't many air bubble problems. We will see when the part 2 of this mold is done. One thing that worries me a little is that this mold, when dried, is much more floppy than the Alumilite one. I think that is probably better because it will be easier to get the resin out of the mold when it's done being cast and not rip parts of the mold. By the way, I did remember the mold release this time...

Saturday, May 5, 2012

Space Marines Fleets: 2

Before casting, I noticed that the bottom part of the strike cruiser was open and hollow. So, I took some plasticard and shaped it in a way that covered the bottom so the silicone mold would not go into it. At first, I tried to make the mold with some bits I may use to decorate it late. This did not work out so well so I ended up having to cut out some of the smaller bits part of the mold so that the ship would cast properly.

This is the ship and the bits in the clay, in the lego box, ready for part 1 of the mold to be poured over it. These bits needed to be cut out later on.

Here, I am measuring out stuff for part 2 of the mold. The first one went well but it Used too much liquid mold and wasted some. 

Part 2 is drying. Each time you let a mold set like this, you have to wait 8 hours or so. I Let the first dry overnight and started the second one the next morning, waited 8 hours, then that night, it was ready. 

Here we are! The original is on the top left, the first attempt, which failed, is on the bottom left. The other ones worked out well! It isn't perfect (the engines will need some work), but I am really happy with how they turned out.

In the end, I have 12 total Pre-Heresy Strike Cruisers. I will be using these for the World Eaters vessels, the Carcharodon vessels (to look pre-heresy style), and to give some to a friend who will be working on Chaos (watch out for Nolan in future battle reports!).

As for the Raptors....

:)
To be continued...

Space Marines Fleets: 1

Thanks to all who voted in this poll! I started to feel like it was time to start a Space Marine fleet. Because I had neglected the Emperor's finest for a long time, I thought I would do more than just buy a fleet; I want to start 2.5 fleets. Let's talk about the poll first.


I have been reading all over the place about how to change the poll bar color to no avail. Anyways, the chapters that are on the list are chapters I have some interest in making a fleet for; some more than others. Also, I had an idea for a Chaos Space Marine fleet  as well. Most of these are from the Badab War 40k history, something I highly enjoy.

Let me make a comment on the different chapters listed...
Raven Guard: These guys have been my favorite first founding Space Marine chapter for a long time. I enjoy their loyalty but also their not so in your face offense. They strike quickly, attacking the weak point, and then pull back, leaving the victim wounded. Also, Black is the best color. You should see all my t-shirts (nevermind almost all of them having a metal band logo on them...).
Raptors: These are a 2nd founding Raven Guard ancestor. Their story-line is awesome. I like the drab green and I especially like their tactics. They are much like Raven Guard but they are less close combat oriented. They are carry out brutal and fast hit and run attacks but they usually avoid close combat; they prefer close range firefights. Also, they are really tricksy.
Carcharodons: These are the big, bad, Uruk-Hais of the Space Marines. Ruthless, heartless (just read about their dealings with the Mantis Warriors), and mysterious. Opposite of of the Raptors (which makes me so happy about the poll results).
Executioners: I am very surprised these guys didn't get more attention. These guys are similar to Space Wolves and are known to be barbaric. I love the metallic blue.
Red Scorpions: I have heard it said that these guys are the Ultramarines of the Badab Wars. I would say that makes sense. These guys are highly religious and devoted to personal purity and the Codex.
Minotaurs: Greek looking, brutal, and awesome. I love the bronze and red combo. I wish I knew more about these guys.
Howling Griffons: I like these guys, especially the color scheme. They were number one for a little while, if I remember correctly. They shot up out of no where, from 0 to 8.
Chaos: I am not surprised this got rated so highly. Honestly, I like that they got so many votes.

I am surprised by the results. I had my money on the Red Scorpions and the Raven Guard.

--------------------------------------------------------------

SO........ The decision has been made! And the first fleet is......




Raptors



I love the Raptors. This fleet will mainly be able Thunderhawks, Boarding Torpedoes, and guns (duh). I will use the BFG:R Space Marine fleet rules and use the Raven Guard special rules (being an ancestor).

The next fleet will be.....

Carcharodons


I am afraid of these guys. When this fleet is done, I will not be able to play a game with this guys without consistent death metal blaring. Carcharodons ARE like THIS SOUNDS. YOU CANNOT KILL THEM...... (takes a deep breath and calms down). Their fleet is going to be all in your face guns, less Thunderhawks replaced out for more guns, Terminators, Honor Guard, boarding, you're dead. Nuff said.

And last but not least.....

World Eaters


I already have a 3000pt Chaos fleet that is red and gold. I am going to add some Chaos Strike Cruisers to it with some World Eaters markings.


Back to the first chunk of stuff I was saying... here is why I say 2.5 fleets; I found this.....



So, pretty much a Chaos Strike Cruiser. Love it. Had to have one. So, I ordered one at the detailed setting pretty much right away and planned to make oh so many copies. Also, I found an amazing coupon for a hobby story in this part of the U.S. for 40% off of one item. So, I decided it was time to make my move and purchase a $70 Alumilite mold making and casting starter kit. I bought it and got to work.

Sunday, April 29, 2012

Internet Battle 1.5: Turn 2

Internet Battle 1: Turn 2

The entire Imperial Fleet advanced. Clumping together, the Imperials turn to avoid clipping the asteroids. Their Assault Boats fly forward and take cover behind the asteroids.  The Desolator burns retros while it waits for the advancing cruisers. The Devastations reload their ordinance.

The Imperial Fighters engage the wave of Chaos ordinance and both groups of 4 fighters are removed, leaving the Chaos Assault Boats who turn the corner and advance towards the Imperial ships. The Mars shoots it's Nova Cannon at the Chaos ordinance wave and the shot scatters east, clipping the Carnage bringing one shield down. To the galactic northwest, the Chaos squadron goes All Ahead Full as it struggles to join the fight.

The Mars and Exorcist reload their ordinance. The Chaos to the west are advancing quickly.

Here is a view from the west. Both fleets are closing in.

Friday, April 27, 2012

Adepticon 2012 Scenario Pack



Adepticon Pack 2012

Click the link above to access it. There are 3 scenarios for the 3 tournament battles, 3 post-game rating sheets, a painting competition ranking sheet, and the last page are your Submission cared. Enjoy! I share this with permission.

A Tale of 3 Fleets 6: DARK ELDAR FINISHED

DONE. Holy crap, I am way happier than I thought I would be now that these are done. I was worried they would look too similar to my other Eldar fleets but they are very distinguishable. 


At the top is a Mortalis with batteries and lances. The middle is a lance cruiser. The bottom left is a Mortalis with torpedoes. The top 2 escorts are 3 impaler Corsairs and the bottom 3 Corsairs are lance variants. 

The cruisers on the bottom left are carriers. You can see in this shot that the Corsairs on the bottom don't have the extended gun so they are the weapon battery variants. On the top is a torpedo cruiser. The smaller ships are Subjugation escorts.

Here it is again! Using BFG:R rules, it is someone around 2,000 pts. 
Hope you like them! I am planning on making a how to make them video like I did with my Tyranid fleet so you can make them this way.

BFG Scenery Making 9

Here they are! The platforms and space station for the new game table. On top of that, here are the 2 really old hulks that are finished and another moon. I am really happy how they turned out. 


Paint Scheme:
prime black
drybrush Adeptus
drybrush Codex
drybrush fortress
burnished gold areas
mithril silver areas
badab black wash everything
(yes, I know I am using the old paint names)

What I hope to make/buy would be defense monitors and some transports. I really like the defense monitors from Forgeworld and I really like how some of the Adepticon players used Sorylian frigates from Firestorm Armada are escorts. I may do that.

Wednesday, April 25, 2012

Additional Scenery Rules

Here are some rules for additional scenery proposed  by AndrewChristlieb HERE of his own ideas and Warp Storm.

Anytime an asteroid field or gas/dust cloud is generated a special variant will be generated on a D6 roll of 6. For example in the Primary biosphere if you roll a 4 you have generated d3 gas dust clouds. After rolling your d3 to determine the quantity you roll 1d6 for each cloud for any 6's rolled you have generated a special variety of gas/dust cloud. For special varieties there are three charts (I'd love to get 2 more of each gas/dust and asteroids to just make it a 2d6 roll but this has been working for now). Each chart has a minor moderate and major hazard (as has been used in previous special phenomenon rules). After determining that there is a special phenomenon roll again to determine which chart to use.


For asteroids, the charts are:

1-2 (roll d3)                            3-4 (roll d3)                         5-6 (roll d3)
1. Asteroid Belt                       1. Wreckage                       1. Hulks
2. Comet                                 2. Magnetic Asteroid Field  2. Debris Field
3. Derelict Minefield                 3. Meteor Shower              3. Rogue Asteroid

For gas/ dust clouds, the charts are:

1-2 (roll d3)                            3-4 (roll d3)                        5-6 (roll d3)
1. Gas/Dust Belt                      1. Cerulean Cloud               1. Metaphasic Cloud
2. Comet                                 2. Radioactive Cloud           2. Debris Field
3. Plasma Cloud                      3. Metreon Cloud                3. Temporal Vortex

ASTEROID

1. ASTEROID BELT

An asteroid belt, like the asteroid field, is formed out of the fragments leftover from planet collisions during the creation of star systems or the debris from the destruction of planets and moons. Asteroid belts however tend to be much larger and will often form an unbroken ring around their stars. Effects: Aside from its method of placement, an asteroid belt is treated as an asteroid field in all respects, as shown on page 44 of the  rulebook. Placement: Use the normal pebbles and unused kitty litter to represent the asteroid belt. The belt extends in a straight line from one table edge to the opposite table edge, running parallel to the sunward table edge. It will be the normal D3x5cm in width.


2. DEBRIS FIELD

These are areas of space not unlike asteroid fields and such like, created from leftover natural materials, fragments of past battles or a combination of both. They are however considered a lot denser and are therefore significantly more difficult and dangerous to navigate. Effects: Debris fields combine the effects of both gas/dust clouds and asteroid fields, as described on page 44 of the rulebook, so a ship trying to navigate through one will suffer all the effects of having a blast marker placed on it and will also have to make a Leadership test to avoid taking damage. If the test is failed, remember that the ship will count as having one less shield than normal, due to the gas cloud effect, so this can prove to be very deadly to Escorts. Placement: Debris fields can be made from either rocks or parts of ships, surrounded by flock or cotton wool. Nominate a point on the table and roll a scatter die. The debris field is 10cm wide and will extend for D6 x 10cm away from the point in the direction indicated by the scatter die.


3. COMET

A comet is a huge ball of compressed ice, dirt and other light materials that originate from the fringes of star systems. They usually move in various eccentric orbits that take them from the coldness of deep space to the inner regions of star systems. When a comet gets close to a star, the increasing heat will melt away its surface, thereby creating its characteristic tail of gas and dust. Effects: The comet is treated as an asteroid, as described on page 44 of the rulebook, so any ship that comes into base contact with it must pass a Leadership test to avoid taking damage. The tail is treated as a gas/dust cloud, also on page 44, with the exception that it will block line of sight due to its greater density. At the beginning of each turn, the comet will
move 10cm towards the table edge furthest from its initial placement. When this edge is reached, the comet is considered to have reached its zenith and will begin moving back the same way. Placement: Use a small piece of polystyrene to represent the comet itself (you can use a ice cube, but that will quickly get messy) and flock or cotton wool to show the tail. The tail is teardrop-shaped and is approximately 20cm long and 5cm wide at the broad end, (about the same size as the flame template from 40K, which can effectively be used instead). The tail must be placed so that it touches the comet with the pointy end and pointing directly away from the sunward edge.


4. WRECKAGE

Wreckage fields are the sad remains of smashed and shattered
ships of all sizes. Too battered to be considered Hulks by any
standard, wreckage still presents a great deal of value to any
fleet stumbling upon it.
Effects: Aside from its method of placement, wreckage is
treated as an asteroid field in all respects, as shown on page
44 of the rulebook. In scenarios using Victory Points,
wreckage fields are worth D6 x 20 VP´s to the player Holding
the Field at the end of the battle.
Placement: Wreckage can be made up from small parts of
ships, metal plates, pieces of armour and the like – in fact,
you can probably make a sizeable wreckage field just by using
all the small items that are in the bottom of your bits box!
Nominate a point on the table and roll a scatter die. The
wreckage is 5cm wide and will extend for D6 x 5cm away
from this point in the direction indicated by the scatter die.


5. HULKS

Although broken and burnt out, the shells of former mighty
warships is still deemed a valuable prize for all sides in a
conflict. Weapons and internal components may be
salvageable and the scrap metal can be reused to build new
ships.
Effects: Hulks follow the rules on page 26 of the Battlefleet
Gothic rulebook. At the end of any battle that uses Victory
Points to determine who won, the player who is considered
to be Holding the Field, as described on page 66 of the
rulebook, will receive bonus Victory Points for the Hulks. 25
points will be given for every Escort and 75 points for each
Capital Ship.
Placement: You can model up your own Hulks if you wish,
but you can freely use any spare ships you have to represent
them instead. Place D6+2 Hulks, at least half of which must
be Escorts, within 20cm of each other. The Hulks are
stationary and will not move during the game.


6. METEOR SHOWER

Considered to be one of the greatest natural threats to space
travel, meteor showers can spell doom for any ship unlucky
enough to fly into one of them. Although very similar to
ordinary asteroid fields they differ by moving through star
systems in random orbits that are both hard to detect and
map out on the space charts. Captains are well advised to
keep their distance.
Effects: A meteor shower is treated as an asteroid field, as
described on page 44 of the rulebook, with the exception of
two things. The meteor shower will move 2D6cm in a random
direction at the start of each turn and any ship or squadron
caught in it, must pass their Leadership test with a penalty of
–1, to navigate it successfully.
Use the scatter dice to determine the random travel direction.
Placement: Use the normal pebbles and unused kitty litter to
represent the meteor shower. It has the same size as normal
asteroid fields, typically D3x5cm wide and D3x5cm long.


7. ROGUE ASTEROID

Most asteroids are situated together in large groups such as
rings or fields. There is however some, usually larger types,
that tumbles through space alone and in very eccentric orbits.
These objects are considered to be highly dangerous by
spaceship captains, as their random moves can result in
disastrous collisions.
Effects: The rogue asteroid will move 2D6cm in a random
direction at the start of each turn, determined by the scatter
die. Any ship base that is moved over or comes into contact
with the asteroid is in danger of a collision and must pass a
Leadership test to avoid being hit. If the test is failed, work
out the collision as a ram attack with 8D6 damage. The
asteroid will only sustain superficial damage and is not
affected.
Placement: Use a single asteroid counter or one cut out of
polystyrene on a small round base.


8. DERELICT MINEFIELD

Derelict minefields may be centuries old and are most often
uncharted remains of former defences long forgotten. In
some cases they may even have been laid out by a race no
longer present in the area. As can be expected, derelict
minefields are as dangerous to any ships approaching it, due
to its lack of maintenance.
Effect: A derelict minefield works in much the same way as a
normal minefield, as described on page 143 of the rulebook,
except that any mines released from it will track the nearest
ship of any fleet.
Placement: As the rules dictate, the derelict minefield must
be placed near to another tabletop feature, so the players
must decide randomly which one. If no other feature has yet
been rolled for, pick the first one that comes along. Use the
scatter die to determine the direction of its final placement. It
will cover the usual area of D3x5cm by D3x5cm.

MAGNETIC ASTEROID FIELD

Magnetic asteroid fields are made up of large clusters of
either naturally magnetic rock or groups of extremely dense
minerals. Magnetic asteroid fields are much more dense than
a typical asteroid field and have a gravety well much like a
small planet Due to the powerful magnetic and gravitational
pull of these asteroid fields they tend to grow quite large as
they attract all loose materials within their area of influnce
towards them.
Effect: A Magnetic asteroid field follows all rules for a
standard asteroid field except as follows. The magnetic asteroid
field has a gravity well that extends from the edge of the field
up to 10cm. If this field was generated along with any other
asteroid fields setup those asteroid fields so they touch edges
with the magnetic asteroid field, these fields will follow all rules
for a magnetic asteroid field. Attack craft which move through
a magnetic asteroid field will be destroyed on a D6 roll of 4+.
Vessels within the field may not fire at all as the field is too
dense to get an accurate lock. Ships moving at half speed or
less through the field, or coming into base contact with the edge
of one, must pass a leadership test on 2D6 to navigate it
successfully. Ships moving more than half speed must make
this test on 3D6 instead. A ship using all ahead full special
orders or one failing their leadership test will imediatly suffer D6
damage from asteroid impacts, but its shield will block damage
as normal.
Placement: Use the normal pebbles and unused kitty litter to
represent the magnetic asteroid field. Like a normal asteroid
field, magnetic asteroid fields are placed so that they run parallel
to the sunward table edge. Typically magnetic asteroid fields are
D3x10cm wide and D3x10cm long.


GAS/DUST CLOUDS


1.GAS AND DUST BELT

The gas and dust belt is much like an ordinary gas and dust
cloud only many times larger. Often these belts are created
from very violent solar flares or when old stars burn out and
shed their outer atmosphere into space.
Effects: Aside from its method of placement, a gas and dust
belt is treated as a gas and dust cloud in all respects, as shown
on page 44 of the rulebook.
Placement: Use the normal flock or cotton wool to represent
the gas and dust belt. The belt extends in a straight line from
one table edge to the opposite table edge, running parallel to
the sunward table edge. It will be the normal D6x2cm in
width.


2. DEBRIS FIELD

These are areas of space not unlike asteroid fields and such
like, created from leftover natural materials, fragments of past
battles or a combination of both. They are however
considered a lot denser and are therefore significantly more
difficult and dangerous to navigate.
Effects: Debris fields combine the effects of both gas/dust
clouds and asteroid fields, as described on page 44 of the
rulebook, so a ship trying to navigate through one will suffer
all the effects of having a blast marker placed on it and will
also have to make a Leadership test to avoid taking damage.
If the test is failed, remember that the ship will count as
having one less shield than normal, due to the gas cloud
effect, so this can prove to be very deadly to Escorts.
Placement: Debris fields can be made from either rocks or
parts of ships, surrounded by flock or cotton wool. Nominate
a point on the table and roll a scatter die. The debris field is
10cm wide and will extend for D6 x 10cm away from the
point in the direction indicated by the scatter die.


3. COMET

A comet is a huge ball of compressed ice, dirt and other light
materials that originate from the fringes of star systems. They
usually move in various eccentric orbits that take them from
the coldness of deep space to the inner regions of star
systems. When a comet gets close to a star, the increasing heat
will melt away its surface, thereby creating its characteristic
tail of gas and dust.
Effects: The comet is treated as an asteroid, as described on
page 44 of the rulebook, so any ship that comes into base
contact with it must pass a Leadership test to avoid taking
damage. The tail is treated as a gas/dust cloud, also on page
44, with the exception that it will block line of sight due to its
greater density. At the beginning of each turn, the comet will
move 10cm towards the table edge furthest from its initial
placement. When this edge is reached, the comet is
considered to have reached its zenith and will begin moving
back the same way.
Placement: Use a small piece of polystyrene to represent the
comet itself (you can use a ice cube, but that will quickly get
messy) and flock or cotton wool to show the tail. The tail is
teardrop-shaped and is approximately 20cm long and 5cm
wide at the broad end, (about the same size as the flame
template from 40K, which can effectively be used instead).
The tail must be placed so that it touches the comet with the
pointy end and pointing directly away from the sunward
edge.


4. PLASMA CLOUD

Though quite similar to ordinary gas and dust clouds, in
terms of origin and appearance, plasma clouds presents a far
greater hazard to space travel. They consist of dense
superheated gasses and highly charged particles, which
resemble processes taking place inside stars, albeit on a much
smaller scale.
Effects: Plasma clouds will block line of sight due to their
greater density Any ship in base contact will count as having
a blast marker and must pass a Leadership test on 2D6 to
navigate it successfully or 3D6 if on All Ahead Full special
order.
Escort ships may reroll the Leadership test. A ship that fails
the Leadership test suffers a Fire critical hit. Torpedoes and
attack craft squadrons which move through a plasma cloud
will be destroyed on a D6 roll of 4+.
Placement: Plasma clouds are placed just like gas and dust
clouds, as described on page 44 of the rulebook. Use the
normal flock or cotton wool to represent the plasma cloud
but paint it in a slightly different colour to offset it from
standard gas and dust clouds.


5. METREON CLOUD

Though quite similar to ordinary gas and dust clouds, in
terms of origin and appearance, Metreon clouds presents a far
greater hazard to space travel. They consist of mostly
hydrogen gas or tiny particles of matter which have, due to the
impact of solar wind and accumulation of charged solar
particles, developed extremly powerful electrical charges.
Effects: A Metreon cloud is treated as a gas and dust
cloud in all respects, as shown on page 44 of the rulebook,
with the following exceoptions.Attack craft squadrons and
torpedoes which move through a Metreon cloud will be
destroyed on a D6 roll of 4+. Any escort squadron or capitol
ship within or in base contact with the cloud will suffer D6
lightning arc attacks following all rules for lightning arcs on
page 73 in Armada. In addition if any ship has no shields or
they're shields are down for any reason they will immediatly
suffer a critical hit as the built up energy within the cloud plays
havoc with shipboard systems.
Placement: Metreon clouds are placed just like gas and
dust clouds, as described on page 44 of the
rulebook. Use the normal flock or cotton wool to represente
Metreon clouds but paint it in a slightly different colour to
offset it from standard gas and dust clouds.


6. RADIOACTIVE CLOUD

Though quite similar to ordinary gas and dust clouds, in
terms of origin and appearance, radioactive clouds presents
a far greater hazard to space travel. They consist of mostly
hydrogen gas or tiny particles of matter which have been
exposed to exterme amounts of radiation, usually over a
period of hundreds if not thousands of years.
Effects: A radioactive cloud is treated as a gas and dust
cloud in all respects, as shown on page 44 of the rulebook,
with the following exceoptions.Attack craft squadrons, not
torpedoes!, which move through a plasma cloud will be
destroyed on a D6 roll of 4+. Any escort or capitol ship
within or in base contact with the cloud that either has no
shields or that has their shield down for any reason including
being in base contact with the radioactive cloud will suffer a
point of damage on a D6 roll of 4+ as the unshielded crew
are exposed to leathel levels of radiation.
Placement: Radioactive clouds are placed just like gas and
dust clouds, as described on page 44 of the rulebook. Use
the normal flock or cotton wool to represent the Radioactive
cloud but paint it in a slightly different colour to offset it from
standard gas and dust clouds.


7. METAPHASIC CLOUD

Metaphasic clouds are something of a wonder fo a starship.
They are made up of highly charged particles similar to
those found in a plasma cloud, however instead of
manifesting as a destrucive force these particles are
repulsed by the presense of all know vessels so that a ship
passing through the cloud is in effect traveling through
normal space within a bubble formed by these particles.
Additionally the particles within these clouds have an
energizing effect on ships as they buzz around it that boosts
power levels and has even been seen to act as a stimulus
on the Tyranid beasts.
Effects: Metaphasic clouds is treated as a gas and dust
cloud in all respects, as shown on page 44 of the rulebook,
with the following exceoptions.Attack craft squadrons and
torpedoes which move through a plasma cloud will be
not destroyed as the cloud parts for their passing. Any
escort or capitol ship within or in base contact with the cloud
will count as having an additional shield (even if they do not
normally have shields) has the charged particles form into a
barrier around the ship. Additionally ships within or in
contact with the cloud will receive one additional die in the
End Phase to repair critical damage as the extra energy is
shunted to damage control systems.
Placement: Metaphasic clouds are placed just like gas and
dust clouds, as described on page 44 of the rulebook. Use
the normal flock or cotton wool to represent the Metaphasic
cloud but paint it in a slightly different colour to offset it from
standard gas and dust clouds.


8. CERULEAN CLOUD

Cerulean clouds are made up of small particles and elements
that large amounts of low level energy and radiation. Altho
cloud is harmless to ships and theyre crew it does play havoc
on targeting systems and shields. Due to this these clouds are
a fovorite spot for pirates to hide in andprove quite useful for
ships attempting to disengage. `
Effects: A cerulean cloud is treated as a gas and dust cloud in
all respects, as shown on page 44 of the rulebook, with the
following exceoptions. Cerulean clouds block all line of sight.
Any escort or capitol ship within or in base contact with the
cloud cannot fire or be fired upon. Additionally their shields
will be completly down. Any ship with in, or in base contact
with the cloud attempting to disengege may roll 3D6 and
choose the 2 lowest for their leadership test.
Placement: Cerulean clouds are placed just like gas and
dust clouds, as described on page 44 of the rulebook. Use
the normal flock or cotton wool to represent the cerulean
cloud but paint it in a slightly different colour to offset it from
standard gas and dust clouds.


9. TEMPORAL VORTEX

A temporal vortex is identical to a warp rift, in the sense that
it is a hole in the fabric between normal space and warp
space. However, in addition to the distorting effect it has to
physical space, a temporal vortex may also affect time itself.
Captains moving their ship into it, run the usual risk of being
lost in the warp but successful navigation may bring valuable
time for repairs.
Effects: Any ship that moves into contact with the temporal
vortex, must pass a Leadership test on 3D6 to navigate it
successfully. If the ship passes the test, it will phase out for D3
turns. It may repair one damage point and/or critical for each turn
it is phased out and thereafter be turned to face in any direction.
If the test is failed, the ship is lost in the warp as described under
warp rifts on page 45 of the rulebook.
Placement: Use a round template of either paper or
cardboard to represent the vortex. It is D3x5cm in diameter.

Afterimagedan Paint Schemes

PLANETFALL
Sorylian
Basecoat Sotek Teal
Drybrush Lothern Blue
Black wash
Lightly drybrush lighter teal

Big lizards: dark camo green then drybrush light camo green, then watered down green wash.

Aquans
Basecoat entire model purple
Deep red/magenta guns and some details
Basic red on cockpits
Very light (not heavy) bright silver drybrush
Wash all with black wash
Bubble parts, Folk Art 656E Blue Sapphire metallic
Overbrush the metallic blue with Folk Art 2588E Ice Blue

Directorate
GW Thunderhawk Blue the whole model
....

Dindrenzi
Black prime
Stormvermin Fur (dark grey with a brown tint) drybrush
Medium grey drybrush
Light grey drybrush
Silver details
Road block on infantry bases Light grey (white drybrush after the next step)
Wash all black
Teal details
Highlight the teal with Ice Blue (very light blue)
Blue OSL

FIRESTORM ARMADA
Dindrenzi
Prime black
Drybrush Stormvermin
Drybrush Dawnstone
Drybrush Administratum Grey
Details of hawk turquoise
Mithril silver weapons and small detail
Wash entire model black
Rehighlight hawk turquoise
Highlight turquoise with ice blue
Orange OSL - dry brush Tangelo orange around. Fill engine with it too. Layers up to orange tinted white as close to source as possible. 

Directorate
Drybrush dark silver
Drybrush light silver
Wash black
Drybrush light silver again
Dark Blue-grey (Thunderhawk Blue)
Drybrush the Thunderhawk Blue with Ice Blue
Wash the blue parts with black wash
Light drybrush blue areas with Ice Blue again
White and red details
blue OSL engines (ice blue on source, white with a little ice blue source highlight, medium blue as the non-source glow part)

Sorylians
Spray gunmetal Army Painter spray
Drybrush light silver
Teal panels (Citadel Sotek Green)
Dark teal panels (Citadel Stegadon Scale Green)
Black wash (Citadel Nuln Oil)
Re-paint the armor panels in the two previously mentioned colors, avoiding the recesses
Line Highlight the top-front corners of the panels (light teal for the normal panels and Thunderhawk Blue for the darker panels)
Engine glow in Citadel Moot Green, Moot green+white, and white.

Terran Alliance
Prime Black
Spray with Citadel Khorne Red spray (or basecoat dark red)
Heavy drybrush Citadel Mephiston Red
Drybrush lighter red
Thunderhawk blue details
Iyanden Darksun details
Stormvermin Fur details
Diluted black wash the whole thing (Nuln Oil)


BATTLEFLEET GOTHIC PAINT SCHEMESChaos and I.N.
Adeptus drybrush
Codex
Fortress
Mechrite/snot green
Burnished gold
Chainmail for I.N.
Mithril for Chaos
One black wash.
I.N Engines: Drybrush Enchanted Blue, drybrush Ice Blue, drybrush White, watered down blue wash, gloss varnish the bright parts (optional).

Corsair Eldar
Enchanted drybrush
Ice then white
Blue wash, 2nd time in sails.
Chainmail then black wash
Scorpion in windows.

Tyranids (Old)
Khemri basecoat
Sploches of iyanden
Fleshy areas on khemri mixed with delta bright red.
Bleached bone claws.
Devlin wash.

Asteroids
Drybrush Charadon
Drybrush Fortress

Tyranids (new)
Black prime
Drybrush hormagaunt
Drybrush horn+white mix
Splotch mechrite in flesh
Drybrush white
Claws black
Wash purple

Necrons
Prime black
Drybrush chainmail
Drybrush mithril
Burnished gold
Devlin wash
Dark angels details
Highlight snot green
Highlight scorpion

Craftworld Eldar
Spray white
Wash blue
Drybrush white
Wash very watered down blue

Adeptus Mechanicus
Basecoat necron
Drybrush enchanted
Drybrush americana calypso
Adeptus gray prow
Bleached bone
Devlin mud on bone
Metal done like Chaos
Engines: Drybrush Emerald Green, Drybrush Scorpion Green, Drybrush White, Green wash, wipe the wash off the edges, gloss varnish the bright parts.

Dark Eldar
Spray black
Drybrush hawk turquoise
Drybrush 50/50 hawk turquoise and white
Drybrush 25/75 hawk turquoise and white
Thraka green
Chainmail Metal
Adeptus black parts
Wash mental and adeptus in black wash

Carcharodons
black prime
codex basecoat
fortress gray drybrush
white drybrush (very light)
charadon granite details
bronze (sycorax) details
mithril guns
black wash
Engines: Drybrush Hawk Turquoise, Drybrush Ice Blue, Drybrush White, Blue wash, wipe the wash off the edges, gloss varnish the bright parts.

Salamanders
Prime Black
Castellan Drybrush (heavy)
Loren Forest drybrush
Light Drybrush Scorpion
Dark Gray details (Charcoal Gray by Delta)
Camo Green Wash (Athonian Camoshade)
Gold details (Burnished Gold)
Mithril Silver guns
Black wash gold and silver.
Flame details with orange and bright orange. Optional white details.
Engines: 


VARNISH: I HIGHLY recommend shelling out the additional cash for the GW Purity Seal. Armory brand is good too and a little more matte. GW Purity seal has a tiny bit of shine (which I like). MAKE SURE you spray in a close to room temperature location (!!!!) and that you spray horizontally. If the spray can or the air is too cold, the matting agent will turn while and make your model cloudy. This can also happen if you are spraying at an angle. Make sure you do it horizontally, don't spray too much, use some distance between your can and your model, shake up the can a whole bunch, and let it dry fully before touching the model.

Other Games:

Deathwatch Marines
Prime black
For the model AND the base...
Drybrush Charcoal (Delta Ceramcoat)
Drybrush Adeptus Battlegrey
Then...
Mithril Silver
Bleached Bone for purity seals
Mechrite Red for purity seals and eyes.
Calthan brown for cloth
Scorpion green for lenses
Burnished gold for metal accents
Black wash.

40k Tyranids
Prime black
Heavy drybrysh (closer to a basecoat) Vallejo Purple
2:1 Vallejo Purple and White drybrush (make sure it is just a little more purple than pink)
Paint Chiten with Charadon Granite (Stromvermin Fur mixed with black and charcoal gray)
Paint Mouth Hawk Turquise
Paint toxic parts Scorpion Green
Wash whole model with purple wash
Add Codex Gray scratchyness to claws and teeth
Base gray


Monday, April 23, 2012

Blog Survey


I would like to thank everyone who took the time to vote in this survey! It is helpful to know what people would like to see more of. It seems to me that everything scored relatively closely with tutorials and battle reports scoring the highest and campaign updates scoring lowest. 

Here are some of my plans going forward:
1. More Battle Reports. If there are campaign updates, make them in the context of the campaign related battle reports. Seeing battle reports posted by others has helped expand my tactical mind.
2. Keep the slow but steady progress of Internet Battle Reports happening.
3. Keep doing Tutorials. I will do more in depth scenery making tutorials, conversion tutorials (if they come up), and painting tutorials (making ships look good with little effort).
4. Tactics. This is something I wish I would have included in the poll. I am hoping to do what I will call "fleet focus" posts about the different fleets, my (our) thoughts in the ships, list building, tactics, etc.
5. Fleet Designs. I will continue to do these. I am currently finishing up the Protoss and Xenarch fleets.

Thanks for your comments and views!

Sunday, April 22, 2012

Adepticon 2010 BFG Tournament


Battle Rankings:

1. W, W, W - Ultramarines
2. W, W, L - Craftworld Eldar
3. L, D, W - Word Bearers Chaos
3. W, W, L - Red Imperial Navy
5. W, L, W - Nurgle Chaos
6. W, D, L - Yellow Tyranids
6. L, L, D - Red/Gold Chaos
8. L, D, D - Orks
9. L, L, D - Green Imperial Navy

Adepticon 2012 (general) Fleet Lists and Rankings:

1. Ultramarines (Andrew K - Seahawk):  Venerable BB, 3 Strike cruisers w/ shield, 3 strike cruisers w/ shield and extra bombardment swap. (Winner/Best Overall)

2, Nurgle Chaos (Andrew R): Desolator, Repulsive, 2 Murders, 2 Devastations

2. Word Bearers Chaos (Noble): Despoiler, 2 Devastation, Acheron, 2 Murder, 3 Iconoclasts


2. Yellow Tyranids (Myles):  Hive Ship w/ 2 prow Pyroacids and all side Launch Bays, Hive Ship w/ all Prow Bioplasma + 2 side Bioplasma + 1 set of side Launch Bays, 8 Bio-drones, 6 Pyro-drones, 8 Feeder-Vanguards, 6 Claw-Kraken, 4 Pyro-Kraken with 1 Feeder-Kraken. (Best Transports)


5. Red Imperial Navy (Leland):  Emperor, 2 Vengeances, 2 Lunars with Nova Cannons, 2 Endurances. (Best Sporttsman) 

6. Orks (Ted):  Space hulk, Hammer, Terror Ship, Kill Cruiser, 2 Roks, Escorts(?) (Best Painting) 


7. Craftworld Eldar (Matt):  Flame, Dragonship with Weapon Battery and Launch Bay, 3 Wraithship with Lances and Launch Bays, 3 Shadowhunters w/ Weapon Batteries, 3 Shadowhunters w/ Phantom Lances. (Best Admiral) 

7. Red/Gold Chaos (David):  Repulsive, 2 Slaughters, Carnage, Devastation, Devastation with Mark of Slaanesh and Demonship upgrade.

9. Green Imperial Navy (Joe):  Emperor, Mars, Dominator, Lunar, Gothic, 4 Cobras, 3 Cobras.

X. Grey IN (ringer):  Emperor, 2 Gothic, Lunar, 2 Lance Dauntless, 5 Swords, 3 Cobras

Official Tournament Info
Name:                             Battle             Sports             Painting            Overall             Transport Flotilla

David Bisplinghoff             30                   21                    26                    77                           8
Noble Diven                     33                   22                    26                    81                          10
Joe Freeland                     21                   21                    22                    64                           7
Leland Gross                    33                   23                    23                    79                           6
Andrew Karolus               50                   21                    29                  100                          12
Myles Leggette                 30                   23                    28                    81                          10
Andrew Raatz                  32                   22                    27                     81                           8
Ted Rostkowski Jr.          29                   19                    30                    78                            8
Matthew Shularick           41                   21                    15                     77                           0

Wednesday, April 18, 2012

The Protoss Protectorate Fleet (revising)

(Protoss V4)

NEW big bonuses:
-+1 reloading (CARRIER FOCUS)
-MORE TO COME

Here are changes I am planning on making...
-basic cruiser, 6 hits, 3 shields. make sure it is similar to what an eldar MSM cruiser is like durability wise but a little more, probably not getting the fragile crit chance.
-make the stand up type of cruiser a void ray (scouts?) carrier instead of scouts.
-torpedo bombers - Scouts
-regular lances
-more shields than normal, less hits than normal
-more limits on battlecruisers and more (duh)
-keep the same WBs as before
-drop the tassadar (maybe just rework it heavily, Terminus Est similarity)
-not much work on the colossus
-arbiter, drop special rule for nexus warp
-eldar leadership prices
-drop +1 for boarding action (maybe just add a special rule option to add dark templars to a ship which add +1 boarding.
-make the nexus warp worse. warp first? this was discussed.
-arbiter, just +1 to reload like cobra (nah, just carriers get _1 
-arbiter, BFI negatives for successful or failed warp
-"All ships within 10cm of the Arbiter count as cloaked (receiving a 4+ save) Arbiters may never cloak including when within range of another Arbiter." (points compensation)

Notes from forum discussions...
Summary from SG forum
"-cheap rerolls but standard leadership (fine but I don't see why Protoss should have the leadership of an Imperial and not Eldar or even AdMech)
-no +1 boarding
-drop shield special rules and replace with higher shield amount (I was advised against this originally but it's worth investigating)
-Photon Batteries should get to roll the firepower amount against the enemy armor (I will chew on that. sounds like in interesting option. I'm still not against the written version at this point)
-Change Prismatic Beam (I'm thinking this would be better as just lances. I would have a hard time restricting them to very few ships because lots of the models have 2 lance type thing on the front)
-Gateway... cool
-nexus warp happens in the special order phase immediately when the order is passed and the nexus ship and the warped escorts are at BFI negatives. 
-instead of "Cybernetic Infrastructure," give +1 to RO of Protoss carriers.
-Arbiter cloaking (it looks like, instead of the escort attack and then warp out technique, the Arbiter with cloaking would be a way to use the nexus warp to bring escorts back to a safer place behind the fleet and receive the cloaking if the player things they may be in danger. I like it. any other tactical uses you can see with changing when the nexus warp happens?)
-flak frigate "ok?"

Tassadar needs a complete scratch and redo. I think the others can be tweaked after the rules changes. Of the old rules, the stuff I would like to keep the most (though not dead set on them) would be the battery rules. As I am nearing the end of this text wall, I am starting to think the torpedo-fighter would be pretty cool. Protoss have no torpedoes and so instead of bombers and regular torpedoes, they would have the fighters offer the ordinance they do not have. Would they just be regular torpedo-fighters or have any extra rules with them? Tomorrow (which I have off), I will start to work with these ideas.

What do you guys think about this...
-weapon batteries as they were (I do think Protoss should have some more advanced guns and I think it should be this. the original plan was to give them a left shift but that was too much like Eldar)
-prismatic beams as normal lances, only longer range on battleships (maybe something special about these? I just don't want them to be too unique because most of the models have what I would like to portray as the prismatic beams on the prow)
-nexus ship as above
-even lower hits but more regular shields (a 6 hit 3 shield would not be a light cruiser but more like their heavier ones)
-carriers have +1 reload (with points compensation)
-I still think that +1 leadership makes sense (with points compensation)
-limits on bigger ships comparable to other races (duh, I don't know how that was missed)
-the restrictions about the dark templar and regular protoss seemed nice for a while but seems unnecessary

---------------------

"Sorry with the intercepters I was thinking like the in game style. The intercepters fire a low power energy blast that is good at damaging all types of vehicles. They're also drones and have a limited range but can attack in any direction. So intercepters would be standard weapon batteries (they are quite good at destroying capitol ships in game) with fighter range (30 cm) but they can fire in all arcs (they are still like fighters just a hugh swarm of tiny ships) (decided to make them fighter-bombers)

"So the average ship for me would be:

Protoss Carrier 125 pts
Cruiser/6. 20cm speed. 45* turns. 3 shileds. 4+ armor. 3 turrets. 
Interceptors: 30cm range. 8 firepower. N/A fire arc
Port launch: 25cm (scout). 1 strength. N/A fire arc
Star launch: 25cm (scout). 1 strength. N/A fire arc"