Some group shots of the Light Cruisers of Battlefleet Agripinaa as they gather for the fleet muster.
The Light Cruiser element of the Battlefleet comprises of:
2x Dauntless Class with Lances
2x Dauntless Class with Torpedoes
1x Barracuda Class
1x Barracuda Class with Torpedos
Together, they make up a large portion of Battlefleet Agripinaa’s heavy firepower combined with manoeuvrability and fast attack capabilities, and as such are a vital component of the fleet and its ability to defend the Sector from Chaos and Xenos threats.
These were all such a joy to paint and I’m really pleased with how they look together. More pictures of the fleet to come soon!
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Hey Warhammer The Old World players of tumblr! I've been publishing unofficial rules expansions on my itch.io page, with a couple of big updates in the past few days! If you're interested in rules expansions, narrative scenarios, or new ways to play Warhammer the Old World, check them out!
Adventure in the Old World is a narrative scenario pack of 6 scenarios, which include a battle beneath a meteor shower, a clash in an an avalanche-prone mountain pass, and beseeching a river god.
Storm of Magic Re-Brewed is my largest project yet, an unofficial conversion of the Warhammer 8e Storm of Magic expansion for Warhammer the Old World. So far it only includes the core mechanics, but will be updated to include Mythic Artefacts and Scrolls of Binding.
Warp-Engines of Doom-Death is a Skaven-focused expansion, offering Warhammer the Old World rules for the new Clan Skryre inventions released for Skaven in Age of Sigmar, including new character options, a weapons team, and war machines.
My playgroup started a campaign using Hot Spots: Draconis Reach on Wednesday and I thought it might be fun to keep track of it here on Tumblr! The post with my list is here, our other players are representing the Draconis Combine, Federated Suns, and another merc crew.
Le Blanc, Federated Suns, 3151
“The job wasn’t exactly glamorous, but working for the Draconis Combine rarely was. The Dracs had been forced to abandon Le Blanc, an arid border world, to the Federated Suns in 3150, and the newly re-opened hiring hall on the planet had promptly become a coordinating point for FedSun-sponsored raids into the Combine. It was a reliable, predictable angle for enterprising lucrewarriors - but we were going to be working the other side of it. Tai-i Rebecca Anderson, the most overworked and frazzled mercenary relations officer I’ve ever seen, was working with the yakuza clans still on-world to destablize merc activity on Le Blanc, maybe even make a go for the FedSun headquarters or the hiring hall if things went well. All she needed was some mercenaries of her own to provide the muscle - and that’s where we came in. The job probably wouldn’t make us popular with the region’s small-time merc crews (and I despise desert planets), but that was a risk I was willing to take. The way I figured it, we’d dust off with a fat influx of sea-bills well before anyone could even think about retaliation. No Guts, No Galaxy, like that kid on the holoshows used to say.”
“Our first two months on the job were spent planning the raid from orbit with Tai-i Anderson (who, for the record, never let on that she was ISB, but definitely was) and the major oyabuns and then being smuggled onto Le Blanc by the yakuza and preparing our positions. Come March, everything was ready for us to make our attack on the city of Port Paix. With some enthusiastic yakuza at our back, all that stood between us and those juicy supply depots was a Lance or so of greenhorn scrubs. And a surprise sandstorm, which forced us to pay our techs for overtime. Did I mention I hate desert planets?”
- Corbin “Blackguard” Beckett, Captain of the Varangian Guard
Battle Report under Break
Pregame
My opponent (the other mercenary) and I ended up taking our first contracts on Le Blanc, one of the recommended starting planets, while our House-affiliated group mates duked it out…elsewhere (I really don’t know). Since he said he didn’t care which half of the contract he did, I claimed the “raid” half of things, figuring it would probably favour my speedy, close-range oriented force. I used rep to get a higher base pay, as i was satisfied with 50% transport coverage and wasn’t really planning on doing too much salvage from my opponent anyways. The first Track on our contract was the Raid objective, with the caveat that I was supposed to destroy the two indicated buildings rather than steal things from them. I would receive 50 bonus SP for each building destroyed with the caveat that more than half of my starting units needed to cross the center line, and he would receive 100 SP for each non-support unit of mine he destroyed or crippled. This seems like a more balanced objective than the base Raid at first blush, since the attacker can’t be screwed over by a lack of hand actuators, but the fact is that defending buildings (especially 30SP buildings) from a human opponent is basically impossible since BT lacks any kind of aggro mechanic. I doubt I would have fared any better on the defense than my opponent did.
We started off by rolling for maps (we ended up with two copies of the Corporate Center map sheet, which the Draconis player graciously provided) and complications. I was on Liason command rights while my opponent was Integrated, which I regard as basically a death sentence. I rolled a result that meant I was caught in a sandstorm - I had to spend 25 SP per unit deployed or else have that unit take -1MP for the entire game. Given my list and objective, this was not an option, so I burned the full 125 SP. ouch, considering that I was already in the red from transport costs. My opponent though, proved my view of Integrated correct when he rolled a result that gave me a “small” force of Yakuza allies - 4 BSP galleons and 4 BSP motorized infantry. These were ultimately too slow and weak to be much more than initiative sinks, but they were a welcome addition regardless. After setting up the map, my opponent designated two adjacent buildings as the objectives and deployed his force.
His mercenaries were a very artillery-centric list, consisting of an Archer ARC-5W, a Battle Cobra I, a Kit Fox V, a Mad Dog V, a BSP LRM Carrier, and two BSP Warrior copters with tag. This was slightly bullshit since Tag on the BSP units meant he could dodge the BV tax, but I still wasn’t especially worried. Arrow IV is nasty, but my ‘mechs were fast enough to get under them and the city would afford me ample cover. I should clarify here that while I overall like my opponent, I was a little annoyed by his sportsmanship here. The main thing was that despite having brought a list with Arrow IV launchers (and TAG), he knew basically none of the rules for artillery, down to whether or not Arrow IV does damage in clusters (it does). I understand that BattleTech has a lot of weird niche mechanics and I’d certainly never expect anyone to know all of them, but I think if you’re going to build around something and have access to the rules you should at least look it up ahead of time. That and one other thing I’ll get to later in the game made me raise my eyebrows a little, but it was still fun regardless.
Round 1: Clay Pigeons and High Explosives
I ended up winning initiative for the first round, which meant little to my opponent as he was happy to keep his ‘mechs mostly immobile behind partial cover and staring down firing-line avenues. I started by cautiously moving my yakuza meatshields allies up behind buildings where they could hide from destructive Arrow Iv, while his machines either stood ready behind height one buildings or lined up angles down long streets. As my actual ‘mechs rolled up into the field, he sent his TAG-copters down aggressively to hopefully mark targets for the rockets, trusting in their +5 TMMs to keep them alive.
The board at the end of the first movement phase - note that his black lanner is a proxy for a Mad Dog, and I have two of his unpainted scouts proxying for galleons. The red dice at the far end of the map represent my objective buildings.
This shooting phase ultimately went pretty well for me - my Maxim peppered the battle cobra with SRM shots, forcing a PSR (which the Battle Cobra failed on a 4 - a harbinger of its poor performance overall this game), neither copter landed its TAG, the Kit Fox did some indirect shooting that ultimately did nothing, and the archer whiffed its shots against my firefly. By some miracle, Captain Beckett popped the fuck off when firing his large laser into one of the Warrior copters to activate TSM - he hit box cars and the fragile craft careened down into the roof of a corporate building. It wasn’t all rosy, though - that goddamned Mad Dog rolled an 11 and dropped an Arrow Iv rocker right onto my poor firefly - fortunately it survived with no armour breaches and Mechwarrior Tau passed her PSR, but that was tough. I would have to be especially cautious with the light ‘mech going forward. I held off on activating TSM with Foley’s Ostsol (I now believe this to have been a minor mistake), but the Neanderthal bounced up to 9 heat and prepared to smash. With first blood drawn and a strong aggressive position, I was very confident going into round 2.
Round 2: Requiem for a Battle Cobra
I lost initiative this round, and this is where having the insane numbers I did really started to pay off. Without expendable brave Yakuza backing me up, it would have been easier for my opponent to blunt the advance of my melee death machines, and possibly set up some truly punishing response fire. As it was, I had to play cagey for another round, doing my best to figure out where I could let my TMMs cover for aggressive positions. My opponent kept his mechs largely in the same positions, every unit standing still except for the Battle Cobra, which rose to its feet before holding its ground, and the surviving helicopter, which moved into position to hunt some yak. For my part, I ran my Ostsol right up to get to fisticuffs with the Battle Cobra, managing to get just under the guns of the Kit Fox, while my Neanderthal took cover behind a height one building to set up a next-turn advance on the objectives. The Maxim quickly ducked behind the same building the enemy Archer was using for shelter, hiding it from the eyes of dangerous enemies, and my Starslayer and Firefly jumped ahead to back up the Neanderthal’s upcoming attack.
Shooting here was a little bloodier, with the Mad Dog managing to blow up one of my Galleons and put some damage into my Neanderthal with secondary attacks while the Kit Fox used the AoE effect of artillery to target the space *behind* my Ostsol and still deal damage to it - fortunately, neither of the 5-damage groups found my Ostsol’s rear torso armour. Also on that front, the Battle Cobra missed both its point-blank LRM shots while the LRM carrier itself managed to put a 9-damage hit into the heavy’s center torso. The helicopter whiffed its TAG yet again, but the Archer brutalized my Starslayer slightly, which managed to make its PSR and keep its feet. On my end, the Ostsol dumped all its pulse lasers except one into the Battle Cobra (which did not repeat its pratfall from last turn), the Galleon and infantry utterly failed to shoot down the copter, but my Neanderthal managed to dump both a regular large laser and large pulse laser into the Archer's center torso, continuing a dominant performance by captain Beckett. The starslayer whiffed its own shots into the helicopter and the firefly did the same whilst trying to put ER medium lasers into the Battle Cobra. In melee, the Ostsol and Battle Cobra kicked one another with neither going down - while I kicked myself for not activating TSM on it the previous round. Had I hit the right leg instead of the left on the Cobra, it would have been forced to eat pavement for the remainder of the game.
The board after turn two (not shown - two slow units of yakuza bikers who are still in the back of the map. Fortunately our GM ruled that forces added by complications don’t count towards things like positioning orders).
Overall, things were still looking bullish going into turn 3 - I planned to get right up into my opponents teeth and end the game in explosive fashion while bloodying his nose on the way out.
Round 3: I'm Too Broke To Die!
I won't bury the lead here - that's basically what happened. Winning initiative here especially sealed the deal, as I used the bursts of TSM-enhanced speed from my heavier mechs to get right into my opponent's backline while he moved perhaps one unit. My Neanderthal got nose to nose with the objectives and very close tohis Archer, the Maxim scooted well into the backline, the Firefly kept heading into a flanking maneuver, the Ostsol ran past the Battle Cobra to get to grips with the Mad Dog, with the Starslayer taking position on the road to exchange fire once it became clear that the Cobra would be holding position. As before, my yakuza stooges buddies advanced steadily up, ready to sweep up the spoils.
This *could* have been a very costly turn for me - it was for the Yakuza, certainly, who got two Galleons turned into burning husks by the Kit Fox. The Archer missed its lasers while sending its SRMs (and, hilariously, a NARC that was immediately rendered useless by the Neanderthal's ECM) into the Neanderthal for a grand total of 8 damage, but the Mad Dog clutched way up here as a result of the copter finally landing tag onto the Starslayer. It proceeded to fire a homing missile into the Starslayer for 20 damage while throwing blistering pulse laser-fire onto Foley's Ostsol - triggering two PSRs that I had to spend Edge to pass. Then came the second weird etiquette moment.
My opponent began asking why I was still attacking him when I started to declare targets, given that I was obviously going to take out the objectives this turn. I was kind of taken aback by this - it was asked in an overall neutral tone but the implication that I would be an asshole for returning fire and costing him campaign money kind of paralyzed me to the extent that I couldn't even come up with the reason that he had shot me up that same turn - let alone the reason of blunting him up for next track, which would be the same in-game month. So I just kinda stumbled into agreeing to withdraw, my Neandethal blasting apart the first objective with an alpha strike and then hatcheting the second down while my firefly whiffed shots (that he questioned why I was even making) into the Archer. Like, I don't think he was trying to wheedle for advantage intentionally, but it was just such a strange moment that I was left with a slightly sour taste. Looking back, I should have at least *tried* to punch some structure damage into the Mad Dog - next game I certainly will.
An overall shot of the board with a close-up of the action - note the Neanderthal about to go to town on the objectives.
But I'm still happy with the victory for certain, only my Starslayer ended the bout with structure damage (1 pip done to the left arm) with my Maxim being entirely fresh. Even with that sandstorm and armour repairs, this track has paid off handsomely - and I expect the next one will do even moreso. The Neanderthal was a real all-star here, landing some lucky hits and taking out both objectives, but I’d also like to spotlight the Ostsol for its blistering speed (seriously, this thing becomes a 7/11 with the TSM up) and the Maxim, which I half expected to die immediately but ended up knocking a Clantech medium on its ass - all in all, an excellent showing.
“My lasers melted the first supply depot into slag as the nearby enemy Archer futilely plinked missiles against my Neanderthal’s armour - the cockpit, already sweltering with activated TSM, grew noticeably hotter, and I blinked sweat out of my eyes before bringing the hatchet down on the second depot. The enormous blade crashed through the roof like a meteor, jagging to one side and cutting a deep furrow into the pavement as the building collapsed in a cloud of dust and debris. I had just yanked the weapon free to point threateningly at the Archer when their Captain, over in that Mad Dog, radioed in a surrender and request for mutual withdrawal. I was sorry tempted to refuse and pound these fuckers into scrap - they’d been happy enough to lob artillery at us after all, and it seemed unsporting to call things off now that we were finally at handshake range. But the yak were getting torn up, Molly’s Starslayer showed a gaping breach, and we’d still have another engagement. I accepted, watching these rocket enthusiasts power down weapons and retreat as my people did the same. Foley actually made his Ostsol wave at the retreating Mad Dog, calling out “have a nice day!” to its receding back as we took stock of the damage and regrouped. There wouldn’t be time for full repairs - Anderson wanted us to move on the Feddies’ headquarters, and we were eager to oblige. The sea-bills were sweet, but the prospect of round two was even sweeter.”
- Corbin “Blackguard” Beckett, Captain of the Varangian Guard
Both of these minis were a study in painting a (relatively) monocolor red scheme, done ~2 years apart.
Clovis, from the Zombicide: Black Plague game. CMON miniatures. Mostly Blood Angels Red contrast paint glazed over a manual black/white undercoat.
One of my wife's unpainted Eschers, from G*mes W*rkshop's Necromunda; I decided to finish the set for use in Firefight and Deadzone.
This was the first of several so the implementation isn't perfect, but she's one of my favorites nonetheless. For one, the off-pink steel is very useful in certain schemes (Pro Acryl Coal Black -> Neutral Grey -> Pink -> Pink + White).
Secondly, in the words of Al Pacino: she's got a great ass. GW puts way too many details on their models, so on these Eschers I shaved off excess doodads and made up the difference with a little Greenstuff. I was reading some Catwoman graphic novels around this time and wanted practice painting latex (similar but subtly different from glossy leather). Plus it seems like the model companies only make space for skinny women. A far future sans curvy gals would be grim and dark indeed.
Feel free to ask me any details about my painting process, I'm happy to share. I'd also be happy to field any discussion about the games mentioned in this post: Zombicide: Black Plague; Mantic's Firefight and Deadzone.
Battle Report: House Kurita vs Word of Blake, Rematch
For the second campaign turn in a row, Kote Lance came under attack by the Blakists' lead Assault element - a Highlander, an Awesome, and a Crab, all heavily customized. Kote Lance was busy repairing after their last engagement with the Blakists - Raine's Marauder was already active, but Kimiko's Blitzkrieg, Casey's Black Knight, and Heather's Blackjack had to make rolls to emergency start. None of them booted up turn 1, as Raine moved her Marauder up, the other side of the field covered by the Raiden squad usually assigned to Heather.
The Tonbo at the bottom of the image is just set dressing, and the clear acrylic circles are all woods.
>[Reactor online. Weapons online. Sensors online. All systems nominal.]
Heather's Blitzkrieg was, true to form, the first mech to activate, rolling a 10+ on turn 2, and she immediately set out to punish the Blakists' Crab for pushing forward, loosing a pair of Ultra AC20 shells on it, neither of which connected, but they certainly let the Blakists know she was there. Raine exploited a heavy woods, keeping her covered as she traded PPC blasts with the Blakists' custom Awesome. It also mounted a Gauss rifle, which she had only one answer for...
>Glad you ladies joined the party. Now, let's deal with our uninvited guests.
That answer was the Gauss rifle mounted on Heather's Blackjack, as she leapt to the top of her repair facility, relying on the Jumping Jack ability to keep her accurate, she joined Raine in pouring fire down on the Awesome. Casey, as always, ran her Black Knight out of her mech bay on MASC, screaming the Coordinator's name, daikatana held high.
>Hey, Kimiko, how's your uppercut?
With the enemy Crab having moved to the very cliff's edge, and wanting to avoid taking fire from the Awesome and Highlander, Heather saw an opportunity, and ran directly under the Crab, blocked from the other two mechs by the cliff's edge, and fired a pair of shells straight up into the Crab's forward-protruding fuselage. One shell connected, shredding the armor on the Crab's left torso and staggering it, while Heather, Casey, and Raine focused the Awesome.
>I'm gonna getcha
Combined fire from those three mechs knocked the Awesome flat as it reached the cliff. The Crab retreated, and Kimiko, seeing herself threatened, pumped the breaks and streaked halfway across the field, aiming to flank around the Blakist formation. The Raiden squad, almost forgotten, saw a golden opportunity, and jumped for the Awesome.
>Alright, let's do this
The Battle Armor weren't the only ones to see an opportunity. As the Awesome lurched to its feet, Casey's mech kicked its MASC in, for once not failing the roll, and reached point blank with the Awesome. The only problem with this idea was that it left her in full view of every enemy mech, and all of them focused fire on her exclusively. This put enough firepower into her to knock her flat, costing her her chance to use her hatchet, and getting the Awesome to stomp on her arm for good measure.
>Think we can handle this on our own?
Kimiko's Blitzkrieg steamed and buttered the Crab with a second AC20 shot in the left torso, disabling its XL engine and leaving her open to move on the enemy Highlander. Meanwhile, Casey got up, and once again took all the fire from the Blakists, and then fell over AGAIN despite her piloting skill of 3. This time, however, the Blakist Awesome also fell. Now it was the Battle Armor's time to shine, and they jumped on their victim, going for the swarm.
>[deranged screaming that suddenly cuts off]
Casey, having failed to connect with a melee attack and lost ninety percent of her armor, decided discretion was the better part of valor. The Blakist Highlander, under attack by a Blitzkrieg, contemptuously swatted it away with a gauss rifle and a PPC shot to the same torso section, taking it from untouched to disabled in two shots. The Awesome, however, tried to stand up. Perhaps struggling because of the battle armor clinging to it, it rolled a 3 when it needed a 4, fell on its arm, critted its arm, detonated the gauss rifle mounted there and electrocuted the pilot, who blacked out. The Raiden squad were of course delighted, and moved in for the kill. At this point, the Blakists conceded. While I was down to essentially one untouched and two half combat-effective mechs, he was down to one, and called it early rather than lose his Awesome. Each of us salvaged our own mechs and rescued our own pilots, leading to no lasting material changes to either side.
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I'm kinda intrigued by the idea of a battle royal wargame,
reason being that a long ass time ago I played a fair bit of Apex, loved the game, great gameplay, loved the aesthetic, did not love the constant push of new characters or the 40gb of download every few months
it's a terrible idea but I'm going to run with it,
sci-fi game, you will need:
some dice, I don't know what sort yet, at the very least something numerical and a scatter dice
a custom deck of item cards, talking guns, health packs, over shields, grenades, upgrades (I don't have that yet, this is more of an outline than an actual game)
a really big board, talking the size they use for massive 28ml scale mass combat games, if not bigger, ideally fairly densely with terrain, though open areas also good
Lots of friends to play with, each with a single sci-fi mini, not sure of the scale, 10-15mm makes the board really big, 28mm pretty and possibly more available
each round each player gets to make two actions: Move, shoot an equipped weapon, find(draw from the deck) a few(3?) item cards, use an item card, land(enter the map)
entering the map - on the first round, a PC must spend their first action on landing, they choose a location on the map, roll 1 die and the scatter die, then place their mini where indicated
every other round starting on the 3rd round, the ring shrinks 6 inches from each end, PCs take damage at the start of their turn if outside the ring
if your character loses all their health then they are out, game ends when only one PC remains
PCs probably start with a shitty melee weapon and maybe some powers or abilities that make them something other than a lump of hit points