Most of the time I have multiple gaming projects on the go at once. Impulse purchases result in many models that can sit around for years before a random burst of enthusiasm means they finally get painted. The projects that I have had the most enthusiasm for lately have all been 28mm sci-fi.
First, a Terminator with Thunder Hammer, which I had previously blogged about. These were a TradeMe purchase that came already painted, but a couple of days soaking in Simple Green followed by a good scrub with an old toothbrush got it back to bare metal. It is now painted up in Red Hammer chapter colours.
Next up were an OpForce to face the Red Hammers, in this case some Dark Eldar warriors. These are mostly done, just a bit more drybrushing and some details left to paint.
Lastly, my Teratons for Dreadball. I've done 6 of the 8 starting team members. Painting the last two really should be my next priority, but as I have two gaps on my roster due to casualties I can afford to let this slip for a couple of weeks. But I have finished another Dreadball related model - an alternative ref-bot. I'm not a fan of the ref-bot that comes with the game, so instead I've painted up a floating ref-drone.
My main priority for the next little while will be finishing the Dark Eldar and last two Teratons. Beyond that I'm not sure. One or two stormbolter Terminators is a possibility. But the main game that seems to be being played locally is Infinity. Space Marine models could be used for this, but they don't really suit the aesthetic. The Dark Eldar on the other hand fit in nicely, so I might use what I have as a starting point and pick up some Infinity models to round it out to a full size force (they have some very cool looking quadruped drones...).
A blog about the wargames I play - mostly Team Yankee, Epic: Armageddon, and SW Armada
Showing posts with label BA40K. Show all posts
Showing posts with label BA40K. Show all posts
Saturday, 24 January 2015
Current Projects
Saturday, 7 September 2013
Progress on BA40K
With my renewed interest in 40K (setting, not system) I have
been going through old boxes of spare models, and there have been a
surprisingly large number of useful finds. For the Red Hammer marines I found a
complete squad of 9 Blood Claws (Space Wolf assault troops), a marine bike, and
a Cyclone Terminator. My brother also donated a squad of 4 scouts and a plasma
gunner.
I now have far more marines than I would field in my preferred 600-800 point games, so any further additions will be just for unit variety.
![]() |
Two Blood Claw assault teams of 4 |
![]() |
Attack bike, plasma cannon, captain (seen below painted), and cyclone terminator |
![]() |
Scout team |
![]() |
Captain Ulrik the Northman |
![]() |
It takes four thralls to get him battle ready. Three organise his weapons and armour, the fourth does his hair. |
I now have far more marines than I would field in my preferred 600-800 point games, so any further additions will be just for unit variety.
I’ve also been thinking about how to organize force
selection. Original WH40K has it’s system of HQ/Troop/Heavy Support etc. unit
types. But that’s a bit more complicated than I would prefer, plus at the
600-800 point level it wouldn’t be much of a restriction. I’m also not a fan of
Bolt Action’s system of allowing a force to have one each of AT gun, artillery,
armoured car, tank, etc. In my opinion this manages to be simultaneously too
restrictive and too permissive – having two AT guns is unrealistic, but having
an AT gun, a tank, and a howitzer is fine?
My present thought is to tag certain unit choices as HQ,
Troop, and Rare. When organizing a game players agree both number of points and
number of Rares allowed (with 1 Rare per full 400 points being suggested). A
force must have one HQ, two Troops, and cannot have more than the agree number
of Rares. The units I currently have written for the Space Marine list are;
- Sergeant (HQ)
- Veteran Sergeant (HQ)
- Captain (HQ, Rare)
- Tactical Fireteam (Troop)
- Terminator Fireteam (Rare)
- Assault Fireteam
- Devastator Fireteam
- Rhino
- Land Speeder (Rare)
This is only about half the units in the WH40K marine codex
(and likewise the Tyranid list so far only covers about half of their WH40K
units) but I’d rather work on getting a modest selection of units done well
than do a rush job covering everything. Next army list up is the Tau, thanks
both to my finding a box of Fire Warriors in my spare models and a potential
opponent mentioning an interest.
Saturday, 10 August 2013
I See Red People
Like many wargamers I was introduced to the hobby through
Warhammer 40,000. Also like many wargamers I eventually gave up on 40K’s crappy
rules in disgust, and went on to play other games with better rules. But
despite this I was always a fan of the WH40K setting, and although they
virtually never see the table I kept my old Imperial Guard army boxed away in
the back of the wardrobe. For a long time I have been looking for a good 28mm
sci-fi skirmish system to use my 40K figures with, and now I think I may have
found it.
The system in question is Bolt Action, and it ticked almost
all the boxes – it’s 28mm (although I’m told it works at other scales too), the
rules encourage sensible tactics, it’s fast and playable, and it has points buy
army lists that give a decent first-approximation of balance. But it fails at
the last requirement – it’s not sci-fi. Using Bolt Action to play 40K would
require me to write new army lists, plus a few new rules to cover sci-fi
stuff.
Challenge accepted!
Challenge accepted!
A few weeks ago my brother and I played a couple of “proof
of concept” games using my Imperial Guard versus his Tyranids. We simply used
the existing BA army lists, and declared what things “counts as”. So for
example my lascannon team counted as a PaK38, Vaughan’s
Hive Tyrant counted as a captain and two bodyguards with SMGs, and so forth. It
worked surprisingly well, but obviously some of the “counts-as” approximations
didn’t quite fit, particularly for the Tyranids.
Over the next couple of weeks I sat down and wrote dedicated
army lists for both the Tyranids and Space Marines. I used the existing BA
lists as a guide (particularly for point costs), but unlike the “counts-as”
experiment I was willing to change things and/or add new special rules. I also
painted up a small Space Marine force;
![]() |
The whole 650 point force |
![]() |
My Land-Speeder Muninn |
![]() |
A Tactical Fireteam |
![]() |
My Veteran Sergeant and his bodyguard |
![]() |
Missile launcher team with bodyguard |
The colours are the same as my Epic marine army and one of
my BFG fleets, so I can now field my Red Hammers chapter in skirmish-level,
operational-level, and space combat games.
This afternoon Vaughan
and I playtested the army lists I had written. We used 650 point lists, and
rolled a Point Defense mission with the Tyranids attacking. Vaughan
had a Hive Tyrant, a Carnifex, and brood of 2 Tyranid Warriors, 3 broods of 5
Termagaunts, and 2 broods of 5 Hormagaunts. Against this I had a veteran
sergeant with bodyguard, a missile launcher marine with bodyguard, 3 tactical
fireteams of 3 marines, and a Land Speeder.
![]() |
Defense of the right-hand objective |
![]() |
Defense of the left-hand objective |
![]() |
Tyranid first wave |
Vaughan chose to
put his Carnifex and both Hormagaunt broods on flank marches. His preparatory
bombardment meant almost all my units started the game with one or two pin
markers. Annoyingly this meant that (despite being Veterans) all of my long
range fire units failed their order tests, so Vaughan’s
units simply ran up unharmed. As the Tyranids closed to within 24” during turns
2 and 3 my firing started to improve, and I eliminated about half of what Vaughan
had on the table without losing a marine. Unfortunately, at the end of turn 3
his Carnifex turned up.
![]() |
Carnifex blasting my Tac team with bio-plasma |
![]() |
Having eliminated the Tac team, it moved on towards my gunship |
This 10 wound monstrosity proved a game-changer. By mid turn
5 it had eliminated one of my Tactical fireteams, and had charged into assault
my Land Speeder. On top of this Vaughan’s
other flank marches had showed up. One Hormagaunt brood was quickly destroyed
by the missile launcher (although this took valuable firepower away from the
Carnifex), while the other assaulted and destroyed the Tactical fireteam
holding the left-hand objective. Thankfully the Carnifex lost the assault
against the Land Speeder, failing a morale test against a 10. The game ended on
turn 6 with each of us holding one of the objectives.
I am extremely pleased how this turned out. Things were as
effective (and in the right ways) to match their 40K fluff. It was a very
close, hard fought game and no units stood out as being too good/bad, so I’m
going to leave the points as they are for now. The only two things that need tweaking are (A) the Land Speeder (I need to add Fast Vehicle and Skimmer rules), and (B) adjust how Tyranids interact with vehicles in close combat.
Subscribe to:
Posts (Atom)