Showing posts with label BA40K. Show all posts
Showing posts with label BA40K. Show all posts

Saturday, 24 January 2015

Current Projects

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...).

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.

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!

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.