Wednesday, September 27, 2023

One of these is not like the others...

 o/

Here ya go, some more mechs fresh off of the panting queue:

Don't eat the green one, its not ripe yet.

The green one is a clan Baboon (AKA: Howler) painted in the colors of Clan Jade Falcon's Omega Galaxy. This is my first mini for the Falcons and will soon be joined by four more mechs for another Fast & the Furious, Frankie-styled mech star. 

I just love how all of my minis are invariably adorned in cat hair. It like its just plowed through some sort of colossal spider's web!

This Baboon, as well as another of the same in the coming batch of light clan mechs will be the slowest moving units in this new star, as is befitting of a (light) fire support mech. That said, it still will be moving at up to 14" per turn!

It doesn't look so bad when it zips past you in a blur!

Speaking of fast, next up is my Jenner which is easily the UGLIEST mech in my inventory! This mech did take out a clan omnimech in it's last game. While that sounds impressive, the mech in question was a Dasher which has barely enough armor to withstand a collision with a tree branch when moving at full speed. 

This urbie earned it's paint in that same game.
Here we see it crossing what was once runway 67 A.

This Rifleman on the other hand, ought to have been tossed into the flames of my backyard firepit given its last, stunning battlefield performance!

The Rifleman got lucky in that I was painting red mechs this week, as when it last saw the table top, it shutdown due to overheating. I was fielding it as a C model refit (which is prone to overheating) all while failing to hit most anything with the clan pulse lasers that it was mounting. It was awful.

These three bring the Combine's painted total up to 7 mechs.

Nonetheless, all I have left to paint for my (current) DCMS' Sword of Light demi-company is a recently purchased Catapult K2. Unfortunately, I'm out of the correct shade of primer for the K2 (as are the local FLGS'). 


Wednesday, September 20, 2023

The 100pt game experiment

 o/

Surprisingly my Javelin would survive this point blank exchange, but only to fall a turn later.

Why not right? We normally play 300 points at the FLGS, with Frankie and I splitting our force into two, 150 point halves which easily are played against one another when playing at home. That said, our 150 point home games, tend to take a bit too long for school nights (or so Mom says). We usually don't start to play until after dinner, so I trimmed the forces down to an even 100 points and starting at 6pm we finished up at about 8:30. Perfect!

Or was it?

The long range fire support units eye one another warily from a distance.

However, Frankie was less than enthused about not having a pure, speed freaks type of lance. Having not played in a good while, and only having a Wolfhound with a 12" movement and a Spider with a 16" movement, he lapsed into his noob, uber defensive mode. His lance was rounded out with a 4N Hunchback and a skill 3 Hatchetman 3F for his commander. 

While his Spider and Wolfhound went to the flanks and the Hunchback up the middle (briefly), he basically hid his Hatchetman in the back field as it was 'so slow that it was useless' (8" movement, just like the Hunchback). I tried to explain that by hanging back he was playing to my strengths, to no avail. I had two WTH-1 Whitworths, a skill 3 Blackjack BJ-1 and a fast moving 10N Javelin, making for a medium fire lance where both Whitworths halved the medium and long range modifiers. 

Urban combat, not the Whitworth's favorite place to be. 

Pointing out that only the Javelin had a greater than 8" movement on my side, and that his Hunchback was the best mech on the table, not to mention the Hatchetman's lance mates were likely screaming over comms to get into the fight did little to motivate him to bring it into range. It maybe fired 2 shots all game, and spent most of its time in hiding. 

Frankie, lamenting his poor dice rolls. 

His dice were not rolling well and effectively outnumbering him 3-4 at the outset, the end results were predictable. Not even his 6 rerolls were of much use. In the end I lost the Javelin, whereas he lost the Wolfhound and Hunchback, and the Spider was rendered weaponless.

Trying to balance out a pure, high speed lance with a more rounded one at such a low points total wouldn't be easy in my opinion. Of course he complained (every turn) that the Spider only moves at 16" a turn. I had to remind him that not every mech moves like a Mercury, not to mention I only have one Mercury in my collection. 

The final pic taken after the weaponless Spider and barely damaged Hatchetman fled the field. Frankie wanted to memorialize all of his bad rolls with a display of ones.
Note: the tanks were just terrain.

As such, I'm calling this one a bust. I'll see if I can come up with a decent 100pt speed daemon list & something to effectively oppose it. Otherwise I guess that I'll just stick with our usual 150pt lists (I don't think he has the attention span to run a full 300pt list on his own). If the games run long, we can just leave them at the end of a turn and finish up the game the next day (one of the benefits of having a gaming area at home). 


Edit: I made him a 100pt speed freak list this morning and while fast, it's damage potential is kinda meh, and its mechs are fragile as hell...

Tuesday, September 12, 2023

Hell's Horses Iota Galaxy Part 2...3...ish?

 o/

Honestly, I think the paint job on the Clan Demolisher came out the best of all of these. 

I finished painting up this force just in time for a game of Classic with Kushial and his favorite Eridani Light Horse this past weekend. The Clan Demolisher and Stinger C's were repaints, the Demolisher just had a generic urban camo scheme that matched nothing else and the Stingers were previously painted for The Buffet Assault Group itself. 

The light tanks are from Microworld Games and used as counts as Mithras light tanks. The actual Mithras mini looks more like a tracked and turreted farm tractor to me than a proper tank. On the tabletop the Mithras lasts about as long as a farm tractor as both died to a single volley of fire. Granted, in one case said volley was all 40 LRMs (seriously WTF?) fired from an Archer!

These three would not survive the coming battle...

I believe Kushial will be doing a more in depth overview of the game, so I just have a few pics here. This list is set up more for Alpha Strike as one of Frankie's preferred 'fast & the furious' type lists. In Classic, with all 4/5 pilots and crews save the Hellhound which had a 3/5 pilot, the above list came out to 8000 points even.

My army's MVP by a mile!

In Alpha Strike, again with all skill 4 pilots and crews, if I drop both of the Mithras tanks, the list comes out to 142 points. That leaves enough left over to boost 1 mech up to a level 3. While the Demolisher isn't fast, it is furious, having fired a dozen AC-20 rounds and hit with all but two! Only one was a cluster round and we didn't even get to that as the target had already disintegrated.

In the end the Demolisher only had a few nicks and scratches, whereas everything else still standing on the board had had the living shit kicked out of it!


Wednesday, August 23, 2023

Hell's Horses Iota Galaxy Piranha

 o/

This unassuming little mech is very much something to be feared!

Just a quick post to show you that the murder machine is done! In Classic Battletech I've never had much success with the Piranha. Instead its been a distraction that is notoriously time consuming to roll for, while at the same time failing to hit with most every machine gun. 

In Alpha Strike, I renamed this mech the 'Gank!' because it did just that to several of Screech's much heavier mechs.

More recently it got it's Alpha Strike debut where Screech failed to kill it before it closed to short range. In Alpha Strike, the Piranha is an absolute MURDER MACHINE! All the more so when it gets into the rear arc, potentially inflicting up to 6 points of damage per turn!

As such, this well earned paint job was long overdue. 

Friday, July 14, 2023

Celebrating a 1-shot-kill with some paint jobs!

Red Lance, standing by...

My Capellan Urbanmech 'Red Lance' is now painted in recognition of it's glorious actions in combat vs. Frankie who was fielding my Wobblies. I only have a few pics of this action which he won, though it came down to the last die roll. 

The fighting in this shot was brutal with my Urbie, Raven, and his Sentinel going down, and the Blackjack suffering crippling injuries. It should also be noted that this is on Frankie's side of the table meaning that Urbie had crossed almost the entire table!

Indeed his 'victory' was pyrrhic at best as his lone surviving Blackjack had just 1 point of structure left and a 2" rate of movement. You know it's bad when Urbanmechs are trying to run you down!

The last surviving Wobbly mech, the aforementioned Blackjack was hiding behind that ruined tower in the distance. Thus my UM-R63 sprinted (for a few turns) to try and run it down. In the final exchange of fire, my shots were off by 1 and lacking any rerolls, he won by the skin of his teeth!

Yet another Urbie entering itself into the history books!

The BEST part of the game however was when UM-R69 'Red 1' rolled a box cars to hit AND to crit killing that far-off Crab with one shot! Now I've had Urbies 1-shot-kill significantly larger enemy mechs in both Alpha Strike and Classic Battletech (the latter case was years ago in which a UM-R63 had a golden BB that took down a King Crab in 1-shot). 

The previously painted 'Blue Lance'.

As such, I painted the whole lance finishing off my Capellan Homeguard demi-company (for now). Being a Homeguard unit, tanks and infantry are sure to follow at some point.

'Red 1'  now sporting it's well earned kill marking on the autocannon's barrel. 


Friday, June 30, 2023

So many battles!

 o/

A dual to the death between two heavy recon mechs.

Well the Inner Sphere is well and truly aflame here locally, with three games of Battletech played since my last post, two of Alpha Strike and one of Classic. 

Painted up for the occasion; like any self respecting newly painted minis, they all died!

First up, Frankie and I played a civil war era game of Alpha Strike vs. Rob & his Capellans. Frankie was running mercs and I had Capellans, the St. Ives Compact. This was a fun game and our FIRST victory in Alpha Strike, huzzah! Frankie tends to write notes all over his unit roster page with all of the mech cards printed on it, and I noted when we got home that 'we won!' was written across the page, lol. 

UM-R69s providing covering fire for Frankie's advancing Mercs. 

This firefight became known as the alley of death, and decided the game. 

Later that weekend, my Whipits got their battlefield debut vs. Kushial's Davion forces. Rather than retell a story already told, you can just read his account here. 

Yeah, this about sums up that debacle.

This past Wednesday, neither Rob nor Screech were available, so instead our 300 point force split in half and Frankie and I battled each other in a 150 point game at home (after 14 months, it was the first mini game played in our new house). 

Tired after a long road march, the FWLM voted for dinner at the next Urbie Burger on the route, only to hear over coms that their Wobbly allies were pulling up at a Dunkin Davions instead. Naturally this disagreement lead to a fight to the death!

A nasty firefight this was. 

+4 to hit was no matter, my Guillotine turned the cocky little Mercury into a greasy smear.

The last two on the board, my Wolverine with one point of damage vs. Frankie's untouched Vulcan. This fast moving dual would cover several turns and about half of the board. 

In the end I got him though, the extra tonnage pulling me thru! That said, the Wolverine was down to 2 points of structure remaining and only a 5" movement rate.

I just squeaked out that one! He was kicking my ass early on taking down my battle armor squad and Scorpion mech by the end of turn two. Had Frankie had a battle lance with rerolls like I did, rather than light strikers with the speed demons SPA (+2" movement to all but the Crabs), odds are I'd have lost. Indeed, following the game he said 'I want to play this list again! I think I like fast mechs rather than the big heavy ones you usually give me, but I think I want the rerolls next time.' 

And there we have it folks. Not only is Frankie definitely hooked (speaking of, Kushial donated some more reading material for Frankie), but he's even found his preferred playstyle! This makes me a happy Dad.

Thursday, June 22, 2023

The latest on my Mercenaries

 o/

This pic explains a few die rolls...

I've been rather productive on Battletech front. We're settling into a summer routine of a game of Alpha Strike once a night per week (fingers crossed it stays that way). Frankie seems to have taken a liking to it the game despite our continued losses. Indeed, he specifically requested that his lance include the Dragon this week, seems he's found a favorite mech. 

Unfortunately I was unable to squeeze my painted CGR-SB Challenger into this list.

Last week's game of AS saw The Buffet Assault Group itself take to the field, and for the first time ever at company strength! Having learned to not put all of our eggs into Frankie's basket, our lists were almost identical in points. Frankie commanded the lance in back, whereas I used the Hunchback lance as I knew he'd have trouble telling them apart. We split the recon lance with 1 Stinger a piece, with him taking the Phoenix Hawk and the Firestarter for myself. 

That's our dead pile on the right, with the three survivors on the left not having taken a single point of damage among them. Curious.

In Frankie's estimation 'I think we did a lot better this time!' (quote), to which I agreed that yes, we didn't get tabled. Rob & Screech both fielded 150pts each themselves with Rob claiming to have the Capellan Confederation and Screech with Steiner as is usual. Once again, without a lick of paint nor primer to be seen, they looked like the Grey Death Legion to us. 

***

In a bit of hero warship, rather than stop at a pink paw print, Hotshot has added splotches of pink to his mech's 2-tone purpleflage. 

Prior to that, I painted up the last member of Ace Darwin's Whipits: The WSP-1A who's pilot's callsign is 'Hotshot'. Named by Kushial after a brand of Wasp killer that he no doubt sells in the store that he manages. 

With a name like 'Hotshot', you can (correctly) imagine that this guy has an ego a mile wide crammed into the little mech's even tinier cockpit. An eternal discipline problem for the 18th Marik Militia, he 'wandered off' and was left behind on Hall when that unit suffered a crushing defeat in the War of '39. When the Dragoons radioed the dropships boosting towards orbit, informing them that 'they forgot one', the Marik response was 'he's your problem now'. 

Why stop at a mere pink paw print when you can make your mech's ridiculous camouflage scheme even more garish?

While a discipline problem pilot might normally fit in well with the Black Widows, they were unimpressed with both Hotshot & his mech, and left them both behind as well. Stranded on Hall, Hotshot begrudgingly signed a contract with the Fed Suns' 4th Republican Guards. Often-bored out of his mind by garrison duty (much like his servie in teh FWLM), he would amuse himself by using his mech to play Jenga with their palletized supplies. Quickly, the Davions cashed out their 'contractor' with a 1-way trip off world. 

Eventually making it to Outreach, Hotshot has bounced from command to command and contract to contract. He has quickly earned himself a reputation that few are willing to deal with. That said, he's like a star struck groupie in the presence of Ace, and has even gone so far as to add pink coloring to his Wasp's purpleflage, over and above the mere paw print that Ace requires.

Ace doesn't expect this subdued state to last, but he's hoping that the hero-worship will last for the duration of this contract at the least.

Monday, June 12, 2023

Alpha Strike, Round 2

 o/

Today is a good day to die!

I got in another game of Alpha Strike this week, again with my son Frankie fielding the 'good' lance, and myself with the lighter weight one. Frankie had a heavy weight, C3 lance. Still inexperienced, he came out cautiously, getting little to no benefit from his heavy armor, weapons, much less the C3. 

I again found myself leading the charge with Urbies, which had predictable results. 

Eventually, he got more aggressive after some prodding by me (and threats to have him field the fragile Urbies next time around). His Dragon did reach Screech's table edge though at one point, unfortunately he pulled a Neverness and blew his collective to-hit rolls and derived minimal benefits from the C3's lack of modifiers.

Screech 'posing' with his Grey Death Legion force.

Honestly, the game became more fun when I told Frankie that the prudent commander would see that the cause was lost and surrender. However the Combine's Bushido philosophy said: NO and the suicide charges began in earnest!

The IFF is...confused. 

(Always remember to paint your mechs kids!)

In a nutshell: we got tabled. As such I can't say that we're improving and I was a little salty for a moment there about Screech's pair of skill 2 pilots, but the game ended on a high note.  And by 'high note', yes I mean suicide charges and glorious last stands. Those being the Hunchback in the first pic, the Marauders above (Screech's survived with a lone point of structure remaining), and our last to fall, the Jenner below. 

Despite have a damaged fire control system, I've found that yelling: "WILD FIRE!' just before rolling the dice still gets good results!. Thus, this fugly little mech, our last to fall, earned itself a proper paint job. 

On to the next list...

Monday, June 5, 2023

My first impressions of Alpha Strike

 o/

R.I.P little Urbie, R.I.P...

Welp, after about a month of no gaming, I managed to get in a demo game of Alpha Strike with my buddy Screech, with my son Frankie in tow.

The 2/3 that managed to show up. I gave Frankie control of the medium lance whereas I took the light lance. Originally I had planned to split the tanks between us but it was not to be.

Frankie liked the idea of learning a game at the same time as i was, and having only read the same set of 'quick start' rules. I do have the rulebook for AS, but like most rulebooks that I own, I've done little more than look at the pictures and their captions. I'm far more likely to learn a ruleset by muddling thru a game of it than I am to read the rules beforehand.

Screech's unidentified Steiner force was suffering from budget cut and as such, were left without any funds to apply the regimental color scheme to any of their mechs.

300 points seems to be the 'typical' size for AS here locally, and conveniently my Dixie CTM clocks in at just that amount. However much to my surprise/dismay, when I was pulling out our forces at the FLGS, I remembered that I had transferred all of my tanks and infantry to another case which was still at home. 

Urbies have an Impressive (well, for an Urbie) movement rate of 4", which is for both jumping and on foot! That said, they have have a big whopping '0' for a Total Movement Modifier. 

As such, with my heavy armor lance not present, the game was scaled back to 175 points, and I informed Frankie that we were likely doomed without all of our big guns. Hell, it was both a weeknight and a learning game anyways, so what did it matter really?

Flanking maneuver in-progress...

This pics in this post are more of a highlight reel as I only took a few being more interested in getting a feel for the ruleset. Overall its not bad, though I can't say that I expect to like it more than the 'Classic' ruleset (no doubt much to Kushial's delight as he has no interest in AS). 

In the heat haze of heavy combat, Screech's mechs actually blended fairly well with the environs of the battlefield (note: the ubiquitous 'crotch shot' of my opponent in the background). 

I can see what Catalyst is aiming for though and Frankie seemed to enjoy himself. He did say he'd play it again whereas I've never bothered with trying to teach him classic as he lacks the attention span needed for it. I've heard it said that AS is more of a gateway drug into BattleTech and indeed I have to agree with that. 

The Hunchback HBK-4N was the first to mech to fall, much to my surprise as I was expecting the first kill to be a slow and fragile Urbie instead.

In all honesty, AS is fast paced enough, and units fragile enough that out-right kills are so much more common than in Classic that My Beloved Wolfy might have actually enjoyed this ruleset. For those who don't know, I'm referring to my late wife who was a gamer but HATED BattleTech as it 'impossibly made giant stompy robots boring'. For those who knew her, and her special loathing of BattleTech, that is a HUGE compliment to the design team!

Screech isn't offering advice here, but is rather looking at our cards to see which mech of ours is likely to fall next. Schmuck.

We tried the pilot die optional rule, where you roll 1 differently colored D6 and then another for every point of damage in your range bracket to simulate the possibility of some weapons hitting and some not, rather than the all or nothing approach. Honestly, I can see some form of that approach to shooting bleeding back into Classic. Although my little 14 section mini-tackle box filled with dice does a fine job on its own. 

The Warhammer went down next though an Urbie and commando went with it. Luckily Screech kinda blew his die rolling a little and the Uziel managed to hang on with 1 point of structure left!

All in all it was fun and definitely worth trying again. I don't think it'll displace Classic BattleTech (for me anyways), and I look forward to tryout some more lists with it in the future. Screech won with three kills to our one.

Alas poor Urbie, I knew him...