Wednesday, April 17, 2013

Armarauders: The Last Battalion Issue #1 Review




Armarauders: The Last Battalion Issue #1 Review
by Mecha Workshop
free comic available for digital download
link: http://www.mecha.ws/English_Wave01-04_Pages01-28.pdf

Intro:
Mecha Workshop release this comic online via their Facebook page (https://www.facebook.com/#!/Armarauders?fref=ts). They plan on releasing a line of toys (model kits maybe.) based on their mecha designs. Armarauders: the Last Battalion is intended provide some back ground fluff for their kits. It does look like they'll eventually release this in printed form.


The Story:
After engaging in a ground campaign against an alien foe called the wasters, an unidentified group of humans pulls out of the planet Runera. A comedy of errors ensues after two mech pilots fall into a waster mine and their unit tries to rescue them. Unfortunately, this happens just as the last of the division (I'm guessing) pulls out. After arguing with the ship's captain, one of the company commanders gets the general's permission to lead a rescue mission. Meanwhile back in the enemy mine (pun intended), the two mech pilots run into civilians that the wasters have been using as slaves. While briefly argueing, one of the pilots is shot by a waster mech. On the surface the rest of the unit tries in vain to contact their fallen comrades(pun unintended). As the rescue team arrives, the wasters find the ship and begin attacking it. The rescuers return to the ship just in time to see the wasters bring it down. The issue ends with that last battalion stranded on runera and the mech pilot leading the slaves to freedom only to be brought down by what I guess are only Runerian freedom fighters. It's at this point that it's revealed that the mech pilot is the son of the battalion commander.

My Review:

The Story seems to jump around. Destroying the ship trying to escape seemed a like forced dramatics. I do hope that the main fleet didn't wait around and got out of dodge before the Wasters got to them. It would have been nice to for the writer to not pull any punches and for the general to just leave the battalion on the ground as soon as the enemy showed up. I always wonder how a unit that's been left behind always seems to have more supplies than it should only to be saved time and time again due to plot magic.

The art kind of reminds me of Mech Destroyer (Image Comics 2001). Some of the lettering can be a bit hard to read at times. In places, it's kind of understandable. They were trying to recreate a sense that a transmission was breaking up, but in other place it was a bit blurry. That said, the coloring really gives the feel that you're on an alien planet. Also, the mecha design is phenomenal and keeps a faux-anime feel while remaining clearly western. Overall the art is really good.

It is a solid story even if it has the "ripped from the headlines" feel of pulling out of a seemingly endless conflict after an extended campaign. It is nice to see someone in the west trying to do an original mecha story that's not completely anime inspired. The commander looks a bit young to be a colonel and certainly doesn't look old enough to have a son in the military.

As a long time fan of giant robots, I have to say it's really refreshing to see something like this. I've already read most of issue #2 and I have to say that this is a very compelling story. It's nice to see a comic that doesn't have a protracted origin story arc. The story arc isn't without its holes of course, but they certainly give you more story than you get for comics cost $3.99. I really enjoyed what the guys at Mecha Workshop did. I hope it continues to improve. I'm giving this comic three and a half giants out of five.



Wednesday, April 10, 2013

Got to play me some Y Wing... I mean X Wing

Soo as many of you know, Friday night (April 5th) Games Workshop released the new Tau Codex for 6th Edition 40k... (I swear didn't 5th Ed just come out?) At any rate, one of my favorite gaming stores Outside the Box,the other being Top Deck Games (yeah, I said both in the same sentence. I ain't scurred.), having a midnight release night so I stopped through for a game of X Wing with one of the guys, Joe.

We played a 100 point game which seems to be the standard point value for X Wing. He had Darth Vader in a Tie Fighter Advanced and Boba Fetta in a Firespry-31 (Slave One upgrade). I took three Y Wings (Dutch Vander and 2 Gold Squadron Pilots.) The game was fairly tight all the way through, but I think being able to shoot almost every turn really helped alot. Having 3 shields and 5 damage points didn't hurt either as my Y Wings took a pounding from Vader. I can certainly see why he is so feared in the game. I even lost one of my Y Wings (a first for me).

All in all, Joe was the kind of opponent that you wanted to play against. At one point we argued over a rule that would let me shoot, I was trying to be gracious and forgo attacking as the rules (to me) seemed unclear as to whether or not I could attack or not. After a quick rules check it appeared that I could and scored a Crit (sorry joe). At any rate, I can see that as you have two players who know what they're doing this game can be alot of fun and tight all the way through to the end. I think going forward though I'm going to retire the Ion Cannon Turrent for a little while. Being able to shoot EVERY TURN is a huge advantage in that game. I think I'll practice using Ion Torpedos. I don't quite have the hang of those yet.

Feel Free to leave comments, questions or even your personal experiences with the game.

Thursday, April 4, 2013

Gundam 40k Scenario: The Gau Hunter

Edit: This is something I was working on several years ago. I think that this would work well with the 1/400 Gundam Collection figs. 
 


    One of my favorite video games set in the Universal Century Gundam Universe is Rise from the Ashes for the Dreamcast. Rise From the Ashes takes place during the One Year War. You play the part of Master Pierce Rayer, Commander of the White Dingos. One of the things that helps this game feel like a "Gundam" story is the fact that you even have a rival Visch Donahue. If the game has one flaw, it is that it was too short. This shouldn't be surprising as the proprietary media that Sega used at the time only held a gig of space. This was due to the Dreamcast coming out just before DVDs hit the technology scene. When you consider all the different cutscenes in the game, it's not surprising that the development team just ran out of space to cram extra stuff like a quick battles mode. I love the game despite it's flaws.

     I really enjoy the third mission third. You get to snipe at a Gau Assualt Carrier.


The Briefing: http://www.youtube.com/watch?v=nr-RxdPT2fs

Part 1 of the gameplay: http://www.youtube.com/watch?v=r6qPuMl6o8I


Overview:
A Zeon Gau is making a bombing run on Earth Federation positions along the front and an EFSF Mobile Suit Team has been sent with an experimental beam rifle to cripple the Gau by taking out its engines. Meanwhile, a Zeon unit is forward deployed in an effort to ambush them.

Scenario Special Rules:
Eperimental Beam Rifle - After 5 shots, the Federation player has to wait one turn for the Beam Rifle to recharge.

The Gau Bomber arrives in 1d6 turns. And the Gau will take one turn to be in range from the top of the mesa. The Gau will be out of range in 4 turns.
Ambushers -

Set Up:

Game Length: (see Scenario Special Rules)

Mision Objectives:
Zeon Player must stop the Earth Federation player from shooting down the Gau.

Earth Federation Forces:
The Federation Commander may take three mobile suits (RX 79[G], GMs, or GM Ground types only) and a Type 74 Sonar truck..
One pilot may be HQ level
All other pilots must be Aces
Duchy of Zeon Forces:
The Zeon Commander must take at least 2 Magella Attack tanks and may take up to 1000 points of Mobile Suits. Only Zakus, Zaku IIs or Doms may be taken.
One pilot may be a Zeon Lieutenant.
All other pilots must be Troop level