In my attempt to revive this blog as well as developing a real habit to write on a regular basis. While I am currently in the middle of the move some time ago I was looking at my pile of shame and it made me sad. I hope to complete this pile. (and others.)
Showing posts with label 1/300. Show all posts
Showing posts with label 1/300. Show all posts
Sunday, September 27, 2020
Pile of Shame
Labels:
1/285. Robotech,
1/300,
1/400,
10mm,
12mm,
battletech,
gaming,
Gundam,
Heavy Gear,
mecha,
mechs,
miniatures,
robots,
science fiction,
scifi,
tabletop gaming,
war gaming,
wargaming
Tuesday, March 10, 2015
My First 300 point Robotech Tactics Game.
This is also my first post in a long while. Like many I got in on the Robotech Kickstarter and after what felt like an eternity I finally got my piles and piles of plastic robot goodness. I'm still assembling it all and so I've been using proxies until I get my stuff ready, but I digress...
This was my first 300 point game but second real game of Robotech. UEDF vs Zentradi. The scenario was Pitched Battle with Head to Head deployment zones. It was a real meat grinder and came down to the wire at the very end. As stated in the video, the first 2 rounds were pretty brutal. I lost 2 VF 1s closing in on the Zentraan Attack Squadron. I botched a chance to take out that squadron's commander when I activated my Destroids. The Zentran commander got a little overconfident and left his squadron commander open. Unfortunately for me, this meant sacrificing one of my VF 1 squadrons, but it was worth because it completely changed the game. The Zentradi Recon Squadron advanced more cautiously using the remnants of the Attack Squadron to finish off my VF1s. I split my Close Combat Squadron into two units and held the Defenders back while advancing with my Spartans. Unfortunately, the Zentradi player had learned and denied me any viable shot at his remaining commander... KKKKKKKKKKKKIIIIIIIIIIIIIIIIIIIRRRRRRRRRRRRRRRRRRRRRKKKKKKKKKKKKKKKKKKK. (my friend's last name is Kirkley) Since scoring was done by entire squadrons eliminated. The end score was 2 - 1 even if I killed more of his guys. Lessons: If you're the UEDF player, focus on units that don't respawn and KILL THE COMMANDER! If you're the Zentradi player, don't get cocky, yeah you have numbers but if you slip up and leave your commander in a vulnerable position
Here's a brief video of some of the action.
This was my first 300 point game but second real game of Robotech. UEDF vs Zentradi. The scenario was Pitched Battle with Head to Head deployment zones. It was a real meat grinder and came down to the wire at the very end. As stated in the video, the first 2 rounds were pretty brutal. I lost 2 VF 1s closing in on the Zentraan Attack Squadron. I botched a chance to take out that squadron's commander when I activated my Destroids. The Zentran commander got a little overconfident and left his squadron commander open. Unfortunately for me, this meant sacrificing one of my VF 1 squadrons, but it was worth because it completely changed the game. The Zentradi Recon Squadron advanced more cautiously using the remnants of the Attack Squadron to finish off my VF1s. I split my Close Combat Squadron into two units and held the Defenders back while advancing with my Spartans. Unfortunately, the Zentradi player had learned and denied me any viable shot at his remaining commander... KKKKKKKKKKKKIIIIIIIIIIIIIIIIIIIRRRRRRRRRRRRRRRRRRRRRKKKKKKKKKKKKKKKKKKK. (my friend's last name is Kirkley) Since scoring was done by entire squadrons eliminated. The end score was 2 - 1 even if I killed more of his guys. Lessons: If you're the UEDF player, focus on units that don't respawn and KILL THE COMMANDER! If you're the Zentradi player, don't get cocky, yeah you have numbers but if you slip up and leave your commander in a vulnerable position
Here's a brief video of some of the action.
Tuesday, August 20, 2013
Deloyer Government requests military support from the Commonwealth to deal with growing Junker Insurgency
August 20, 3258
Union City - In the wake of the fifth Junker attack on a mining facility in under a month, the Deloyer Government officially requested military support from the Terran Commonwealth. This comes after Weyland Industries has expressed a lack of confidence that local planetary forces can adequately handle repeated attacks on there mining facitilies.
Weyland Industries has contracted with Private Military Contractor firm, Artemis Arms, to handle the security of it's mining operations. A Weyland spokesman Casvol Armand made it clear in a press release earlier this month. "If the Deloyer government doesn't get a handle on the Junker situation, then Weyland will be forced to take a more direct roll in the Junker Insurrections.
"We at Weyland harbor no ill will towards the Junkers and completely understand that they feel as though they have some sort of a bone to pick. That said, taking up arms and destroying privately owned property is not the way to do so. Weyland is more than willing to meet any Junker groups with grievances."
Armand also mentioned that he believes that Weyland's chief competitor in the region, Shinahara Heavy Industries, is at the root of the problem. He claims that Shinahara has been supplying the insurgents with weapons and equipment. Unfortunately, he also says that Weyland has no proof of this, but they are in the process of getting that proof.
Meanwhile, the men of the 22nd Fleet Initial Strike Team is preparing to deploy to the troubled world. The Commander of the 22nd, Brigadier Thurgood Foster, says that his men are ready and more than able to handle the situation. Brigadier Foster feels confident that his Marines can keep the situation from escalating, but only time will tell.
Union City - In the wake of the fifth Junker attack on a mining facility in under a month, the Deloyer Government officially requested military support from the Terran Commonwealth. This comes after Weyland Industries has expressed a lack of confidence that local planetary forces can adequately handle repeated attacks on there mining facitilies.
Weyland Industries has contracted with Private Military Contractor firm, Artemis Arms, to handle the security of it's mining operations. A Weyland spokesman Casvol Armand made it clear in a press release earlier this month. "If the Deloyer government doesn't get a handle on the Junker situation, then Weyland will be forced to take a more direct roll in the Junker Insurrections.
"We at Weyland harbor no ill will towards the Junkers and completely understand that they feel as though they have some sort of a bone to pick. That said, taking up arms and destroying privately owned property is not the way to do so. Weyland is more than willing to meet any Junker groups with grievances."
Armand also mentioned that he believes that Weyland's chief competitor in the region, Shinahara Heavy Industries, is at the root of the problem. He claims that Shinahara has been supplying the insurgents with weapons and equipment. Unfortunately, he also says that Weyland has no proof of this, but they are in the process of getting that proof.
Meanwhile, the men of the 22nd Fleet Initial Strike Team is preparing to deploy to the troubled world. The Commander of the 22nd, Brigadier Thurgood Foster, says that his men are ready and more than able to handle the situation. Brigadier Foster feels confident that his Marines can keep the situation from escalating, but only time will tell.
Labels:
1/300,
6mm,
campaign,
Deloyer,
GROPOS,
microarmor,
miniatures,
scifi
Location:
Union City, Botutsi Province, Deloyer
Tuesday, May 21, 2013
Gundamn 40k: AMBUSH!
Sooo... I got out my 1/300 Gundam figs, Gundam 40k rules and got a game in on Friday night (May 10th). We continued our on going campaign in Africa. This time we set up an ambush scenario. I let him pick the terrain and the deployment zones. (Well it wouldn't be much of an ambush if I didn't now would it?)
I took two GMs, a Type 74 and a Ground Type Gundam. He had a Dom, Gouf, and a Zaku II. The 100mm MG continued to hurt me with it's measley strength of 6. This time I did take a Beam Spray Pistol (strength 9). The Dom had a heavy bazooka, but fortunately for me spent most of the game missing its shots. The Zaku had a 120mm MG and I forget what the Gouf had.
The objectives were really simple. It was only an ambush designed to keep Federation units operating on their toes so he really didn't have to kill all of my units. My objective was simply to fight him off and get the heck out of dodge.
The game started off not completely horribly for me as he let me have initiative for the game. (not that it helped.) The first turn was uneventful as only his Dom had a clean shot, but missed. Round two saw my MS Team mixing it up with the Gouf and Zaku II. At the beginning of round 2 a transport helicopter entered the battlefield. It was mostly ignored as the Mobile Suits slugged it out. Only minor damage was inflicted. A shield lost here. A Glancing hit there.
I tried my best to sneak my Type 74 off the field in an effort to at least get one of my units off the field. This was for naught as it was tag teamed by the Dom and Zaku. By this point of the game, the Gouf and one of the GMs were engaged in melee combat. The Gundam had made a play for a flanking manuever on the Dom. And the second GM tried unsuccessfully to engage the Zaku II. As the Zaku II finished off the Type 74, I tried to get my Gundam off the board. My opponent saw right through this and pounced. It really is amazing at how fragile the mass produced Gundams are.
With the Gundam out of the way, the Zeeks took a pot shot at the helicopter and was able to knock it out of the game only to crash somewhere in the distance as a brillant fireball. The Gouf finished its dance with the GM equipped with the 100mm MG and managed to turn it into a pile of scrap (thankfully salvageable). Down to the my final GM. I decided to make a break for it for it an get the heck out of dodge. Unfortunately, even with jump packs I was fourteen or fifteen inches from the edge of the board where I could escape. I was sweating bullets as Zeon Suits swarmed me like stink on crap, but everything was a miss and I at least had one guy escape.
At the end of the game, we rolled some dice to determine the outcome of some of the events in the game. I had the high roll and informed the Zeon player that the missing ace was in the helicopter that he shot down. The look on his face was worth losing the game. HA! Wait that wasn't nice now was it... anywho.
The Type 74 really doesn't do much and I really haven't been able to use it's special ability of being able to pick one of my units with clear line of sight at the beginning of the game to get a free attack on my opponent. It probably would make a good spotter as it most likely won't be doing any shooting. Other than that it's pretty much a waste. I plan on getting some Type 61s. At 50pts each, they could make good filler or even maybe a good swarm army to take if reinforced with Mobile Suits.
All in all I continue to have fun with Gundam 40k. And it is helping me become better aquainted with the rules. 40k really does seem better suited for smaller scales. And Gundam 40k has me thinking about picking up an epic army and playing 40k with the movement cut in half, but leaving the weapons ranges in tact.
I took two GMs, a Type 74 and a Ground Type Gundam. He had a Dom, Gouf, and a Zaku II. The 100mm MG continued to hurt me with it's measley strength of 6. This time I did take a Beam Spray Pistol (strength 9). The Dom had a heavy bazooka, but fortunately for me spent most of the game missing its shots. The Zaku had a 120mm MG and I forget what the Gouf had.
The objectives were really simple. It was only an ambush designed to keep Federation units operating on their toes so he really didn't have to kill all of my units. My objective was simply to fight him off and get the heck out of dodge.
The game started off not completely horribly for me as he let me have initiative for the game. (not that it helped.) The first turn was uneventful as only his Dom had a clean shot, but missed. Round two saw my MS Team mixing it up with the Gouf and Zaku II. At the beginning of round 2 a transport helicopter entered the battlefield. It was mostly ignored as the Mobile Suits slugged it out. Only minor damage was inflicted. A shield lost here. A Glancing hit there.
I tried my best to sneak my Type 74 off the field in an effort to at least get one of my units off the field. This was for naught as it was tag teamed by the Dom and Zaku. By this point of the game, the Gouf and one of the GMs were engaged in melee combat. The Gundam had made a play for a flanking manuever on the Dom. And the second GM tried unsuccessfully to engage the Zaku II. As the Zaku II finished off the Type 74, I tried to get my Gundam off the board. My opponent saw right through this and pounced. It really is amazing at how fragile the mass produced Gundams are.
With the Gundam out of the way, the Zeeks took a pot shot at the helicopter and was able to knock it out of the game only to crash somewhere in the distance as a brillant fireball. The Gouf finished its dance with the GM equipped with the 100mm MG and managed to turn it into a pile of scrap (thankfully salvageable). Down to the my final GM. I decided to make a break for it for it an get the heck out of dodge. Unfortunately, even with jump packs I was fourteen or fifteen inches from the edge of the board where I could escape. I was sweating bullets as Zeon Suits swarmed me like stink on crap, but everything was a miss and I at least had one guy escape.
At the end of the game, we rolled some dice to determine the outcome of some of the events in the game. I had the high roll and informed the Zeon player that the missing ace was in the helicopter that he shot down. The look on his face was worth losing the game. HA! Wait that wasn't nice now was it... anywho.
The Type 74 really doesn't do much and I really haven't been able to use it's special ability of being able to pick one of my units with clear line of sight at the beginning of the game to get a free attack on my opponent. It probably would make a good spotter as it most likely won't be doing any shooting. Other than that it's pretty much a waste. I plan on getting some Type 61s. At 50pts each, they could make good filler or even maybe a good swarm army to take if reinforced with Mobile Suits.
All in all I continue to have fun with Gundam 40k. And it is helping me become better aquainted with the rules. 40k really does seem better suited for smaller scales. And Gundam 40k has me thinking about picking up an epic army and playing 40k with the movement cut in half, but leaving the weapons ranges in tact.
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
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
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