Thought I'd take a moment to think over the last mission and nitpick my playing. I’ll break this up by faction.
Therians:
• Learn to use the routines more than I have been. Since I’m playing myself I need to “pre” spend some LP for activations thus freeing up my LP pool to only those LP I have for combat drills as well as routines.
• Ice sucks. Therians have no infantry that do not slip and spill all over the place. Coupled with small islands of ice with water on all edges their troops are in constant threat of a watery death. It wasn’t until mid game that I realized getting up ON the container would fix that issue.
• Maximized units are a poor choice. At only 2,000 AP maximized infantry units are a poor choice. Smaller unit sizes with more units would allow the Therians to be better able to control objectives, and keep heroic units from being forced into Reserve status because that is the least depleting choice for reserve units.
• Smaller Reserves. Coupled with that don’t choose 500 RP units. Instead break it up into small costing units so you can actually deploy them.
U.N.A.:
• Wing Troopers are a must on the ice.
• Small units like the Wing Sniper team are perfect for capturing far flung objectives that enemy units have little hope of getting to.
• Wrath Golgoths are very durable, as are Red Blok AVF’s. Make a concentrated effort to bring anti-AFV weaponry. Defender Cobra M8 would be a better choice then the Defender Cobra. The mortar is decent but is not very capable of broad infantry destruction, and with only 2 missiles the chances for damage are too little.
I’m not sure if it was the AP or the map, but the game felt VERY constrained. Considering the next game is Abandoned Base with Karmen vs Therian we shall see if it was limited units vs limited map that made me feel this way.
A running blog of my gaming interests. 40k, Malifaux, AT-43, Confrontation, and the like.
Tuesday, March 3, 2009
Thursday, February 26, 2009
Operation:Frostbite Week 1: Ice Floe Indy

Operation: Frostbite Phase 1, Week 1
Battle: Ice Floe Indy
Therian Company 1 vs U.N.A. Company 1

Round 1:
U.N.A won the opening authority roll and opted to have the Therians enter the field of battle first. The Therians spent 2 LP to pass. U.N.A. then spent 2 LP to pass as well. Therians opened up by first placing the Wrath Golgoth behind the orange crate using rush movement. U.N.A. responded by moving the Defender Cobra forward to a small island of ice again with rush movement. The Therians then moved their Storm Golems forward to surround the light blue crate in the south. Their footing being designed for the uniform surfaces of Damocleas they slid on the ice right up to the edge. U.N.A. responded by sending out Captain Newton in her Firetoad, she jumps to the crystal location.The Therians then moved forward their Bane Goliaths placing them as near the orange crate and staying to the center of the ice, and command them to take cover. Unable to hold their position from making such a fast rush movement they slid back into the blue crate. The U.N.A. deploys their Wing Trooper squad and assigns them the capture of the crystals that Captain Newton is covering. They do so taking a knee and trying to use the cover to keep the Therians shots from finding them. Lastly the Therians move up their unit of Assault Goliaths hugging as close to the Bane Goliaths as possible and similarly take cover behind the crates, slipping only a little they slid to the waters edge on the right. U.N.A then deploys their Wing Trooper Sniper Team who first take a pot shot at the assault goliaths, disabling one, before moving out to the crate on the right side taking cover behind it. Lastly the U.N.A. Steel Trooper squad leery of the cold water surrounding them on all sides, and also not wanting to risk the jump over it they attempt to hold position, but slip to the waters edge on the south.
The U.N.A. capture and control both the north east container and the northern crystal, scoring 2 VP, and 200 RP.
The Therians capture and control two containers, scoring 4 VP, and 100 RP.
Round 2:
Once again U.N.A. won the authority test, opting to maneuver first command the Defender Cobra to take up over watch. The Therians then move forward with the Wrath Golgoth, Defender Cobra opens up with a full salvo firing both the missiles and the mortar at the Wrath Golgoth. One missile penetrates damaging the hull for two points. Surviving the salvo the Wrath counter attacks firing all weapons on the Defender Cobra, alas its armor proves too thick for even the advanced Therian munitions. Captain Newton then fires off both lasers at the Wrath Golgoth damaging the Medium Sonic Cannon before moving back behind the crystal leery of return fire. The Therians then moved their Bane Goliaths up once more taking cover, again the footing proves difficult and they move south west towards the water, finding no clear shot they hold their fire. Next up the Wing Trooper squad moved up to capture the Karman and UNA container. They open fire on the Wrath Golgoth their multi-lasers proving useless while their two Laser Gun bears are able to score one hit against a leg hobbling its motion. Once more they take cover and a knee to keep out of Captain Newton’s line of fire. Before moving the Assault Goliaths open fire on the Steel Trooper squad killing 3 of the soldiers. Then they move up to keep control of the orange container and use it as cover from the sniper team. Their preferred targets having taken cover the sniper team moves up onto the container taking shots of the Storm Golems eliminating two of them. Having lost two of their numbers but more leery of falling into the icy waters to their south the Storm Golems move north to wrap the container, the footing proves more solid this time and they maintain position. The steel troopers open fire, missing with their missile before moving away from the waters edge.
The U.N.A. captures and controls both the karman and UNA central containers and maintain control of the crystals and container from the previous round scoring 6 VP, and 200 RP. Total: 8 VP, 400 RP.
The Therians maintain control of the two containers, scoring 4 VP, and 0 RP. Total: 8 VP, 100 RP.
Round 3:
Once more Captain Newton leads the U.N.A. to go first. First she calls in the Death Dealer TAC ARM squad to reinforce the sniper team. Hoping to eliminate the Wrath Golgoth before it opens fire itself and opening the way to pour fire into the units behind it opens up with the missile launcher against the Wrath and the mortar against the Bane Goliaths behind it. The missile strikes the Sonic Cannon destroying it. The mortar failed to damage the Bane Goliaths. The Wraith Golgoth fearing that it will be eliminated before it can be fully utilized returns fire on the Defender Cobra this time having taken the time to take aim punches trough some of the hull. The Death Dealer TAC ARMs arriving on the scene move to support the snipers having to make a rush motion to make it over the water. Worried about the sniper team taking unmolested shots and wanting to capture the crystals the Assault Goliaths move up onto the container opening up with their Nucleus Cannons eliminating both snipers. Turning their attention to the Steel Trooper squad they open fire with their Sonic Cannon but the range proves too far and the shots fail to land. The Wing Troopers split fire the two laser guns trying to make purchase upon the Wrath, but fail to. The rest of the squad takes up over watch positions. Next the Therian Bane Goliaths move into position on top of the container, as they clear the top the Wing Troopers open fire yet fail to make any lasting damage, the Bane’s return fire eliminating 5 of the wing troopers. Captain Newton seeing her men taking losses moves up and fires upon the Bane’s ignoring the nearly crippled Wrath Golgoth. Her shots strike true and she cuts two down. The Storm Golems once again move forward to stay on the ice, their footing having been so far a great trouble. Taking cover and setting up over watch positions while being ready to split their fire. Lastly the Steel Troopers launch their missile at the Wrath missing entirely, before opening up on the Assault Goliaths with their lasers, failing to penetrate with either weapon. The ice pushes them slightly to the side.
The U.N.A. continues to control both the Karman and UNA central containers and maintain control of the crystals and container from the previous round scoring 6 VP, and 100 RP, and spent 300 RP on the Death Dealer TAC ARMs. Total: 14 VP, 200 RP.
The Therians maintain control of the two containers and capture the crystals, scoring 4 VP, and 150 RP. Total: 12 VP, 250 RP
Round 4:
Captain Newton once more leads the charge firing on the lone Bane Goliath destroying it, before firing her second laser on the Wrath, finishing off its last leg holding it in place. Before moving up onto the UNA container the Bane previously held. In retaliation the Assault Goliaths turn their fire onto Captain Newton. They punch two bold hits into her Firetoad’s frame and disable one of her laser cannons. Hoping to clear the deck the Death Dealer TAC ARM’s move up onto the container and take aim on the Assault Goliaths, having cleared their zone of fire of any obstacles the Assault Goliaths take several hits falling to the ground in pieces. With the line falling apart and the Defender Cobra proving all but impossible to destroy the Wrath fires with the Nucleus Cannon utilizing its sniper ability it is able to finish off Number One. Captain Newton spends the LP to eject, firing her chair and aiming back to the safety of the crystal and the team of wing troopers covering it. Luck being with the stalwart commander she lands near the ice and only stumbles slightly on the ice. She readies her multilaser and prepares to hold her position. The Wing Troopers hoping to avenger their fallen commanders AVF fire their laser gun upon the wrath missing entirely. Not wanting to give up their position covering two containers the remaining troops go into over watch. The Therians seeing their ability to take control of Ice Floe Indy in jeopardy move the Storm Golems forward to take position between the three containers. The ice still giving them trouble pushes them to the left. Finishing the round out Defender Cobra and the Steel troopers open fire on the Wrath destroying its last weapon but intact.
The U.N.A. controls only two containers this round, as well as the crystals, scoring 4 VP and 100 RP. They spend 215 RP to deploy the remaining Steel Trooper squad. Total: 18 VP, 85 RP.
The Therians continue to control the central three containers but loose control of the crystals. Scoring 6 VP, and 0 RP. Total: 18 VP, 250 RP
Round 5:
Wanting to devastate the Therians the Defender Cobra opens up with the missle launcher, it lands punching threw the last of its armor reducing it to slag. Then it opens up with its mortar landing the shell amongst the Storm Golems, reducing a couple to slag. The storm golems return fire on the Defender Cobra with their Sonic Gun, damaging a leg but otherwise leaving it intact. The rest of the Storm Golems hunker down and prepare to ward off defenders taking up overwatch positions. The UNA then calls in the air drop of the steel troopers upon the forward position of the Wing Troopers, their aim falls true and they take up position on the container, the few troopers able to see a few Storm Golems take fire offing a few in the process. The Wing Troopers seeing an opportunity to end this assault now move forward to the container over the Storm Golems under heavy fire. One trooper takes a hit but the medic is able to keep him going. The troopers open up with all guns and nearly eliminate the remaining Storm Golems. With victory near at hand the Death Dealer TAC ARM’s move forward to take control of the crystals. The Storm Troopers try to eliminate the last few Storm Golems but the cover and range prove to much for their shots. The mission ends with a U.N.A. victory. The U.N.A. gain control of the central blue UNA container, and maintain control of the Karman container. They also control two crystals, having captured the second one, scoring 6 VP and 250 RP. Total: 20 VP, 335 RP.
The Therians loose control of everything this round, including the sector. Scoring 0 VP, and 0 RP. Total: 18 VP, 250 RP
Tuesday, February 24, 2009
Operation Frostbite

In the coming weeks I will be working my way through the Operation Frostbite campaign. This after having secured for myself a new Karman and Red Blok army. As such I’ll be posting up the battle reports as they occur. For now you can enjoy the campaign map that lists each company’s beginning movement, and thus the locations of each of the future battles. I’ll post up company lists as each company is sued for the first time, and those not used when the first week of phase 1 is over.

The first mission will be U.N.A. company 1 versus Therian company 1 at Ice Floe Indy.
U.N.A. company 1, lead by Captain H. Newton
Platoon 1
- 9 Steel Troopers (Sergeant, 2 Missile Launcher)
- 3 Death Dealer TacArms
- 2 Wing Sniper Team
- Number One (+ Captain H. Newton)
- Defender Cobra
Platoon 2
- 6 Steel Troopers (Sergeant, 1 Volcano MG)
- 9 Wing Troopers (Lieutenant, 2 Laser Gun)
Therian company 1, lead by Alpha Atis-Astarte
Platoon 1
- 9 Grims Golems (+ Alpha Atis-Astarte, 3 Flamer)
- 9 Storm Golems (Alpha, 1 Sonic Gun)
- 3 Bane Goliaths
- 3 Assault Goliaths
- Wraith Golgoth
Monday, December 15, 2008
Rackham Collection
Over at the Rackham Games forums for AT-43, a running topic has been started to show off collections. So I snapped this pick to place up their. figured as I haven’t had a chance to get any real painting done in a long time, although I do have a couple mini's on the bench, I'd stick the picture up here.
I greatly increased my Confrontation set size due to the huge sale over at Fantasy Flight Games on Black Friday. Yeah an early Christmas gift to myself.
Sunday, August 3, 2008
Equanumous Warrior, Dragon & Goblin Ashigaru, Rat

I chose to paint this miniature in line with a different coloring scheme than is typical of the dragon army. The voids and smoke of this character seem to represent to me the teleporting/concealment of the Shadowdancer or Shadow Hand style characters from the D&D book, Tome of Battle. As such I chose instead to use a black and purple coloring for the smoke/invisible break in the character. Along with that I chose to go with a light green coloring for the eye to symbolize a kind of magical quality to the figure. The gray/purple seemed an adequately appropriate coloring for the rest of the figure. I don't think the painting was the greatest I have done yet. I was going threw it a bit faster than normal and I was mostly focused on the black/purple smoke effects.

Looking around the back of the figure the smoke effect comes through a little better. So I would call this figure adequate, and defiantly worth the experiment. Good for a D&D game though.

This was one of the more enjoyable figures I've painted. The skin was very interesting over typical human tones. The green really let me play with some highlighting of separate coloring to create a nice blemished skin tones rather than a uniform green with just a wash. His eyes and teeth came through really well as did the shield. I just loved the detail work all over this figure.

Flipping over to the back we get to see the tea kettle and cup he is carrying around. Both were a pleasure to work on. The hardest part was the clothing. The white pigment is of course easily able to cover up everything. So touching up with the white was painstaking as I didn't want to repaint the details too much. Although with the wash I am really glad with how the fabric came out.
Saturday, August 2, 2008
Temple Purifier & Praetorian Guardsman, Griffin

Now we hit the batch of mini's I've more recently done and have yet to grass their bases. The Temple Purifier was my first real go at hair, the one morbid puppet not really counting. Also my first human face as well. All in all I think both came out really well. I didn't get the eyes cross-eyed and the skin tone highlighted well. The hair also showed a really good depth of color. I might go for a browner coloring next time and possibly black after that. His jacket and accessories are rather flat in color, done somewhat on purpose to draw more attention to the face. Although his boots do have a bit of coloring and highlighting done to help them look a bit more scuffled. Mostly though my focus was this figures face.

Looking at his back we can see the hair a bit better. I think the brightness of the uniform apt, if this guy really had seen a fight he would be in need of some new clothing as his would be pretty rough afterwards.

Let me just say this was perhaps the hardest of the armored figures so far I have painted. The number of slight raised surfaces needing red over the metal was a head ache. Especially given that a number of those were broken up with indents that needed to be metal rather than red. The cloak to was difficult, not for any reason of the model, but rather that the closest color I could find that I ended up mixing was a horrible paint. Much to thin and requiring many many many coats to become an even non blotchy color.

Looking at his back we can see a few details. Although really the detail is in the armor itself and thus was a matter for washing not really separate painting to bring out. I didn't do any of the dirtying dry brushing add-ons to this figure. Being an imperial guard I thought them as being very ceremonial in appearance.
Friday, August 1, 2008
Aberation, Army of Dirz

The Aberation from the Hybrid board game by Rackham. This is my favorite miniature so far. Perhaps not the best painted of my mini's (see Arkeon Sanath), it was the most fun to paint and a very interesting piece. As you can see in this head on shot, I used the same neon green/gold mix to paint the frontal facial plate. I also used it on a central metal piece in the back of the mini. This helps to draw your eye centrally to the mini on first glance and marks it as allied with the Scorpions of Dirz. The company painting of this miniature uses a purple toned flesh with a very lightened fleshy purple to highlight. I didn't much care for that look thinking it made the Aberation look less like a composition of mutated cloned human flesh and more like an otherworldly creature. I used amore pink/purple under layer then highlighted into a rotten flesh coloring on the surface. Heavy use of the neon green thinned out highlight was used to demonstrate the heavy doses of chemical enhancers this creature is always under.

These last four shot are from each side. Click to expand and see a larger version of each. First up the front on view once more, this time a little farther back allowing you to see more of the details.

This shot shows the right side of the Aberation showing off the twisted up shoulder and torn flesh and melded attached machine components. I think the joint in the shoulder coming threw the flesh along with the nails of the shown foot both are excellent in this mini.

The back view defiantly shows off the almost matrix like metal plugs along the arm and back of the Aberation. To each of these plugs I added the neon green mutagenic juice to help espouse the feeling of drugs and corruption infusing this creature.

This shot is of the left side. This shot shows off the melding of beast and machine, highlighting a number of interaction points. Including a piece of stretched skin extending over a raised spinal blade in its back.
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