Sunday, 16 April 2017

Back from Japan

Since it's been a little more than a week since my return from the land of the rising sun, I thought it's high time to get back to my various projects.

But first I feel I should share some choice photos from the trip, most of them related to mecha:

While these probably won't feature in any games due to their towering size, I thought I'd share them anyway for any mecha fans out there:

On the hobby side of things I have soon finished up the pieces for tile 7 of the new terrain board. Tile 6 has now got a few more structures, more than I can fit on the tile I'm pretty sure. But they'll come in handy somewhere! 
 I have started to pick out some minis to be the fighting units for some new formations for my USS and NIJA factions, since you help but be inspired to play with more mecha after a visit to their homeland ;)

While away I also picked up a few 1/100 scale Frame Arms mecha, that I hope to use with Mekton Z to stage some deathmatches and team battles in a similar fashion to the Solaris 7 games from Battletech or Battling from VOTOMS. More on that, and some pics of the stars of the show in a post to come.

That's all for now, Til next time!

Saturday, 4 March 2017

Update; Terrain boards WiP, space mechs painted and painted new mechs

My is attention being pulled in all sorts of directions right now and therefore I've decided to make a single update post today, showing off the current state of things on my workbench.

First up is the terrain tiles and some of the buildings for them:

Most of these are intended for the south-eastern parts of the slums, which will be the next tile to be completed. 

The grey tower is part of tile 7, a business and commercial district. As usual the Zephyr infantry stands in for scale. 

Unlike the rest of the buildings shown, these are not from brigade, but rather home made pieces cast in plaster. While they aren't as pretty as the brigade ones, they look a bit different and adds a feeling of shoddy and haphazard placement and style to the slum.

The 6th tile with some of the buildings in place for a possible layout.

The same tile without any buildings, letting me decide on layouts and even function from game to game, just like the other tiles.

The 7th tile. So far there is only the brigade tower here, but I'm working on a few highrises to fill out the gaps.

 The same tile without the tower.

While I haven't had the time to do more than a cursory test of the space movement mechanic for Horizon Wars, I have managed to find some time here and there to paint up the scratch-built mechs I made for this project. 
Technically some form of exoarmor or large power armor in 6mm, I intend to use the mech rules for creating the statlines for them. There are also carriers being constructed for both forces, but I haven't finished either of them to the point that I have much to share just yet.

First we have the NIJA SADU exoarmor:

Inspired by Ma.K, these suits are retro-looking, but don't let that fool you. Even though the Class one and two exoarmor looks like an ancient design, they are stuffed full of modern sensors, weapons and defensive systems. 

The class two is the main fighting unit. Both taller and wider than the class one, these suits are less specialized and easier to use that the first prototype. Advanced ceramic armor with self-sealing nano-foam protects the pilot, while the right arm carries a high-powered pulse laser to defeat enemy armor.

The first unit to be taken from prototype to full production was the class one. Smaller and more advanced than the later class 2, these suits are given to more experienced pilots as they are harder to handle. Using the same type of armor as the C2, the C1 does carry a advanced ECM and is armed with a higher intensity laser cannon compared to the line unit. This, together with it's smaller size,  is quickly making it a favorite among special forces and scouting units. 

While the SADU's exoarmor project is impressive, their current adversary, the USS have not been idle:

Working with their bigger terrestrial mechs as a blueprint, their engineers have managed to create two fighting suits of their own. Roughly the same size as their SADU counterparts, the USS designs are much more traditional in nature.  

The USS line model, the Trooper exoarmor. A versatile unit, designed to handle any number of situations. Covered in advanced composite armor and armed with either laser or kinetic rifle, the trooper can put up a fight against even the best the NIJA has to offer.

Backing up the line units are the Brute exoarmors. Bigger and with a significantly bigger powerplant, the brutes carry heavier versions of the trooper weapon systems, as well as upgraded ECM, heavier armor and improved sensors. 
 Primarly employed to thoughen up regular units, it's not too uncommon to see them converted to command suits. Some agressive commanders have even been known to deploy all-brute formations to crack particularly hard targets.

Last but not least, I have managed to finish up the paint on the first two of some mech I built a few weeks back:

The mechs, with a Zephyr unit for scale as ususal. I painted them up for the SADU (on the left) and Burke's Iron Men (on the right).

A bigger mech inspired by the Battletech Marauder. Composite armor panels add extra protection to the main body, while the two dual barrel energy cannons slag enemy armor.

Staying in the walker-style of mech, the second mech is also a big one, but more of a hodge-podge of design ideas from all sorts of sources (Battletech being in there, of course!). With a missile launcher and a long-barreled energy cannon, it's a versatile fighter.

So that is what I had for you today. I'm hoping I might finish at least one of the spacecraft before I leave for my vacation in two weeks, but seeing as the new Legend of Zelda was just released, we'll just have to see how far I get..

Til next time!

Saturday, 25 February 2017

Uneasy alliances; a Mekatac AAR

With the first battle between the giant mechs a close thing, both the Yellow Big Boy and Khaki Firebug decided they might need some help tackling their opponent. In the lower left corner we have the Dachô (in red) joining forces with Big Boy for this battle. In the top right corner the Warbot (in green) has sided with Firebug.

Not far from the site of the last battle, the teams line up on opposite sides of district.

The first missiles from Big Boy hit the side of the house.

The others move up along their respective flanks, plasma cannons charged and ready.

The Warbot and Big Boy exchange fire, scoring a few hits each. Warbot's targeting computer is damaged, meanwhile Big Boy is shocked and his systems starts rebooting, leaving him unable to do anything next round!

Firebug advances toward the now immobilized robot.

With a chance to deal some real damage, Firebug and Warbot seems to have the advantage..

His system is still re-booting leaves Big Boy in a exposed state..

..But as not as unfortunate as he looked at first glance. While Warbot manages to score some telling hits that leaves the rotary cannon wrecked, Firebug can't manage to close into firing distance!

Finally getting a break, the red mech, the Dachô is able to target the exposed back of Firebug with his missile launcher. Not only hitting, but managing to scramble the mechs targeting systems with a critical hit!

Keeping the pressure high, a volley of ballistic and missile hits again rock the yellow mech, causing it's big missile launcher to explode right in it's hand..

..Big Boy gives as good as he gets though. Launching a spread of missiles from his single funcional weapon, he knocks Warbot over with a series of well placed blasts!

Firebug now faces a hard choice; Does he turn to face and slug it out with the fresh Dachô, or press on against the damaged Big Boy, hoping to get into range and possibly finish him off? Going in for the kill, he fires a single plasma cannon, melting the final weapon off of the ailing yellow mech.

While Warbot gets back on his feet, Firebug and Big Boy smash into one another.

In the ensuing brawl Big Boy gets the upper hand, dealing some damage to his opponent.

Point-blank plasma cannon rounds and a barrage from the green mech finally brings Big Boy down, giving a slight edge to the temporary khaki/green alliance.

Reaching optimal firing range as his foes are distracted, the Dachô opens fire with all he's got. Searing plasma and missiles slams into the back of Firebug, causing system chock and forcing a reboot! The Kakhi mech is really on his last leg now, and not in a favorable position. In that single strike, the red mech took the initiative and the advantage from his foes!

Having fired both his cannons at once he is now reduced to his single missile system as the plasma cannons recharge. Over-eager, or perhaps over-confident, he misses the rebooting Firebug.
Quick to take advantage of this lack of incoming fire, Warbot strides forth, firing all he's got.
Autocannon rounds tear into the hulking mech, ripping armor and damaging targeting systems, just as Firebug is coming back online..

Pushing the reactor to the max, Firebug turns from the smouldering wreck and charges into point blank range, before unleashing both plasma cannons into the face of the enemy.
The damage is extensive, and though he fails to completely disable the enemy mech, the damage is bad enough for the Dachô to surrender before being destroyed.

Victory for Firebug and Warbot!

It was interesting to play a game with more mechs, as this made all the choices more important. I'm pleased to see that my initial idea of using a big mech and some support units per side looks pretty feasibly now that I've seen a few units in action at the same time. 

I'm still working on the support units, it will probably be some traditional units from my various armies for the fringe-setting.

The work on the next few terrain tiles are coming along, I have a few more buildings to make before unveiling them though.
 In space combat featuring mechs I think I have hit on a workable way to handle movement that makes it fun and different from the regular movement in Horizon wars, even if it in no way simulate newtonian movement as that would take too much fun out of the game and make it much slower. So I hope to share that soon, I need just need to test it some more first! 

Til next time!

Thursday, 16 February 2017

Halfway post for the new terrain tiles; and the 5th stompy robot all done!

Having come just about halfway, I thought that this is a perfect opportunity to showcase the tiles together for the first time:

As you can see, it's shaping up to be a quite substancial town, even if there's some holes where the remaining tiles go. Seeing it all together, I'm rather tempted to add another few tiles. We'll see if that happens..

On the topic of finishing things, the fifth Giant Stompy Robot is all painted up!

Looking suitably menacing with it's claws and quadruple rotary cannons, it towers over all but the biggest of mechs. Slimmer and more humanoid, it's design is somewhat of a departure from the remaining 4, although not as much as the red giant mech, the Dachô.

While I'm still looking for a good way to make and introduce some smaller units to aid the Giant mechs, I've been plugging away at both the 3/6mm space minis and started preparing another set of tiles, no 6 and no 7, respectivly.

The AAR of my 2 on 2 giant robot battle will be forthcoming, but due to some internet issues I've not made as much progress as I had originally intended. I'm hoping it will be finished in a few days though!

Til next time!