Wednesday, 24 May 2017

Overview of the city, stage 1 completed

You might have noticed that I recently finished the last piece of the terrain project I've been working on since last year.

Last post I didn't have time to take some photos of the finished set, something I now aim to rectify!

A few shots in line with the highest buildings, as well as one from on high. The mechs and armor on respective sides are part of the principal adversaries fighting over this city specifically, as well as the planet itself generally.

The admin center on the right, fancier residentials in the center and commercial district streching out at the top.

The rest of the commercial districts, along with the shuttle port and refinery. You can just make out the comms facility to the top far right.

A better shot of the right half, comms and refinery seen from the other side.

Sprawling slums to the south, while a small group of officials or visiting VIPs stay at the gated compound seen on the far left.

 Back where we started, but from the opposite angle.

It's been quite an undertaking, but now that it's finished, I'm glad that I convinced myself to do it.
I can't help but think of extra tiles to add now that the basics are finished, but that will probably have to wait for a while, as I also start to prepare the USS and NIJA for war. A few more mechs might show up to bolster the forces, as soon as I can decide on how many points each side gets for the entire campaign..

What do you think of the city now that it's finished? Is there anything you think should be added? Let me know!

Til next time!

Sunday, 21 May 2017

The completed tile 9, some extra terrain bits and a few more mechs.

..And so it is done! My original 9 tiles are all finished!

The communications post. As close to a sacred thing as the city has, this complex with several underground levels houses the only equipment on planet capable of sub-space transmissions. While every ship and more than a few houses have local transmitters, they only send over short distances and at a glacical pace if you intend to message someone outside the current solar system, unless you can get to a space station with a sub-space array.

Most of the locals couldn't afford to send a message of course, but it's vital to the governing body in it's dealings with Unity and various factions from the fringe and beyond.

This of course makes the compound very valuable as a target if the city was ever attacked as well, as the side that holds the complex are the only ones in contact with the rest of the sector, not to mention the rest of the fringe. 

 Like the rest of the tiles, the base has nothing glued down for maximum freedom when setting up alternate designs or just using a few tiles for smaller settlements.

I recently took to making a few more pieces of rocks to fill out any wilderness that needs more cover, since most of what I have is too small to make a difference when mechs come stomping about. Some nice spires and rocky outcrops could be used for other games as well, of course!

The set in it's entirety.

I chose to make the individual pieces high enough to partly obscure any mechs or monsters, so that they still fit somewhat with infantry and tanks next to them. this way they can provide some cover whithout being too big. Or so I think anyhow.

As you might have figured, the flat tops are not for looks, but rather practicality. This allows for them to be stacked, producing something somewhat badlands-like, with rock spires high enough to cover most of even a titanic machine or monstrosity.

But it's not all piles of rocks and houses in today's post, no sir! There is also no less than two trios of new mechs. I say new, but these have been sitting waiting for some paint for a while, and on a whim I decided it was time for more CAV mechs.

Going forward I have decided to keep the original designations of the mechs when intergrated into my version of the "Fringe-verse" of NWG fame, just to make it easier for myself.

The whole group, with a hovertank for scale.

The new arrivals for SADU's mech detachment, from left to right we have: a Starhawk VI, a Voodo and finally a Katana.

The Starhawk VI is a medium class mech, armed with a set of rotary cannons loaded with APIT ammo in each arm and a pair of missile launchers on top for added anti-air/armor capabilities. 

The Heavy Katana mech is slow but packs awesome firepower. Two dual-linked fusion cannons make up the main armament, with two missile launchers as back-up if any unforseen threats should appear. 

The Vodoo is another medium mech, faster but lightly armed compared to others of it's class. Made for scouting and flank attacks, the Vodoo has a pair of double-barreled cannons sitting on each shoulder as well as a chin mounted dual laser for protection.

Their principal opponent, the USS have also gotten some re-inforcements: a Falcon, a Regent and finally an Imperator class mech.

The regent is pretty small for a medium mech, but don't let that fool you. It's speed and agility lets it outmanouver larger mechs, and from close range it's rockets and multi-barreled guns can do a lot of damage.

The Falcon is something of an odd mech, falling into the higher end of the medium weight class, but carrying a complement of weapons a fair bit heavier than most of it's size. The railguns on it's shoulders can punch out smaller mechs with ease, and even put a dent in a enemy heavy. 

Bringing the total up to two, the newly arrived Imperator will join it's brother mech in the USS ranks. A heavy mech with two particle cannons, it's thick armor and powerful weapons makes it a slugger to be feared. 

As you might have noticed, I haven't had the time to put together a shot of the entire set of tiles. I hope to rectify that soon, and have my first game of Horizon Wars, and quite possibly Mekatac, on that very same board.

Til next time!

Thursday, 4 May 2017

New terrain tiles; Numbers 6, 7 and 8 completed!

We can start to see the light at the end of the tunnel!

With these three tiles done, there is only one left to finish up the originally intended nine, making a 75cm x 75cm set of city tiles.

Tile 6, designed to be a housing sector. My original plan was for this to be a disorganized slum, something like the above photo. Since all buildings are removable like the other tiles, it could be made into a another type entirely if I so choose.

The blank tile. The roadway can't be moved, but it still allows for a variety of choices when setting up. 

Tile 7, the bussiness/high-end district. The highrise on the right is still missing it's roof-top sign and the one above the door is blank, as I haven't yet decided on the name for the banking corporation.

 Just like the others, the tile can be reconfigured with other buildings to make it more versatile.

Tile 8, a shuttleport. Basicly a small landing pad and a combined Aerospace traffic controller/customs building, containing all the necessities of both terrestrial and orbital flight, including decontamination and planetary customs enforcement. 

The tile can of course be cleared like the rest.

The landing pad. Made from plasteel and ferrocrete (cardboard and plasticard), the design is a standard across much of human space due to it's ease of construction and maintenance.

The ATC/Shuttleport building. Making sure that passengers are both comfortable and safe from all the dangers of alien contagion while making sure no restricted items or substances enter the city. This is just a small local facility, usually used by bussinessmen and officials to get into the city, while a bigger main spaceport able to accept dropships and orbital shuttles is usually found outside the city limits.

I don't have a good sized shuttle to go with the pad, but I'm thinking about rectifying that as well.
Construction of tile 9 has started, with a building compound almost completed, even though I have yet to start painting. Hopefully I'll have the whole thing ready in a week or so, and then it's high time to start fighting through it!

Til next time!

Tuesday, 25 April 2017

The last set of structures for tile 6

Today's title is pretty self-explanatory I should think.
While I was working through how to best construct pieces of Tile no 8, I finished up the last set of small buildings I got from Sayiner Micro Toys a while back.

 The whole lot.

 These pieces are technically not part of tile 6, as they are more military/governmental in nature. But since I managed to complete them around the same time, they were included in todays update anwhow.

 A missile silo or launch platform. Is it the entire thing, or is this just the part visible above ground? Who knows..

 This crane can be part of any sort of operation requiring heavy loads, but combined with the big building underneath it can become part of a maintenance/repair depot.

 While it can certainly be a stand-alone structure, I will most likely be using this as a repair shop together with the crane above. Even in the future things break down, so this is were people of the city can come to get big pieces of malfunctioning machinery some needed maintenace.

 These small modular houses are a slight step away from the brigade buildings I usually use, helping to give the slums a more jumbled look. The domes on some of them help tie the stuctures together somewhat, and the different color facade also make these structures into a mini-block of their own if needed.

I set up a quick game using the Mekton Z RPG rules for mecha combat, and I have a few photos and thoughts on this in my next post. And of course more stompy robots :)

Til next time!