Wednesday, July 30, 2014

Combined Army Morat with HMG

 For the sci-fi miniature tabletop game Infinity, this Morat with an HMG can lay down withering fire on anyone foolish enough to be seen by him. If he is laying supprssive fire, he gets full attacks, not just one.
Like the hacker, he is no longer shown on the company's website so I suspect a resulpt or repackaging. He's painted the same as the Rasyat with Spitfire.

Sunday, July 27, 2014

Guildball - First game with Pre-Season 1.1 Rules

So a friend and I played our first game with the revamped Pre-Season 1.1 version of the rules (Butchers and Fishermen) and the new player cards. You can download everything you need for free, as well as the standees (paper dudes) here.

We liked many changes: the premeasuring, the icy spounge to allow models to return after eliminated from play (needs a few tweeks), the cleaned up editing (also needs a few tweeks), charge bonus of plus four instead of plus two, and others. It has come a long way from a game with good potential to a very good game with great potential.

Thursday, July 24, 2014

Combined Army Morat Hacker

  For the sci-fi miniature tabletop game Infinity, this Combined Army Morat Hacker will help to promote shenanigans in enemy forces that use a lot of electronics and cubes. He could also take control of an enemies powered suit.
There is no code or page for him anymore. I suspect he will be resulted and repackaged. I used the same paints as the Rasyats. I have said it before that you can really see your mistakes when looking at a close up digital picture of your model.

Monday, July 21, 2014

Combined Army Rasyat

 For the sci-Fi miniatures game Infinity, this Rasyat jump trooper. He is a good support as he can start in reserves and accuratly deploy on the table during a turn.
He's painted the same way as my Rasyat with Spitfire.

Friday, July 18, 2014

Maritimes - Fortress Louisbourg - Inside the Fortress

The inside of Fortress Louisbourg is very nicely made. Although there were other barracks nearby, they are still ruins so the main building is doing triple duty: Barracks for men and officers, Chapel and Governor's quarters.
Here is the typical uniform of a French garrison soldier in the 1740's.
This is the back of the main building.
This paddock is for the Governor himself. It would have animals, stored food and wine as well as a small garden.
Here is the main inner area of the fortress, with ramps to the upper defencive wall.
At points in the town are guard posts for the soldiers keeping an eye on the populace and for possible invaders

Wednesday, July 16, 2014

Maritimes - Fortress Louisbourg - Outside the Fortress

Here is a view of the fortified causeway entrance. This is also the main entrance to the fort turing the main part of tourist season.Note the low lying areas that could be filled with water to act as a moat, if the defenders have enough time.
Here is the series of defendable lines that soldiers could be positioned at to repluse attackers. Because of the stepped nature of these defenses, they are useless to the attacker if they take them.
This is a view of the rise on the other side of the depression tot eh middle of the fortress. Cannon can and were placed to bombard and beseige the fortress.
The walls are high and several feet thick.
Cannon were situated to either give supporting fire or aimed together to give barraging fire.
One of the last defenses are these sniper nests. You could aim at distant or nearby attackers or scouts with secure comfort.

Monday, July 14, 2014

Maritimes - Fortress Louisbourg - Introduction

Fortress Louisbourg was built by the French government in order to have an ice free harbour to protect thier fishing industry. Originally called Havre à l'Anglois, it was established in 1713. This habitation quickly grew with more buildings, fortified walls and a garrison. This Fortress was to be the most expensive one, for the time, in North America by its heyday in the mid 1740's.

Unfortunatly it was built surrounded by higher ground and the main defensive consideration was defending against sea based assaults. This was a factor in its surrender to the British in 1745. When it was given back in the Treaty of Aix-la-Chapelle, the British built a fortified port in Chebucto Bay and called Halifax in 1749 (for more about Fort George in Halifax, click on my blog article here)

In order to stop the British Colonists moving Westward, the French and its Indian allies tried to stop them which led to the French Indian War in 1754 which led to the larger Seven Years War in 1756.

In 1757, Fortress Louisbourg suffered a failed attack by the Britsh but the French Navy helped to repluse it. Without the Navy's help, it fell under a new British assault in 1758.

This fortress was used in an assault on Quebec the next year that was the last gasp of French control of North America.

Engineers systematically demolished the walls and fortifications in 1760 to make reuse by the French impossible. In 1961 a rebuilding of the Fortress and town was done for use in a historic park, which was expanded and still in use today.

Sunday, July 13, 2014

Combined Army Rasyat with Spitfire

For the sci-fi miniature tabletop game Infinity, this Rasyat with Spitfire looks like he's in town to kick ass and chew bubblegum...and he's all out of bubblegum.These guys start off the table but can drop down with fair accuracy and skew your enemies plans.
This was also the last model for the 300pt sample list from the Infinity website. The Third edition of the game is due out later this year and I look forward to seeing what they will do.

This model was primed white and then washed with GW Badab Black. PP Traitor Green then  PP Wurm Green was used on the two sections of pants and lower torso armor. PP Arcane Blue was used for the other body armor. PP Coal Black then a drybrush of 50/50 PP Coal Black and PP Menoth White Highlight was used on the upper torso and gun. The hair was painted with P Arcane Blue then drybrushed with PP Frostbite. The front helmet and other areas were painted with PP Skorne Red then drybrushed with GW Red Gore then lightly drybrushed with Red Gore/Menoth White Highlight. The bright green areas were painted with PP Necrotire Green. Acsessories were painted with PP Battledress Green and lightly drybrushed with PP Hammerfall Khaki. The gloves were painted with PP Bootstrap Leather and drybrushed with Hammerfall Khaki. The whole model was then washed with GW Devlan Mud. The base was done the same as my Combined Army starter box here.

Friday, July 11, 2014

New 2014 Ork Codex...Mob Rule...and does it really matter




So I picked up the new Ork Codex and thinking about it and playing Orks again got me exited about dusting off my painted models and enthusiastic about putting together and painting new ones...but does it really matter with the new "Mob Rule"? Is it the same old Orks?

The 1999 codex rule Mob Rule, stated that if the the leadership check fails, another 2d6 was rolled and if the result was equal or less than the number of orks in the squad, they would pass. It also had a cool "mobbing up" rule where a fleeing Ork squad could combine with another squad within 6", with a leadership check of the falling back squad (only usable for foot troops).
The 2007 Codex had a similar rule where the number of Orks in the squad could be substituted for the leadership score. If they have 11 or more models then they are fearless.

The new 2014 codex Mob Rule is very very different in a horrible way. Firstly, non-character Orks have a leadership of 7. This fails 15 out of 36 times or almost 42% of the time. Even Nobz have this leadership value. Now if a squad fails a morale or pinning check, they have to roll on a new chart. You have a 50% chance of having a "Squabble" and inflicting a random number of hits randomly in your squad. Oh, and if you have fewer than 10 models you don't have to roll for random damage because you just fail the test. Then you have a 33% chance of "Breaking Heads", only applicable if you have a character, and you have the same result as "Squabble", random hits randomly (except the character) and failing if you have less than 10 models. The last 16.66% of the time, unless you are in close combat you fail. If you have a bosspole you can get a reroll unless you rolled a "Breaking Heads" result. Therefore it is skewing you to choose a character with a bosspole and taking lots of Orks in a squad if you want the same effect as the previous two codexes. They no longer gain immunity to leadership checks by having a big squad! Sure it still gives an opportunity to not flee after failing a check, but its so time consuming and counter to the last fifteen years of Orkiness, and that's not including what might be in the original army book more than two decades ago. So...does this rule really matter to me. Yes, these are not the same Orks. They are more cowardly. More timid.

Please allow me to ramble and rant a bit about the last five years of my experience with Games Workshop.

I enjoyed my first ever tabletop army, the Necrons. The models were cool looking and my paint job easy and functional. I also won as often as I lost but what really mattered was having a group of friends that also played and we played to have fun.

Then my friends were not as interested and I started playing at the local Games Workshop store, but playing less and less. The only factions I played were the Necrons, Orks and Chaos Space Marines. The Necrons I could win at fairly often. The Orks did not win that often but I had a blast with them which dropped as I left the store wondering if I wasn't competitive enough. The Chaos Space Marines were alright for winning and playing but my heart was not in them. By this time my switching forces to find the spark of enjoyment and victory meant I was not good with any army. My heart was not in the game.

The second last time I played was a Dark Angels force I bought cheap off a dude. I studied the army rules and took them to a local game convention, Gottacon. Because of my inability to hear over the noise and unfamiliarity with the army, I made mistakes and did not make it a fun time for my opponent. It left a sour taste in my mouth because I wanted to capture that sense of fun for everyone that myself and my friends had. It also made me worry as I had accumulated many armies that I had never played because people were selling them cheap. This added to the daunting nature of painting them and becomeing proficient with them. I had too much of something my heart was not into.

Then Warmachine came as a breath of fresh air. I then dropped interest in Warhammer 40k and Fantasy but kept getting models that looked cool or were cheap from others selling them. To me Warmachine was a game that required less time painting but a steeper learning curve. This was a challenge because it forced you to pay attention so I started playing my Warmachine Khador dudes once a week and my skillset grew. My Games Workshop models were left in the dust.

Then the new Necron Codex came out. A fellow who knew I had Necrons offered to try his Chaos Space Marine army out against it to see how the rules worked. I lost and we discussed how the many new Necron models could be used to beat his new models in his armies new codex. I also lost because I was unfamiliar with the new Necron army and the new 40k rules. I also was cheesed at the many many new models that were out when I had everything that was out before the new codex was published. I would have to buy more to be competitive and win. I did not want to buy more for a game I had not played for a year and might not play in another year.

That is when I knew that I was ready to stop playing Games Workshop's business game. The game of more, more, more. I started organizing the armies I didn't like, knew I would never play or find time to paint and sold them. That happened last August and since then I have made lots of money for purchasing other games, travel and treating my wife to a few luxury meals.

I was ready for the next round of selling armies in the next tier of meh when the new Space Marine codex came out and now the Ork codex has come out. I'm being held back for selling those armies and a few others. Why? Because they have things that I enjoy. They are fun. They can be converted or represent an aspect that I like. Space Marines and Orks are Space Marines and Orks. They don't change at their root. Sure the seventh edition rules favor shooting and the sixth preferred melee. The next edition will change things again. New codexes will always add, alter or delete models and units. Even for the Space Marines, whom are the epitomy of the tried and true, suddenly found new templates of weapons and vehicles for thier factories to produce. What the current GW buisiness model will not change is the fun I have putting models together and painting them. They certainly won't change the fun I had making my Ork 1920's Gangster squad, including a themed vehicle. But fun in putting together a model is not enough. That is where GW falters...the rules. GW makes great models but unbalanced and sucky rules.

That is where I'm going with this thought. I like putting together fun models and/or converting them. Of all the 40k armies, Orks are a hobbyists dream because anything goes. Therefore the Orks I'm keeping. To counter that, I'm keeping my Space Marines because I want to do a fourth company Ultramarine army. The Space Marines I consider straightforward and every classic model is identifyable and a known for what they can be used for. I'll still be able to convert some but they will be my order on the hobby table while Orks are my chaos. Other armies I'm keeping are Space Wolves (for the conversions), Traitor Mutant Imperial Guard (conversions) and Dark Eldar (for conversions and because they are the original versions that nobody wants to buy). For Fantasy I'm keeping Skaven (because they were a gift to me and excellent RPG miniatures), Dwarf (fun and conversions) and Orks&Goblins (conversions). The rest will go to make someone else happy.

I'll assemble, convert, paint and store the GW models that I do have, and take pictures for my blog. Playing, however, will only happen when Games Workshop stop being greedy for the shareholders and they make rules that are balanced as well as fun and challenging. Until then balanced games like Warmachine, Malifaux, and Infinity will be happily played by myself.

Tuesday, July 8, 2014

Maritimes - Fort Edward

Fort Edward is located in Windsor, Nova Scotia. It was an important British fort and was built to withstand Mi'kaq, Acadian and French attacks. In 1750, the British failed to take the Acadian settlements of Chignecto (the ithsmus between New Brunswick and Nova Scotia) and ordered the local Acadians to burn down thier Catholic church so a fort could be built on the strategically positioned land.
After the Battle of Fort Beausejour in 1755 (go here for my post), Fort Edward was the central point where local Acadians were rounded up during the Bay of Fundy campaign. More than 7000 Acadians were sent away during this event. During the expulsion there were Acadian and Mi'kmaq raids on the fort, which did damage a warehouse. These raids were for nought.
During the American Revolution and the War of 1812, the fort was garrisoned and used to house privateer prisoners of war.
During WW1, the fort was used as a training base. In particular it was the site used to train the Jewish Legion. They were to be used to free the Palastinian area from the Ottoman Empire and they participated in the Jordanian Valley actions in 1918.
In 1920 the fort became a national historic site. In 1992 the blockhouse was designated a federal heritage building and is the oldest surviving blockhouse in North America. Here is a look at the inner architecture of the blockhouse.

Sunday, July 6, 2014

Viktorias Outcast Crew

 The Malifaux Outcast Viktorias crew is a dangerous crew from what I can tell from their cards. I traded it with my local henchmen, for some WOTC Star Wars pre-painted miniatures for his Fantasy Flight Star Wars roleplaying. I also got a bunch of other models that you'll see on this blog in the next year. Its always great when you trade something you don't need for something you want. With the Viktorias they were a crew I wanted to get a few years from now anyways so it was aa great trade all around.
He painted them to a good standard and I have few complaints. The bases are very cool and I will have to get another three for the older metal Ronin that I already have unpainted.

Friday, July 4, 2014

Sun Tzu For Gamers - Part 2 - Waging War

This next chapter from Sun Tzu's "Art of War" is on Waging War. Here we will talk about the cost of war. (chapter one here)

In the operations of war, where there are in the field a thousand swift chariots, as many heavy chariots, and a hundred thousand mail-clad soldiers, with provisions enough to carry them a thousand LI, the expenditure at home and at the front, including entertainment of guests, small items such as glue and paint, and sums spent on chariots and armor, will reach the total of a thousand ounces of silver per day. Such is the cost of raising an army of 100,000 men.

From a model builders standpoint, building your forces is a greater price than the sum of the models. Paints, glues, files, brushes and time all conspire to elevate the cost. Buying lots of models and trying to paint them all is a large psychological barrier. Starting small and adding to your forces is almost always better.

From a gameplay standpoint, balance the use of expensive models (point wise) with hordes of low point models. Balanced approaches to army building means a greater ability to respond and less chance the enemy can devise a strategy against it.

When you engage in actual fighting, if victory is long in coming, then men's weapons will grow dull and their ardor will be damped. If you lay siege to a town, you will exhaust your strength. Again, if the campaign is protracted, the resources of the State will not be equal to the strain.

From a model builder's standpoint, models get damaged as time goes on. They must be repaired. Plus the longer you play a game, the greater chance of newer and better looking models being produced is greater. Expect this temptation.

From a gameplay standpoint, only games with endurance has this worry. If it does , you can either play fast for a quick end or slow to wear the opponent out. Use the strategy that complements your strength: excellent assault with quick play, excellent defence with slow play.

Now, when your weapons are dulled, your ardor damped, your strength exhausted and your treasure spent, other chieftains will spring up to take advantage of your extremity. Then no man, however wise, will be able to avert the consequences that must ensue. Thus, though we have heard of stupid haste in war, cleverness has never been seen associated with long delays.

From a model builder's standpoint, the newer players have the newest models. They will win against old veterns until the vetern understands the strengths and weaknesses of the new models. Then they will consistantly win because they have understood thier own models for longer. The faster a vetern understands these new models the faster they can start winning.

From a gameplay standpoint, allies cease being so if they smell weakness. You can either use this fact to draw them into a trap for thier own resources to be vunerable or consolidate before this point occurs.

There is no instance of a country having benefited from prolonged warfare. It is only one who is thoroughly acquainted with the evils of war that can thoroughly understand the profitable way of carrying it on.

It is only through mistakes that an errors will not happen again. Don't be afraid of them. If you create a badly painted unit, you will know to use a different way. If you make a bad play, remember it.

The skillful soldier does not raise a second levy, neither are his supply-wagons loaded more than twice.

Don't hesitate. If you have a gut feeling and need to react, react. Delay gives your opponent more time to counter the action. If it is a wrong choice then you will know for next time and will naturally react accordingly.

Bring war material with you from home, but forage on the enemy. Thus the army will have food enough for its needs.

For modellers, having that fancy paint might work great for you but if you are somewhere other than home the local brand might not cut it. Plan accordingly.

For gameplay, use the enemies resources against them while denying thier own. Even though fighting in the enemies country is hazardous, this foraging will benifit you if it becomes a protracted battle or if you must retreat.

Poverty of the State exchequer causes an army to be maintained by contributions from a distance. Contributing to maintain an army at a distance causes the people to be impoverished. On the other hand, the proximity of an army causes prices to go up; and high prices cause the people's substance to be drained away. When their substance is drained away, the peasantry will be afflicted by heavy exactions. With this loss of substance and exhaustion of strength, the homes of the people will be stripped bare, and three-tenths of their income will be dissipated; while government expenses for broken chariots, worn-out horses, breast-plates and helmets, bows and arrows, spears and shields, protective mantles, draught-oxen and heavy wagons, will amount to four-tenths of its total revenue. Hence a wise general makes a point of foraging on the enemy. One cartload of the enemy's provisions is equivalent to twenty of one's own, and likewise a single PICUL of his provender is equivalent to twenty from one's own store.

A lean army does not need to be supported from afar. This means more energy can be used to make attacks rather than worry about arms and equipment. It also leads to a happier homeland and unhappier enemy populace. This also means a happier homelife if your family/spouse/cat is not starving or going without because of your hobby and you are using better alternatives of playing your hobby. Selling off old unplayed armies/games is a good way of doing this.

Now in order to kill the enemy, our men must be roused to anger; that there may be advantage from defeating the enemy, they must have their rewards. Therefore in chariot fighting, when ten or more chariots have been taken, those should be rewarded who took the first. Our own flags should be substituted for those of the enemy, and the chariots mingled and used in conjunction with ours. The captured soldiers should be kindly treated and kept. This is called, using the conquered foe to augment one's own strength.

For modellers, reward yourself for goals set. If you finished painting a unit ahead of schedule, take some time doing something else or working on that terrain piece. For gameplay, there are few mechanics for rewarding your forces for good gameplay, but you can model it. I had a squad of Necron Scarabs go against Space Wolf Terminators and only wanted to delay thier advance. After three long turns I won. That battle can be modelled on the bases with Space Wolf Terminator helmets to mark the occassion and generate fun conversation amongst fellow gamers.

In war, then, let your great object be victory, not lengthy campaigns. Thus it may be known that the leader of armies is the arbiter of the people's fate, the man on whom it depends whether the nation shall be in peace or in peril.

When modelling, set short term objectives for painting and you will always be satisfied. When gaming, go for the scenario and not for total victory. Then you will be a happy general.

Next is "Attack by Strategem".

Horizon Wars: Midnight Dark

Horizon Wars: Midnight Dark is a miniature agnostic skirmish ruleset that can be used for any small scale miniatures. The setting is near t...

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