Showing posts with label Sci-fi. Show all posts
Showing posts with label Sci-fi. Show all posts

Saturday, April 30, 2016

Battle Beyond the Gates


More than a year now after I started painting figures for Beyond the Gates of Antares (and nearly a year after I completed them all), I managed to play a game. Mike Lombardi and I talked it up some time ago and finally scheduled a game for the end of April.

We managed to get four 500 points forces on the table:
  • Mike ran his Concord, which consisted of two C3 strike squads, a C3 command squad, and a unit of two light support drones. 
  • I ran my Algoryns, which consisted of two AI squads, one AI command squad, one AI assault squad, an x-launcher, and a mag light support weapon. 
  • Troy Wold ran his Isorians, which consisted of two senatex phase squads, a senatex command squad, an x-launcher, and a nhamak light support drone. 
  • Pat Clifford ran John's Boromites, which consisted of two gang fighter squads, an overseer squad, an x-launcher, and a batch of lavamites and their handler.
We just lined up on opposite sides of the table, reusing the terrain from an earlier game of something else. The point of the game was to get a first play of the rules in. Mike and I have played a lot of Bolt Action (which probably hampered us more than it helped) while Troy and Pat were entirely new to the Bolt Action/BTGOA system.

Algoryns ready for battle
Much of the game revolved around control of the hilltop ruins that dominated the center of the table. We each ran our squads right to the hill to get the best position possible.

Running for the hill—Troy's Isorians are apparently drunk
The game was a learning process. Warlord Games took the basic Bolt Action mechanics and supercharged them. Everything seemed to work just slightly different, which made for a lot of confusion. Overall, though, the rules seemed more polished than Bolt Action. There is also a lot more variety and subtle aspects of the weaponry. Beyond far beyond lead bullets and explosive charges, the weapons of the BTGOA system will take some time to learn: mag guns, plasma carbines, x-slings, micro x-launchers, weapons drones, etc.

One interesting aspect of BTGOA are the "buddy drones" that can be used. Buddy drones are attached to a unit and provide a kind of support for it. We only used spotter drones in our game. These drones allow a re-roll of a missed shot and can be used to patch drone-to-drone indirect shooting: basically a drone in line of sight to a target can patch to another drone for a unit that doesn't have line of sight. The chain of patching can go on and on.

Algoryn AI assault squad with its buddy spotter drone
The rules also provide other small drones that provide shielding, electronic camouflage, medic services, etc. There are also probes, that are like drones, which can be used for targeting, scouting, etc. Probes are "sharded" into groups that act independently of a unit.

The game mostly saw Troy and Pat duke it out on one side and Mike and I on the other, though there was some crossover. My initial die rolling was classic. BTGOA uses D10s for its system (rather the D6s in Bolt Action). These allow for a lot more modification of the die rolls and seem to work better—even though I'm still a sucker for the classic D6 in gaming. The thing about D10s is that in nearly every game I play rolling a "10" ("0" on the die) is something bad for me, and I have a strong tendency to roll "10"s.

Troy's rolling was near perfect. I think we were well into the game before he lost a single figure (or maybe he never lost one at all). His shooting was pretty effective as well. He pretty much beat up Pat, who could never seem to do Troy any harm. The Boromite x-launcher (think "hi-tech mortar") either drifted off target or rolled a "10" (which is a dud shot).

The remnants of Mike's Concord; worse for wear, but still deadly
My rolling improved a bit, but I took a beating from Mike's Concord. The Concord have the best technology in the game. The drones were wiping me out at one point, or forcing me to go down (and thereby forfeit an activation for the turn). It wasn't until the last turn of the game that I managed to get enough pins on the drones to render them potentially ineffective. These were only light drones. Some drones are much heavier and would take more firepower than I had to hurt.

Pat ran his lavamites into one of the buildings, but they got no farther. Troy spent most of the game pouring plasma fire into them, which whittled them down, but kept the Isorians in place shooting at the same time. The lavamites hung on 'til the end, even though they were pinned beyond any hope of recovery. Lavamites are rock-eating critters that can spit lava and are mostly effective in close assault.

The Isorians advance (finally)
I managed to run my AI assault squad into the big building/ruin and held off fire and one assault by Pat's Boromites. Lucky for me the AI assault squad is tailor made for close combat, so I managed to hold on. They had earlier won a shoot-out with another of Pat's Boromite gangs and had survived a lot of shooting from Mike's C3 squads and the nasty weapon drones.

Holding the ruins
I also managed to do some damage with my support weapons. The x-launcher is effective when it hits, though you need to roll "2" or less on a D10 for a direct hit. Unlike, Bolt Action, however, misses drift and can still do damage if their shots fail to drift far enough or drift onto another unit.

We called the game after about five turns. It looked like the Algoryn-Isorian pact would win the day—though maybe just barely. I was pretty shot up, but Troy was looking pretty with no (or almost no) losses. Pat had just his lavamite handler in the ruins and an x-launcher that had so far managed to miss or flub every shot it took.

We all agreed that we liked the game, so my time and money spent painting Algoryns wasn't a waste. I even bought more after the game. Look for a unit of intruder scout skimmers soon.

Friday, July 3, 2015

BTGOA: The Force Thickens


I'm just about finished with my Algoryn force for Warlord Games' Beyond the Gates of Antares. Over the past few months I've managed to bang out three regular AI squads, one AI assault squad, one AI infiltration squad, a command squad, a mag light support weapon and crew, and an x-launcher and crew. At this point I only have some spotter and targeting drones to complete, which I would do if it weren't so hot right now.

A little support from my friends

I have two support weapons and crews complete. The light mag support weapon is a kind of sci-fi version of an MMG. It has a rate of fire of 3 and a +2 strike value (the amount that a target's "resist" value is reduced).

Light mag support weapon
The x-launcher is a sci-fi mortar. It uses overhead fire and the weapon has a blast effect.

X-launcher
Each support weapon comes with just two crew.  Like in Bolt Action, the weapon's effectiveness degrades as crew is lost. However, in Bolt Action, support weapons usually have three crew, so BTGOA weapons may poop out sooner.

The only missing support weapon is the plasma cannon. John hasn't gotten them in at The Panzer Depot. There was one mis-marked pack, but it's contents were the mag light support weapon. I'll have to wait until John gets another in. From the beta rules for BTGOA, it looks like there are other support weapons that Warlord hasn't released figures for, like a light plasma support.

The squaddies

I now have three regular Algoryn armored infantry (AI) squads. The Algoryn AI aren't bad. Their mag weapons are pretty effective and their +1 reflex armor, combined with their normal "resist" value of 6, gives them a 70% chance (1-7 on a D10) to survive a hit (reduced, however, by the weapon's strike value).

Each AI squad is five figures: one leader with a mag pistol, three squaddies with mag guns, and one squaddie with a micro x-launcher, which is a hand-held version of the support weapon, except that it can use direct fire at effective and long ranges (up to 30"). The leader figure also carries an x-slinger, which is a very short range version of the x-launcher.

AI advance!
The command squad is three figures all armed with plasma carbines. Plasma carbines have a slightly shorter extreme range than mag guns, but a +2 strike value. They can alternately shoot "scatter" at an increased rate of fire (RF=2), but their strike value goes down to +0. The command squad also includes a targeting drone, which increases their chance to hit.

Command squad
Targeting drones are part of some unit's composition (support weapons, command squads, and special types).

My favorite new unit is the assault squad. These have mag repeaters, which means a higher rate of fire than a mag gun, but no extreme range and a strike value of +0. What makes the assault squad tough is the "d-spinners" that they use for close combat. The weapon has two attacks (two dice per figure) at a +2 strike value, but it also distorts the effect of weapons used against them, giving a +2 to their "resist" value in close combat.

D-spinners ready
Chicks in reflex armor

The background story for BTGOA says that Algoryn infiltration squads are made up of women fighters only. They're not much different in games terms than a standard Algoryn AI squad, except that they have MAG repeaters for weapons, like the assault squad, and include two targeting drones (which increase their hit probability).

Infiltration squad w/o drones
I gave them darker blue armor with metallic blue chest and shoulder plates. I also gave them pink unit patches. Their armor is less bulky than for the male squaddies. It's kind of the sci-fi equivalent of a chick-in-chainmail that you find in fantasy figures. The armor is more form fitting and shows off their rear ends better than standard armor.

Lt. Shapley Bottoms leads the troops
I try pretty hard not to be stupid every day, but some days are better than others. It wasn't until I got to painting the weapons for the unit that I noticed I had assembled one figure with its weapon held upside down and backwards. Well, crap.

Kids, don't hold your MAG repeater like this at home
What's next?

I still need to get a plasma cannon to complete my Algoryn force. After that, I'll likely start some Concord troops as an opposing force. There are apparently people who play/have played/will play BTGOA at The Panzer Depot, but I haven't crossed paths with them. I do have plans to get a small sample game in later this month with Phil Bardsley, when we'll also give my 35/40mm gladiators their baptism of sand.

The BTGOA rules haven't been released and are only available in a free PDF, which has been supplemented with several smaller PDFs with additional rules. The rumor I hear from John Kennedy is that Warlord Games will release BTGOA in December this year. They've been working hard on having an initial release available of multiple races/polities for the system. So far, Algoryn, Concord, and Boromites are available, but previews from the Warlord website shows more in the works.

Saturday, May 16, 2015

And Beyonder...


I finished my first Algoryn AI squad for Beyond the Gates of Antares (BTGOA) last night. I dallied on them for some time, but finished them quickly. A lot of the dallying was really dithering about what colors to paint them, etc. Now, having completed a squad, the color choices are pretty much baked. I hope that productivity will increase.

Body armor Vallejo Game Color Steel Grey (72102)
Chest, Shoulder, Knees Vallejo Model Color Brass (801)
Weapons Vallejo Model Color Gunmetal Grey (70863)
Weapons Detail Vallejo Game Color Hammered Copper (72059)
Body Armor Cables Vallejo Model Color Oily Steel (865)

I dry-brushed two shades of highlight on the body armor and then dry-brushed a slight bit of silver to give the effect of wear. Once the main painting and shading was done, I applied an overall glaze of approximately one part of Vallejo Game Ink Black (72094) mixed with 10 parts of Liquitex Matte Medium and thinned with maybe 3 parts water. (Honestly, I just guessed about the glaze mix and was happy to see it turn out so well.)

The boys in steel gray
The bases are 1 1/4" metal washers. I used plastic sheet cut into 1" diameter pieces to cover the hole in the washer, then glued the figures on that. I applied Elmer's wood putty over that. After it dried, I sanded and smoothed it, then I applied some glue and sprinkled some model railroad ballast on it. I did all this before primering the figures so I'd have the same white substrate. I applied a heavy wash of Vallejo Model Air Mud Brown (71037). The texture of the base is perfect for this kind of thing. There's no highlighting or dry-brushing needed to finish it. I applied some splotchy bits of Woodland Scenics Earth blended turf and finished off with some tufts of Army Painter Battlefields Wasteland Tufts.

Basic bases
The left shoulder plate has a raised symbol thingy on it. I figure this will make for a good squad designation. At first I thought I'd paint the shoulder plates a different color for each squad, but the symbol thingy works as well and is less obtrusive. For this squad, I used the same Hammered Copper as the weapons highlights. Future squads will have silver, gold, metallic blue, metallic green, etc.

First squaddies
The detail on the figures is pretty crisp and rewards a wash technique. The figures looked pretty good before the wash, but the detail really popped afterwards.

Back of Beyond the Gates of Antares
I'm pretty chuffed with how this first squad turned out. The figures are very nice, even though I did have one with some casting flaws, it's hard to tell after it's been painted. The AI squad figures come as solid castings with just the heads separate. Two of them are bare-headed (no helmet) so you can see the genetically mutated heads of the Algoryns. I figure that the race is evolved from a 20th/21st c. politician named Algor.

Progenitor of his race
I stopped by The Panzer Depot after mass and breakfast today and picked up another AI squad, a command team, and a light mag weapon (basically a BTGOA version of a MMG). I hope ("hope" being the operative word here) to get these new figures done quickly. The prep takes a while, but once started, the colors go on pretty fast and furious. As soon as they're done, we'll get a game going at The Panzer Depot.

Saturday, April 18, 2015

To Infinity and Beyond (the Gates of Antares)!


I have a soft spot for Sci-Fi gaming, though I don't know why. I've never played Warhammer 40K, nor had an interest in doing so (although I kind of like the figures and the flame-throwing gattling gun fully-automatic self-propelled chainsaw of doom kind of weapons they use). I have been a big fan of Silent Death and painted a huge amount of models, sold them off, and then restarted painting another collection after a hiatus of several years.

When Warlord Games came out with Beyond the Gates of Antares (BTGA) last year, I wasn't sure what to think of it. I saw a lot of hoopla about the system, but for the longest time there was no product of any kind. Eventually, you could start buying a few blister packs here and there. Last October, they released a beta copy of the rules as a PDF download.

John Kennedy has played a few games of BTGA at The Panzer Depot and gives it rave reviews. He thinks that it has a lot of features that Bolt Action should have. As a dealer, John got a few sample packs of the figures. I was happy to see that they're quite nice.

Typically, I haven't really liked the figures that come from Warlord. Their resin and metal AFVs for Bolt Action are great, but the 28mm minis have never gotten me excited. They seem small compared to other 28mm ranges. I admit I like a chunkier figure (perhaps being well-fed myself, I have a natural affinity) and Warlord lack chunk. I'm also strongly averse to plastic figures (just say NO, people!) and Warlord seems to be moving plasticwards.

The sample figures that John had grabbed me right off. They have chunk (or heft, they're often the same) and they're metal—glorious, glorious metal.

In the last few months, retail figures have been available and John carries them at the shop. I browsed them a few weeks ago, but balked at buying because of the price tag. A box set containing a squad of five figures runs $32.00 USD—that $6.40 a figure!

Just today, however, I stopped by the store and bit. I picked up a box of the Algoryn Armored Infantry (AI). The box contains a single blister and five round plastic bases. You also get a command die for the squad. (The command dice are the same used for Bolt Action.)

A whole lotta package
I wonder whether less packaging, no dice, and no plastic bases would lower the price a bit. I have buckets of command dice from playing Bolt Action and I won't use the plastic bases. Probably not. Some items, like command packs, come as three figures in a blister only with no dice or bases. The price point per figure is the same.

The good news is that squads are five figures and an army is only about three or four squads. In fact, you can get starter sets with two squads, a command group, and two heavy weapons groups for just over $100.00. In short, you don't need a lot of figures at $6.40 to make a game.

I'm sitting down this afternoon to clean and prep the figures. They come with separate heads, but are otherwise easy on assembly. I'll likely mount them on metal washers 1" round. I'm not sure yet what color scheme I'll use for them. Maybe something metallic...