Not repaints, but small additions, fixing up the basing and adding a bunch of weathering has made a big difference to these walkers. Good to go in either an AT-43 or WWW2 battlefield. I have a bunch of these I'll get around to one day...
http://www.elladan.de/049%20East%20Block%20Walkers/049.htm
Some other great stuff at that website to inspire you in lots of other genres too.
Showing posts with label Red Blok. Show all posts
Showing posts with label Red Blok. Show all posts
11 August 2011
23 March 2010
22 March 2010
Red Blok walker repaints
http://secretsofthethirdreich.com/forums/index.php?topic=2076.0
Here are some more with a tutorial on getting this winter camo look:
http://secretsofthethirdreich.com/forums/index.php?topic=550.0
26 April 2009
Salon du jeu de société de Paris 2009
No, I dont suddenly speak French. This was a Game industry day in Paris and there are some great pics including AT-43 previews at the site here:
Note this pic of the new Army Starter Sets (around 3k points of forces, not yet available) and the Dotch Yaga in the original RB cam scheme; all the other pics to date have had it in a winter colours for OP Frostbite.
04 April 2009
Collectivist goodness
Just stooging about with the new RB stuff and trying to divide the troops until into sensible formations.
30 March 2009
25 March 2009
Christmas in...March!
A month or so back, I took advantage of the online AT-43 sales (though of course the Aussie dollar was enjoying a ten year low at the time..) Due to supplier problems, the boys at The WarStore couldn't make delivery to me while I was in Hawaii. They therefore shipped my order to Australia at no extra cost - good on you lads!
Here is the box the postman delivered today:
Inside was a bumper load of goodies!
Thats not red-eye flash effect from the camera - the Lad's eyes really did look like that :-)
In addition to the books, tileset and Op Frostbite were some UNA reinforcements, including Wing Troopers (though most of the stands were sadly broken)
To quote Comrade James: That would have to be the biggest box of collective socialist goodness I have seen since the vodka truck tipped over on the way to the barracks.....
11 March 2009
22 February 2009
A look at the Red Blok
Infantry
Krasnye Soldaty (type 1 infantry) (Krasnye Soldaty pic/reference card)
Fighting in units of 8 to 12, these fighters form the soul of Red Blok armies. Looking at their stats, however, you won’t be impressed. Their assault rifles (2, 1/1, - , 4/1) leave much to be desired. But, they make up for these deficiencies by giving players lots of dice to roll and good Morale. Throw in grenade launchers and you’ve got a unit capable of inflicting quite a bit of damage against enemy infantry units--provided you get close enough. Thankfully, Red Blok Kolossus and combat strider units are suited to the task of helping the Soldaty to the objective. Those not killed by the grenade launchers will be grounded.
If you want to concentrate on an anti-armor role, use the Marushka rocket launchers. These are not locked shot weapons, nor are they limited to use only against AFVs. Accuracy 1, yes, but you get to roll 2 dice per rocket launcher, inflicting 2 points of damage per successful penetration.
The Krasnye Soldaty special weapons can be rocket launchers or grenade launchers. Their specialists include medics and/or mechanics (0 to 2).
RPG Soldaty (type 1 infantry) ((RPG Soldaty pic/reference card)
Also fighting in units of 8 to 12, the RPG Soldaty deal out more damage than their Krasnye comrades. Armed with the smgauss, with special weapons including the mgauss or rocket launcher, they appear ideally suited for battle against opponents with higher Protection stats. You’ll pay the same AP cost for a unit of RPG Soldaty as you would Krasnye. Something tells me that the Krasnye might not see the tabletops as often as these guys, although, as evil merlin points out, there's something to be said about being able to ground a unit using grenade launchers. Background on the RPG Soldaty suggests their role on the battlefield is primarily as anti-armor. Indeed, these guys are used to destroy mutinous units, or to destroy Red Blok combat striders before they fall into enemy hands.
Specialists in RPG Soldaty units include medics and/or combat engineers (0 to 2).
Spetsnatz Kommandos (type 2 infantry) (Spetsnatz Kommando pic/reference card)
Fighting in units of 6 to 9, the Spetsnatz Kommandos form a complementary unit to the Krasnye Soldaty. They hit harder and can hold out longer, or scrape an enemy unit off of an objective using their gauss rifles and flamers. Again, if you prefer some balance and want some anti-armor capability, use the rocket launchers, which aren’t limited to combat striders. Feel free to target TacArms, Bane Goliaths and Assault Goliaths.
Their specialists include combat engineers and/or medics (0 to 2).
Dragonov Kommandos (type 2 infantry) (Dragonov Kommando pic/reference card)
Fighting in units of 6 to 9, the Dragonov Kommandos are excellent for disruption of enemy command and control thanks to their snipers and electronic warfare specialists. The sniper ability is the same as that of other AT-43 snipers in UNA and Therian armies. The electronic warfare specialist has the Disruption ability (see Sgt Tymofiyeva above for an explanation of this ability).
Dragonovs are, currently, the only Red Blok infantry with the Detection ability thanks to their infrared goggles. These work just like UNA triple lens helmets. The +1 increase to Accuracy is already accounted for on the reference card. Dragonovs are always equipped with infrared goggles; they’re not optional.
Their specialists include medics and/or electronic warfare specialists (0 to 2). A maximum unit of 9 can include 3 sniper guns or 3 atgauss guns.
Kolossus Units: Spetsnatz, RPG, and Strielitz (type 3 battlesuit infantry) (Spetsnatz Kolossus pic/reference card) (RPG Kolossus pic/reference card) (Strielitz Kolossus pic/reference card)
Take a look at the Kolossus profiles. Impressive, hunh? Don’t worry about the 10 cm movement, though. All Kolossus units have Assisted Propulsion, which gives them the Blitz ability: their movement is increased by 10 cm for their first round on the battlefield, and they may act normally when they arrive in reinforcement via a drop point. Being battlesuits, the Kolossi fight in units of 3.
Which Kolossus unit you choose to field is up to you. Take a look at your objectives and which army you’ll face. Each of the three Kolossus units is differently armed: Spetsnatz have two flamers; RPG have two rocket launchers; and the Strielitz have 1 flamer and 1 grenade launcher each. Kolossus units do not have gyroscopic stabilizers like TacArms, so your unit(s) can be grounded by indirect fire weapons.
Armored Fighting Vehicles
Red Blok AFVs are divided into three basic frames. Recon striders are light and mainly used for anti-infantry combat. Assault strider frames are suitable for combat against other AFVs. Support striders are technological monsters designed to destroy anything in their way.
Recon Striders
Nakovalny (type 1 combat strider)
(Nakovalny pic/reference card) Fighting in units of 1 to 3, the Nakovalny is armed with two light mgauss weapons. Its purpose is primarily that of anti-infantry, supporting their Red Blok infantry comrades most admirably. It’s suited not for lightning attack, but anti-personnel fire and protection against heavy salvoes.
Sierp (type 1 combat strider) (Sierp pic/reference card)
Fighting in units of 1 to 3, the Sierp is armed with two light mortars, and has communication disruptors. The light mortars are indirect fire weapons, which don’t require line of sight! Fire away at enemy infantry: those not killed by the blast will be grounded. The communication disruptors give the Sierps the Disruption ability, removing up to 3 LPs from your enemy’s Leadership Pool during the tactical phase!
Molot (type 1 combat strider) (No pic/reference card available at this time)
Fighting in units of 1 to 3, the Molot is armed with two light flamers, meaning you’re going to have to get close to fire. They also have loudspeakers, which give them the Countermeasure ability: the enemy’s Disruption and Interference abilities have no effect on a company containing Molots.
Zviezda (type 1 combat strider) (No pic/reference card available at this time)
Fighting in units of 1 to 3, the Zviezda is armed with a light mgauss and a light mortar. It’s effective against infantry, but you’ll have some trouble against AFVs. It also has motion sensors, which give it the Detection ability just like triple lens helmets or infrared goggles. Its +1 to Accuracy is already accounted for on its reference card.
Assault Striders
Kossak (type 2 combat strider) (Kossak pic/reference card)
Fighting in a unit of 1, the Kossak is armed with two medium missile launchers. Thanks to its Protection of 15, it can advance confidently, destroying infantry and AFVs easily. You’re rolling six dice when both medium missile launchers are operational. With a Penetration of 12/2, not too many AFVs--or infantry--will survive unscathed.
Hetman (type 2 combat strider) (No pic/reference card available at this time)
Fighting in a unit of 1, the Hetman is armed with a medium antitank cannon and a medium rocket launcher. The Hetman is designed as a hunter, moving from cover to cover to destroy enemy AFVs thanks to its two high powered weapons (Penetration 18/2 and 12/2, respectively). Your opponent will think very carefully before placing his AFV units in LOS of the Hetman’s weapons. Note: the medium rocket launcher is not a locked shot weapon.
Hussar (type 2 combat strider) (No pic/reference card available at this time)
Fighting in a unit of 1, the Hussar is armed with a medium missile launcher (locked shot weapon) and a medium rocket launcher. Advance against enemy AFVs using the medium missile launcher (rolling two dice per shot), then switch to the medium rocket launcher for close-in work against armor and personnel alike.
Support Strider
Dotch Yaga (type 3 combat strider) (No pic/reference card available at this time) At 775 AP, the Dotch Yaga is a monster combat strider, armed with a heavy gauss cannon (4, 5/0, -, 15/2) and a heavy mortar (4, 1/0, 10, 6/1). With Protection 17, this combat strider is designed to survive, advancing against any type of fire to deliver total destruction of enemy forces.
Krasnye Soldaty (type 1 infantry) (Krasnye Soldaty pic/reference card)
Fighting in units of 8 to 12, these fighters form the soul of Red Blok armies. Looking at their stats, however, you won’t be impressed. Their assault rifles (2, 1/1, - , 4/1) leave much to be desired. But, they make up for these deficiencies by giving players lots of dice to roll and good Morale. Throw in grenade launchers and you’ve got a unit capable of inflicting quite a bit of damage against enemy infantry units--provided you get close enough. Thankfully, Red Blok Kolossus and combat strider units are suited to the task of helping the Soldaty to the objective. Those not killed by the grenade launchers will be grounded.
If you want to concentrate on an anti-armor role, use the Marushka rocket launchers. These are not locked shot weapons, nor are they limited to use only against AFVs. Accuracy 1, yes, but you get to roll 2 dice per rocket launcher, inflicting 2 points of damage per successful penetration.
The Krasnye Soldaty special weapons can be rocket launchers or grenade launchers. Their specialists include medics and/or mechanics (0 to 2).
RPG Soldaty (type 1 infantry) ((RPG Soldaty pic/reference card)
Also fighting in units of 8 to 12, the RPG Soldaty deal out more damage than their Krasnye comrades. Armed with the smgauss, with special weapons including the mgauss or rocket launcher, they appear ideally suited for battle against opponents with higher Protection stats. You’ll pay the same AP cost for a unit of RPG Soldaty as you would Krasnye. Something tells me that the Krasnye might not see the tabletops as often as these guys, although, as evil merlin points out, there's something to be said about being able to ground a unit using grenade launchers. Background on the RPG Soldaty suggests their role on the battlefield is primarily as anti-armor. Indeed, these guys are used to destroy mutinous units, or to destroy Red Blok combat striders before they fall into enemy hands.
Specialists in RPG Soldaty units include medics and/or combat engineers (0 to 2).
Spetsnatz Kommandos (type 2 infantry) (Spetsnatz Kommando pic/reference card)
Fighting in units of 6 to 9, the Spetsnatz Kommandos form a complementary unit to the Krasnye Soldaty. They hit harder and can hold out longer, or scrape an enemy unit off of an objective using their gauss rifles and flamers. Again, if you prefer some balance and want some anti-armor capability, use the rocket launchers, which aren’t limited to combat striders. Feel free to target TacArms, Bane Goliaths and Assault Goliaths.
Their specialists include combat engineers and/or medics (0 to 2).
Dragonov Kommandos (type 2 infantry) (Dragonov Kommando pic/reference card)
Fighting in units of 6 to 9, the Dragonov Kommandos are excellent for disruption of enemy command and control thanks to their snipers and electronic warfare specialists. The sniper ability is the same as that of other AT-43 snipers in UNA and Therian armies. The electronic warfare specialist has the Disruption ability (see Sgt Tymofiyeva above for an explanation of this ability).
Dragonovs are, currently, the only Red Blok infantry with the Detection ability thanks to their infrared goggles. These work just like UNA triple lens helmets. The +1 increase to Accuracy is already accounted for on the reference card. Dragonovs are always equipped with infrared goggles; they’re not optional.
Their specialists include medics and/or electronic warfare specialists (0 to 2). A maximum unit of 9 can include 3 sniper guns or 3 atgauss guns.
Kolossus Units: Spetsnatz, RPG, and Strielitz (type 3 battlesuit infantry) (Spetsnatz Kolossus pic/reference card) (RPG Kolossus pic/reference card) (Strielitz Kolossus pic/reference card)
Take a look at the Kolossus profiles. Impressive, hunh? Don’t worry about the 10 cm movement, though. All Kolossus units have Assisted Propulsion, which gives them the Blitz ability: their movement is increased by 10 cm for their first round on the battlefield, and they may act normally when they arrive in reinforcement via a drop point. Being battlesuits, the Kolossi fight in units of 3.
Which Kolossus unit you choose to field is up to you. Take a look at your objectives and which army you’ll face. Each of the three Kolossus units is differently armed: Spetsnatz have two flamers; RPG have two rocket launchers; and the Strielitz have 1 flamer and 1 grenade launcher each. Kolossus units do not have gyroscopic stabilizers like TacArms, so your unit(s) can be grounded by indirect fire weapons.
Armored Fighting Vehicles
Red Blok AFVs are divided into three basic frames. Recon striders are light and mainly used for anti-infantry combat. Assault strider frames are suitable for combat against other AFVs. Support striders are technological monsters designed to destroy anything in their way.
Recon Striders
Nakovalny (type 1 combat strider)
(Nakovalny pic/reference card) Fighting in units of 1 to 3, the Nakovalny is armed with two light mgauss weapons. Its purpose is primarily that of anti-infantry, supporting their Red Blok infantry comrades most admirably. It’s suited not for lightning attack, but anti-personnel fire and protection against heavy salvoes.
Sierp (type 1 combat strider) (Sierp pic/reference card)
Fighting in units of 1 to 3, the Sierp is armed with two light mortars, and has communication disruptors. The light mortars are indirect fire weapons, which don’t require line of sight! Fire away at enemy infantry: those not killed by the blast will be grounded. The communication disruptors give the Sierps the Disruption ability, removing up to 3 LPs from your enemy’s Leadership Pool during the tactical phase!
Molot (type 1 combat strider) (No pic/reference card available at this time)
Fighting in units of 1 to 3, the Molot is armed with two light flamers, meaning you’re going to have to get close to fire. They also have loudspeakers, which give them the Countermeasure ability: the enemy’s Disruption and Interference abilities have no effect on a company containing Molots.
Zviezda (type 1 combat strider) (No pic/reference card available at this time)
Fighting in units of 1 to 3, the Zviezda is armed with a light mgauss and a light mortar. It’s effective against infantry, but you’ll have some trouble against AFVs. It also has motion sensors, which give it the Detection ability just like triple lens helmets or infrared goggles. Its +1 to Accuracy is already accounted for on its reference card.
Assault Striders
Kossak (type 2 combat strider) (Kossak pic/reference card)
Fighting in a unit of 1, the Kossak is armed with two medium missile launchers. Thanks to its Protection of 15, it can advance confidently, destroying infantry and AFVs easily. You’re rolling six dice when both medium missile launchers are operational. With a Penetration of 12/2, not too many AFVs--or infantry--will survive unscathed.
Hetman (type 2 combat strider) (No pic/reference card available at this time)
Fighting in a unit of 1, the Hetman is armed with a medium antitank cannon and a medium rocket launcher. The Hetman is designed as a hunter, moving from cover to cover to destroy enemy AFVs thanks to its two high powered weapons (Penetration 18/2 and 12/2, respectively). Your opponent will think very carefully before placing his AFV units in LOS of the Hetman’s weapons. Note: the medium rocket launcher is not a locked shot weapon.
Hussar (type 2 combat strider) (No pic/reference card available at this time)
Fighting in a unit of 1, the Hussar is armed with a medium missile launcher (locked shot weapon) and a medium rocket launcher. Advance against enemy AFVs using the medium missile launcher (rolling two dice per shot), then switch to the medium rocket launcher for close-in work against armor and personnel alike.
Support Strider
Dotch Yaga (type 3 combat strider) (No pic/reference card available at this time) At 775 AP, the Dotch Yaga is a monster combat strider, armed with a heavy gauss cannon (4, 5/0, -, 15/2) and a heavy mortar (4, 1/0, 10, 6/1). With Protection 17, this combat strider is designed to survive, advancing against any type of fire to deliver total destruction of enemy forces.
16 February 2009
Red Blok AFV repaints
This guy has had some of his RB professionally rebased and repainted.
Love the basing, and think it shows just how good the orignal RB schemes are
15 February 2009
Pimp my Kossak
Did you know that like the Fire Toad, the Kossak has a detailed cockpit inside it too?
http://en-forum.at-43.com/viewtopic.php?t=1855&highlight=kossak+cockpit
http://en-forum.at-43.com/viewtopic.php?t=1855&highlight=kossak+cockpit
09 February 2009
AT-43: 800pt Starter Army lists
I found this very useful article at the "AT-43 Addict blog" (link above).
I've copied it here for ease of reference, but its all from that site - thanks!
So you’re thinking of getting into at-43 but don’t want to shell out for a full 2000+ point army? Here are some good places to start if you’re looking at getting into the game. Each of these armies will give you an AFV, a type 1 unit and a battle suit to give you a flavour of each of the unit types. Best of all none of the units will go un used as they are all staples of each army.
UNA
1 Fire toad
1 steel trooper unit box
1 steel trooper attachment
1 unit of Steel TacArms
Karmans
1 Kaptar unit box
1 Wendigo unit box / k-shooter unit box
1 easy trike
Red Blok
Krasnye unit box + attachment Box / RPG Soldaty unit box + attachment box
Dragomirov Kolossus box
Sierp
Therians
Storm Golem unit box
Bane Goliath unit box
Hekat
As you can see each of these lists will come out to around 825 points give or take. you will get a feel for how the army will play and will find that all these units will be useful. Each of these armies are from their basic troop pattern so there are no extra rules to complicate matters. From here it is easy to branch out after you get a feel for how the army will play.
I've copied it here for ease of reference, but its all from that site - thanks!
So you’re thinking of getting into at-43 but don’t want to shell out for a full 2000+ point army? Here are some good places to start if you’re looking at getting into the game. Each of these armies will give you an AFV, a type 1 unit and a battle suit to give you a flavour of each of the unit types. Best of all none of the units will go un used as they are all staples of each army.
UNA
1 Fire toad
1 steel trooper unit box
1 steel trooper attachment
1 unit of Steel TacArms
Karmans
1 Kaptar unit box
1 Wendigo unit box / k-shooter unit box
1 easy trike
Red Blok
Krasnye unit box + attachment Box / RPG Soldaty unit box + attachment box
Dragomirov Kolossus box
Sierp
Therians
Storm Golem unit box
Bane Goliath unit box
Hekat
As you can see each of these lists will come out to around 825 points give or take. you will get a feel for how the army will play and will find that all these units will be useful. Each of these armies are from their basic troop pattern so there are no extra rules to complicate matters. From here it is easy to branch out after you get a feel for how the army will play.
30 January 2009
More Comrades!
Comrade Jame's forces have also received reinforcements: an RPG Soldati unit and attachments.
Here are the newest Heroes of the Collective:
Strider!
27 January 2009
Comrade James' Soldati
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