Showing posts with label gzg. Show all posts
Showing posts with label gzg. Show all posts

Saturday, 28 March 2015

15mm Sci-Fi Game - AAR

Umpired a 15mm Sci-Fi game at the Harrogate Wargames Club on Thursday night.  Gavin, Mark and Simon attacking against John, Mick and Chris in defence.  Rules used - FUBAR Expanded 15mm Sci-Fi.

The attackers had a Hvy Grav tank and 5 Walkers + 2 Armoured Inf Squads and 1 x Power Armour squad against the defenders 2 x Heavy Grav Tanks, a Armoured Grav Flyer, couple of scout vehicles and several squads of Inf with ATGW teams scattered amongst them.
-
(Walkers all by made by Critical Mass Games as are a couple of the tanks.  I Grav tank by GZG, as are most of the Infantry and wheeled vehicles. Flying Grav Jet tank by Blade Miniatures)
-

-
An engaging game with an early exchange of Railgun rounds seeing one of Gavs Walkers knocked out and one of Marks damaged (seen below with Railgun KO'd) .
-

-
A further exchange saw both Simon and Chris losing their Grav tanks with my new Walker 'Vera' in action for the first time.
-
'Vera' piloted by Jayne
-

-
Mark brought his Power Armour Infantry up through the wood (seen below) and along with the damaged walker chewed out the opposing Infantry and then jump-packed into the town.
-

-
Micks wheeled scout vehicles getting destroyed in the process as Marks armoured Infantry advanced as well.
-
-
Gavin chewed up some Infantry and then moved his other Walker up.
-

-
Johns reserve squad kept its head down amongst the rocks supporting the flying grav jet.
-


-
Gavin then jumped 'Vera' into close proximity to Johns surviving Grav tank, but this brave effort to breach the enemy line was in vain as John made his Initiative role and then destroyed her. 
-

-
At that point we called an end to proceedings.  With regard a result, I judged a slight edge to be have been with Gav, Simon and Mark at the end.   A good game overall :)

Post game notes/thoughts:
1.  A slight tweak to the rules explaining Line of Sight (LoS) with regards to looking in and out of woods is required.
2.  The Infantry ATGW groups should have a +1 sight bonus to hit.

Sunday, 19 October 2014

15mm Sci-Fi - Ground Zero Games 8 Wheeler

Recently finished painting up a GZG V15-54A 8 wheeled support vehicle. I already have a few of this family of vehicles, so I continued with the same 'aggressor' camouflage pattern. I've used a rare earth magnet to secure the missile launcher. As well as allowing the launcher to rotate, depending on the mission it allows me to swap it for a Heavy Auto Cannon (a spare weapon from Critical Mass walker). A small counter-measures jamming pod (ball) has been added for good measure.
-

-

-

Sunday, 17 November 2013

GZG 8 Wheeled MLRS

Further to my posting on 12 Nov, I've now assembled the vehicle and given it a base coat of grey primer.  I've slightly modified it by adding a HMG (or equivalent) just above the drivers station to provide some close in self-defence capability, along with a small ball sensor at the back.  I've secured the MLRS in place with a rare earth magnet.  This will also make it easier to re-role the vehicle to use in other roles, such as AA or AT.
-

-

Tuesday, 12 November 2013

Been Spending On 15mm Sci-Fi Again

Spotted a new version of the series of 8 wheeled vehicles that Ground Zero Games (GZG) manufacture.   This one has a Multiple Rocket Launcher on the back.  Couldn't resist it, so purchased on Sunday over the Internet, and it came today in the post :)
-

-

Monday, 14 October 2013

15mm Sci-Fi - Club Game - Objective: Take And Hold The APC

At the club last Thursday whilst some of our gaming chums tried out a 1/300th game of the new FoW Arab Israeli supplement, John Elwen and myself started a game of 15mm Sci-Fi.  We'd talked about it for weeks, and so were looking forward to the game.  I did originally have aspirations to pull together a detailed scenario, but pressures of work and family got in the way, so on the night we opted for a straightforward encounter game.  The objective for the night was to take and hold a broken down APC in the middle of the table which held important intel.
The rules for the night were our own expanded version of FUBAR in which we are also trying out three adjustments:
1. +1 to Activation roll if the unit failed to Activate on the previous turn.
2. Units on Guard have a -1 penalty to Hit.
3. New action called Overwatch. Acts the same as the Guard but with +1 to Hit. Troops don't need to re-activate to each turn.

We managed to get about 4 turns in before running out of time.  On the last turn of the night I managed to get my commander (in Dreadnought armour with a mini-gun) onto the objective, but his supporting squad was totally wiped out.

Vehicle of the night was a (Hammers Slammers) Blower Tank of John's that soaked up multiple hits that KO'd its main gun and inflicted so much damage on the skirts it was reduced to 1/8th speed.
The game still has some legs, so we are continuing this coming Thursday.
Here are a few photos.
-

My team advancing.
-

My Grav jet tank starts its high speed run it.
-

Robot support.
-

My HQ Power armour squad
-  
John's blower tank right next to the object.
-

My commander confidently jetpacks to the top of the objective.
-

Overhead shot from Johns end of the game table.
-

A squad of John's infantry (GZG) advance with tracked support units (each armed with twin-linked 50 cals).
-

Saturday, 2 February 2013

15mm Sci-Fi FUBAR Rules

Well back at my old club (Harrogate Wargames Club) after our move north, in some ways it seems like I've never been away these last 18 years.  After we finished off a 20mm Bolt Action game a couple of weeks back I offered to run a 15mm sci-fi game for my normal gaming crowd.  I'd do the scenario and provide the figures and rules, all they needed to do was turn up.  I opted to use the FUBAR rules as:
a)  they are very easy to pick up,
b)  they work extremely well, and
c)  I'd been thinking about some improvements and wanted to try them out.
For those unfamiliar with the (free) FUBAR rules, it's all about getting a workable set of rules onto one side of A4.  I'm not hung up about the one-side of A4 aspect, so I increased the font size, expanded all the points out so they are easier to isolate and read, merged the modern and sci-fi sets, and added (in my opinion) an improved vehicle damage system.  I opted to run two linked games over a 3 week period.  The first one was an ambush, and the survivors from both sides were then reinforced for the second which was an attack and defend.
Here's a couple of photos:

-

-

-
My hope was that the guys would enjoy the game sufficiently to feel inspired to go and buy some 15mm Sci-Fi figures themselves (or at least get some more).  In this I think I have been successful.  Both games went really well, and the rules worked great.  Hopefully at the Vapnartak convention here in York tomorrow, some 15mm sci-fi will be purchased :)  Ideas are currently afoot for a small campaign.  If anyone wants the current version of the rules we used (word doc), and the some vehicle record cards (excel), leave a message and I'll send them onto you.


For your interest I've repeated below part the rules concerning activating units.

==============================================

Table 1 - Unit Training/Experience
Level
Activation
Expertise
Suppress
Green
5+
6+
1
Regular
4+
5+
2
Veteran
3+
4+
3
Elite
2+
4+
4

4.1   FUBAR is played in ‘Turns’.
4.2   In a turn all players get to attempt to activate & use every Unit under their command.
5.  Initiative                                                                                                                                                                            
5.1   At the beginning of a turn each player rolls 1D6 & adds any scenario modifiers. Reroll any ties.
5.2   The player that scores the highest can attempt to Activate a Unit first.  If this succeeds then that unit can choose one action and carry it out.
5.3   He can continue to activate units until he fails an activation, then the initiative passes to his opponent.
5.4   If there are more than two players the initiative passes to the next highest score.
5.5   The initiative passes to & fro as players pass and fail Activation rolls, until they have all had a chance to try and activate each Unit in their command. 
6.   Activation 
6.1   To Activate a Unit a player must roll equal to, or more than, the activation number given in the Unit Training/Experience table.
6.2   A unit with a leader attached uses the Leaders Activation Level instead of its own.  
6.3   Add one to the roll if there are no visible enemy.
6.4   Once activated a Unit can do one of the following:

  Table 2 – Activation
Choice
Move
Notes
Walk
6"
The unit can also fire a small arms weapon, or throw a grenade, at one point at any time during their move.
Run
12"
Cannot fire weapons or throw grenades.
Duck & Weave
8"
Cannot fire weapons or throw grenades.
Figures count as being in Soft Cover.
On Guard
0"
Can react once per turn by: returning fire on an enemy that fires at them, or firing at enemy movement across their field of fire.
Gone to Ground
3"
Drop into nearest cover. Increase the level of that cover by one.
Cannot fire weapons or throw grenades.
Aimed Fire
0"
All figures in Unit get +1 to firing.
Assault
8”
Move into close combat with enemy.

6.5   Units that fail to activate are ‘On Guard’, unless it is an Infantry unit that has taken have taken more than 50% casualties.  In this instance withdraw using a ‘Walk’ action at a speed of 6” away from the nearest visible enemy, or towards their deployment point if there are none visible.  (Note: a unit of 8 with 4 men remaining has not fallen below 50%)
6.6   No modifiers can make a Units Activation roll worse than 6.
6.7   Troops wearing jump packs increase their basic movement from 6” to 12” and can ignore intervening terrain.
6.8   When a unit is on ‘Guard’, it is its discretion if it reacts to being fired on, or enemy movement, BUT, it must decide at the time when the opportunity presents.  It can fire at any point during the enemy movement.



Saturday, 18 June 2011

Recent Purchases - For My 15mm Sci-Fi

You know what it's like....you see something (a model or piece of scenery) and immediately think, that would just go brilliantly with X !! Well in my case this happened twice in the last month. I stumbled across some AT-43 mechs on E-Bay, and also a piece of Kryomech scenery. In both cases the manufactures are now out of business, only the gods know if we will ever see them again in production. Although both pieces are designed for 28 and 25mm, I think they look fine with my 15mm Sci-Fi collection. For scale comparison I've included a few 15mm figures and vehicles.
-

-

-

Above is the AT-43 Cobra M-8
-

-

Above is the Kryomech Anti-Aircraft Tower. Figures in the foreground by Blue Moon, vehicle by GZG.
-

Tuesday, 30 November 2010

Blue Moon - 15mm Heavy Infantry

I found time over the weekend to take a few photos of some 15mm sci-fi figures that I painted up a couple of months back. The boys are made by Blue Moon Manufacturing (15ALN-101 Orion Republic Heavy Infantry) and can be bought either direct or through Old Glory. Link. Casting and detail quality is excellent, and they were a real pleasure to paint. Included in the photos are a couple of vehicles by GZG and Old Crow to add additional flavour :)
-

-

-

-

-

Tuesday, 2 March 2010

Exam Pressure...

I have an CIPS Diploma exam this coming Monday, so (virtually) all gaming/modelling activity is on hold whilst I inflict some heavy revision on myself over the coming days. This is all very frustrating as I would very much like to read up on the HOF Fire Team rules that 15mm.co.uk are playtesting at the moment. In the meantime here are a couple of shots from a recent photo shoot of a mixed battlegroup of my 15mm sci-fi armour.
-

-

-

-

Monday, 22 February 2010

More Dropship Photos

Here's a few more photos of the dropship. The current paint job is a very simple one. I sprayed the entire vehicle in car primer grey, and then painted it with Citadel Catachan Green. I might pick a little bit of detail out, but to be honest there isn't that much on it, so I think I'll stick with the 'plain Jane' look. That said time permitting I hope to add some 'nose-art' in the next day or so :)
-

A few other vehicles shown here as well, for size comparison :)
-

-

-

Monday, 25 January 2010

15mm Gatling Walker Arrives And Brings Platoon Up To Full Strength

Just about finished painting my latest Critical Mass Games walker, the one I mentioned on my Sunday posting. I couldn't resist banging some photos off this evening, even though the lighting conditions do leave a lot to be desired.
-

-
This is my most heavily modified Walker to date.
1. Both main guns have been replaced with spare twin mounted gatlings.
2. Both gatlings are fully elevatable thanks to being fitted with Rare Earth Magnets.
3. The torso is twistable, magnets have been fitted between that and the hips.
4. The chin mounted gatling can swivel, as that too has been fitted with a magnet.
5. A GZG missile launcher has been installed on a fixed mount direct to the body.
-

-

-

-
Painting pretty much as described in my previous posting regarding the Walkers, with the exception that the legs were given a Citadel Gryphonne Sepia Wash.

Just working on a script for another Stop Motion Movie.... :)
-

Friday, 22 January 2010

FAD 4 Game AAR

At the Huntingdon & District Wargames Society last night I had a much looked forward 15mm Sci-Fi game using the Fast And Dirty (FAD) rules with two of my friends James and Francis. As we are still getting to grips with the rules, (my 3rd game, James's 2nd and Francis's first) we used just the basic set. The battle took place on a 8'x4' table across the width. The objective for night was to secure the damaged gunship in the middle of the board. We had pre-planned forces of 500 points apiece. I was 99.9% certain that James would be using one of a pair of Critical Mass Walkers that he has recently bought, so I (cunning so I thought) decided to counter this by buying a light scout AT grav vehicle and having a specific AT squad armed with RPGs. The walker being armed with two autocannons and chin mounted double Gatling gun would slaughter my (clean living god fearing) infantry if it wasn't taken out quickly. With the remaining points I bought a light APC and 3 squads of Heavy armoured infantry armed with a mixture of high-tech assault rifles and SAWs.
-
The battle with the initiative going to James and he aggressively used his walker to tear my APC apart. Francis and I countered by moving our AT Grav forward, and with a good dice roll took it out of play ! (At this point the weakness in my strategy of buying an entire team with RPGs came to light, as now they had nothing to do !) Both sides maneuvered for position, exchanging some fire as various units came into sight.
-

-
Whilst James feinted with a couple of squads he managed to rush another to the dropship, at the same time deploying a pair of HMGs on a hill and tearing up a squad of mine that was trying to make for the objective. Losing 5 out of 8 men in one turn, left them Pinned (unable to move, and unable to fire).
-

-
Francis and I riposted by damaging several of his squads with small arms fire, and launching missiles at the HMGs teams took one out and routed the other.
-

-
At this point in the evening we ran out of time, and had to stop, with James although not in the gunship, certainly right next to it.
-

-
Overall an excellent little game, enjoyed by all. We're now planning out next one in a fortnight, where we'll use double the number of points probably.
-

Sunday, 3 January 2010

AFVH9 - Mk1 ARC Heavy Grav Tank (Modified) Enters Service

Today I finished off the first of the Critical Mass Games (CMG) tanks I recently purchased after first seeing it on the excellent Dropship Horizon Blog back in Oct 09. The AFVH9 - Arc Fleet MkI Heavy Grav Tank went together without any problem as such, with just a little excess flash needing sanding off the hull and turret before gluing it all together using Araldite Epoxy Resin. The kit comes with a choice of three main gun options. I opted for the heavier of the three, which looks like it could be a type of Railgun (that's what I intended to use it as anyway).
-

-
Two odd shaped contraptions are meant to be fastened to the back of the turret; I'm assuming they could be grenade launchers or something. Anyway, as soon as I'd glued them on I hated them, so I ripped them off and filled the fixture holes up. I decided to delete the pintle mounted top MG/Heavy Bolter in its entirety and also filled that hole as well, this because I'd decided to upgrade the close support weaponry by fitting a (beefy looking) spare Gatling Gun I had from one of the CMG walkers. Behind it I placed a spare sensor I had in my bits box (from a GZG vehicle). Okay the sensor stops the Gatling Gun from having a 360 degree arc, but it does allows me to claim that the gun can be on either manual or automated response mode.
-

-
Painting wise an initial spray coat of car primer grey started the process off. This was followed with a 90 degree coverage of Coat d'arms 233 Linen, camo lines of GW Catachan Green, and random'ish spots of Foundry 13b Spearshaft. Recessed grills were done in Foundry 34C Charcoal Black. Over all this I gave a wash of GW Devlan Mud, followed by selective highlighting with a GW Rotting Flesh and Foundry 33C White.
-

-
Oppsss, almost forgot to mention that I used 6mm x 1mm rare earth magnets (sourced off E-Bay) so the Gatling Gun gun can rotate, and a couple to keep the turret on the body. IMHO this is a necessity with these vehicles, otherwise with the slightest nudge the turret is off.
-

-
The lighting conditions were interesting for these photos. I took them in the garage with a low winter sun bringing warmth and shadow in its last hour.
-
I'm currently chewing on what scheme to paint the MkII tank in....
-