Tuesday, 28 April 2015

WIP on some more combined

Working to finish off the Combined for the weekend.  After these three, I have one more Imetron and Ikadron to do and the two drones.  I thought that would be it, but CB have gone and released a new Fraacta.  Dam their assault on my wallet!

Base coating done, need to finish the symbionts armour next.  Then will add the red contrast and metallics.  After that will add the details then they are done.

UPDATE
Red base done and symbiotic armour highlighted


UPDATE PART 2
Finished Ubra except for bad.  Just the Fraacta and Maakrep to go.  Hope the antenocitis bases arrive in time to do the drones.

ONE MORE UPDATE BEFORE BED
Here is the almost complete Maakrep.  Base needs doing and some finishing touches, but almost there.

FINAL UPDATE
Finished off the Fraacta and Maakrep tonight.  Based still not arrived so can't do drones :-(. Probably won't get them done by Saturday at this rate.  

What to add next????






New Fraacta

Blue Table Painting posted this pic of the new Fraacta model.  Dam, another addition to my must get/to do list :-(


New board update

Had a Set of WIP shots from KriegKraft of the new board.  Here they all are...

Getting quite excited now :-)





Friday, 24 April 2015

Combined army expansion

Started work on expanding the newer combined army this week for the Paradiso Campaign and generally to have.  Have some more minis coming from Shae-Konit (a great bloke, heartily recommend his store) so they should be painted up soon (when I get the antenocitis bases for them)
This was the stage I got them to by this evening.  Things were looking sketchy to have them done on schedule (next week is the other models) but a friend cancelled tonight so I had a little extra time...
Here are the completed Batroids.  With bases done as well.  If you remember my friends Ariadna bases, I have the same only grimy and bloody as if the Ariadna forces had been removed from the bases lol.

Here is a close up of a couple of the Batroids 

And last, but by no means least, everyone's favourite Dr Worn M.D 



Wednesday, 22 April 2015

Extra Narrative bit

Due to the loss of the fireteam in the last paradiso game, we have decided (well I have as I am the one doing the Narrating bit of the narrative lol) to allow my opponent the chance to rescue him.

The next mission will be an adaptation of the following scenario from Beasts of War

Prisoner P-09

We are adapting it by making the objective room (8*8) the target instead of the larger (12*12) one in the scenario, and with the following rules...


Prisoner Rescue


Board Set-up
An 8"x8" objective room should be set up in the center of the board.  The 4 prisoners are in stasis tubes in each corner.  The defender makes a note which one is the Important Prisoner.  2 Small stairways should be placed at the edge of the board, 12" on from the Ariadnan table edge.  These are exits to the roof-top landing pad.  1 Console should be placed 4" either side of the objective room. One is the access console, and the other the security console. The defender chooses which is which after the board has been set up, but makes it clear to the attacker which is which.




Deployment
The Ariadnan main force does not deploy until the doors are open.  Once the doors are open, the Ariadnan second wave can deploy at the start of the turn after the system has been compromised, within their total movement score (e.g. 8" if movement 4-4) of any table edge in their deployment zone, but not outside the 12" deployment area..  This represents them moving into position as soon as the shuttle lands.  Remember the attacking force goes first.

Scouting Force
The Ariadnan scouting force can consist of any troops with Infiltrate or AD skills.  It is limited to not more that 1/2 the models in the force, and no matter what can not be more than one combat group.  These can deploy as follows.

AD Troops:  These deploy as above, but can be deployed in the first turn and do not have to wait for the doors to open.  This represents them fast-roping or other fast insertion techniques prior to the shuttle landing.

Infiltrating troops: these may infiltrate as normal but get an extra -6 modifier on top of any other modifiers that may apply.  A failure means they deploy without camo, following the rules for dispersion (this is a change from normal rules for camo).

Impersonate may not be used in this scenario by either side, and attackers may not deploy sappers in foxholes (they may dig in later in game).

Security Systems Hacking
Instead of a normal turn limit, this game goes on until the prisoner is killed, or the security system overcomes the hacking attempt.  As normal for the scenario, the doors must be opened in the first turn.  This represents someone delivering the hacker Maria's gift package into the system.  If this isn't acheived, the Once the main door is open, the Ariadnan troops have a minimum of two turns.  At the start of the third turn (after door opening - 4th in game), the Ariadnan player has to try to maintain the hack.  This is done by a WIP roll from the Hacker on the shuttle (Not part of the force) who has a WIP of 14.  If an enemy hacker has activated the security console, and that console is in their hacking area; then they can make this a FtF roll, rolling their WIP against that of the hacker.  If the roll is failed, then the shuttle has to dust off.  Thr Ariadnan forces have this last turn to vacate the board by one of the exits.  Any models left on the board at the end of this turn are considered casualties.  This means the attacking Ariadnan force always has one extra player turn that the opponent.

Mission Objectives
Attacker Compromises System
The shuttle's hacker has prepared a virus package to compromise the security of the site and "open the doors" in the defence grid.  This must be uploaded into the system before the shuttle can land.
This takes an engineer or  hacker a WIP roll at the security access console,  A troop with the specialist  skill can do it at -3 to WIP.  A forward observer may also do it, but at -3 WIP and as an entire order skill.
This gives the Attacker 1 VP (And allows the rest of his force to come on).  If this is not acheived in the first turn, then the shuttle does not land.  The game continues for 2 more turns, but no more Ariadnans enter play.  Also, as the shuttle hasn't landed and hacked the security systems, the defender automatically gains the VPs for resetting the system.

Defender Resets the system
If the defender activates the security console (requires a Hacker to make an unmodified WIP roll) they get 1 VP.  If (by remaining in ZOC or use of repeaters) the console is in their Hacking Area then they may roll FtF against the shuttle's hacker to end the game, if they do this they get an extra 1 VP.  If the Attacker fails to get the virus into the system (see above) then the defender gets the full 2 VP (as they count as succeeding in the FtF as well).

Rescuing the Prisoners
Doors to the objective room can be opened by any specialist as a short skill and WIP roll.  When one door is opened all doors are opened.  Alternatively, doors can be hacked to open one of them, or destroyed (one opens, allowing LoF and LoS through it as a normal open door would). The prisoners are in a bad shape.  Before they can be moved, they require stabilizing.  In order to do this, a doctor or paramedic has to succeed in a WIP roll in base contact with one of the 4 cryopods.  It then takes a Short Action to synchronise with the prisoner (no roll required), who will then follow the model.  The prisoner doesn't block any LoF, LoS or movement in anyway, and cannot be targeted by any attack.  If the prisoner is in the area of a ITW or DTW then carry on with the shot as normal but ignore the prisoner (assume they dive out of the way or something similar).  Evacuating a prisoner gets the attacker 1 VP, with a bonus VP for the Important Prisoner.  The defender gets 1 VP for every prisoner not rescued, and 2 VP for the Important prisoner.

Command Tokens
The defender is attacked with a modicum of surprise, so they cannot strategically use command tokens to reduce order pool, or prevent command token expenditure in the first turn.

Narrative Mode

  • The Ariadnan force cannot field an attacker, as theirs is on the shuttle.
  • Attacking models left behind are dead, no CASEVAC, but may CUBEVAC.
  • The defender doesn't get the 20 points of garrison troops, instead getting a Cadmus with BS or CR deployed in the room (not as seed embryo) who can, if they desire, have used morpho-scan on any of the prisoners.

Sunday, 19 April 2015

New infinity board

So excited, I am getting a new board made for me.  I will post more details when I get them, but it is being made by a firm called Krieg Kraft.  At http://www.kriegkraft.com

I haven't got the time to get the board done myself (though I am still planning one, with the help of someone on here) at the moment as I have minis to paint and a thesis to write.

The first preliminary sketch of the board layout looks a bit like this...


Will let you know how it goes.  

New Combined Colour scheme

Doing the extra models needed to fill out the force for Paradiso, I decided to start the new colour scheme for my combined.  This I decided would tie in with the new models and the Morat better than the green.  I will probably replace the green models I like with new ones then possibly sell the green combined army at some point.  It is kind of top heavy, as I bought the models I thought were cool for it (I have a skiavoro, anathema tic, 2 carontids amongst others lol).  

I have the new starter set, Dr Worm, and the unidron set to paint so far.  Here are the test models as it were...


Any suggestions?

Next part of paradiso

I will be uploading the next part of Paradiso campaign to YouTube overnight.  This time the intrepid Merovingian force meets the sinister Shasvastii as they strive to secure the alien technology.  Will add to the narrative on the campaign page this week too.

The Ariadna force was the same as before.  Here it is now...

 Merovingian Rapid Response Force - Untitled Roster (300/300 | 3.5/6)

Group #1 | 9 Models |  9  0  0 

 Moblots Engineer | Engineer, Rifle, Light Shotgun, Pistol / D-Charges, Knife (25)
 Moblots Engineer | Engineer, Rifle, Light Shotgun, Pistol / D-Charges, Knife (25)
 Intel Spec-Ops | Rifle (8)
 Chasseurs Minelayer | Minelayer, Rifle, Light Flamethrower, Antipersonnel Mines, Pistol / Knife (0.5 | 20)
 Chasseurs Minelayer | Minelayer, Rifle, Light Flamethrower, Antipersonnel Mines, Pistol / Knife (0.5 | 20)
 Traktor Mul, Artillery and Support Regiment Minesweeper | Minesweeper, Electric Pulse (5)
 Traktor Mul, Artillery and Support Regiment Minesweeper | Minesweeper, Electric Pulse (5)
 Dozers, Field Engineers Akrylat K | Akrylat-Kanone, Rifle, Pistol / Knife (14)
 Dozers, Field Engineers Mul Control | Traktor Mul Control Device, Rifle, Pistol / D-Charges, Knife (14)

Group #2 | 9 Models |  9  0  0 

 Brigadier Jacques Bruant Lieutenant | Lieutenant, Molotok, Pistol / D-Charges, Knife (1 | 28)
 Alguaciles Hacker | Hacker, Hacking Device, Combi Rifle, Pistol / Knife (0.5 | 18)
 Zouaves Sniper Rifle | Sapper, Sniper Rifle, Pistol / Knife (0.5 | 25)
 Métros Rifle | Rifle, Pistol / Knife (8)
 Métros Rifle | Rifle, Pistol / Knife (8)
 Métros HMG | HMG, Pistol / Knife (0.5 | 19)
 Moblots Engineer | Engineer, Rifle, Light Shotgun, Pistol / D-Charges, Knife (25)
 Moblots Engineer | Engineer, Rifle, Light Shotgun, Pistol / D-Charges, Knife (25)
 Métros Rifle | Rifle, Pistol / Knife (8)

 Open in MayaNet

I went with a mainly Shasvastii themed combined force for this one.  I have started my new painting (see other post) but mainly they are in my old style. Far fewer boots on the ground than the Ariadna lot, but hopefully I can hurt them plenty.

 Combined Army - Untitled Roster (299/300 | 6/6)
Group #1 | 10 Models |  10  0  0 

 The Charontids HMG Lieutenant | Multispectral Visor L3, Lieutenant, HMG, Nanopulser, Heavy Pistol / Knife (2 | 79)
 Slave Drones Servant | Electric Pulse (3)
 Slave Drones Servant | Electric Pulse (3)
 Med-Tech Obsidon Medchanoid Doctor+Engineer | Combi Rifle, Pistol / D-Charges, Knife (23)
 Shasvastii Cadmus Boarding Shotgun | Boarding Shotgun, Assault Pistol / CCW (22)
 Shasvastii Caliban (Developed) Engineer Boarding Shotgun | Engineer, Boarding Shotgun, Assault Pistol / D-Charges, Knife (29)
 Malignos MULTI Sniper Rifle | Antipersonnel Mines, MULTI Sniper Rifle, Pistol / Knife (1.5 | 42)
 The Shrouded Minelayer | Minelayer, Combi Rifle, Antipersonnel Mines, Pistol / Knife (0.5 | 25)
 The Shrouded Minelayer | Minelayer, Combi Rifle, Antipersonnel Mines, Pistol / Knife (0.5 | 25)
 Shasvastii Noctifers Spitfire | Spitfire, Pistol / Knife (1.5 | 30)
 Ikadron Batroids Baggage | Light Flamethrower (2), Flash Pulse, Pistol / Electric Pulse (9)
 Ikadron Batroids Baggage | Light Flamethrower (2), Flash Pulse, Pistol / Electric Pulse (9)

 Open in MayaNet


If anyone would like to see specific forces go against the Merovingian horde please let me know, and I will see what I can do.