Mittwoch, 30. September 2015

Planetfall Battlereport 1400 vs. Directorate

So, in the course of our build-up campaign, i had a game against Directorate last night. We both took our half core helix with some infantry upgrades, playing a game of 1400 points and a Zero Counter of 14.

Setup from the view of my command vehicle:


I placed my helix at the center of the deplyment zone, shieldilding the lights and the transport skimmer with the medium walkers.

After playing to much against aquans i let my recon units stay in the deployment zone in the recon phase, the directorate buggies flat out to the center and hide behind the forest.

I got to go first, let the heavy cruise forward and fire at the cyberwarfare cars. Managed to damage one of them. The lights cruised forward and hide behind the building near the center. The medium walker and the transport followed them, and the heavy infantry occupied my tertiary objective. My enemy moved forward with all his squadrons, killing one of the medium walkers, occupying his tertiary and closing in to the secondary objective.

Zero Counter: 13/11 for Directorate

Beginning of Second turn:


The second turn started with the cyberwarfare cars and the "activated" my lonely medium walker. My lights moved in the flank of them and took two of them out. In return, the heavy and the medium tanks destroyed the squadron of lights. My heavy walker fired upon the transport, but left him unharmed.

Zero Counter: 12/5 for Directorate

Third turn:


In the third turn, i lost my transport and the medium walker. The Directorate buggies cruised forward, loosing two cars in the overwatch fire of my heavy infantry, but killing two of them.

In the end, the Zero Counter stood 11/0 in favour of the directorate forces.

After this game my Win/Loss-Ratio is 0/5. 


Dienstag, 15. September 2015

Starting Planetfall

There is a new kid in town and his name is Firestorm Planetfall.

My local gaming club recently decided to take a look in the Planetfall game system. And so a build-up campaign was set up. We started with a single Core Helix for everyone and i took the same faction as in Firestorm Armada: the lizards.

After building the models as fast as possible, last friday the first games were made and i got to play against the relthoza core helix.

The table was set up as shown in the picture below:


After some exchange of ranged fire, the units closed in and captured the objectivs. After two rounds the heavy relthoza walker and the unit of light tanks were forlorn hope, best of all already activated. Then the skydrops arrived and did shake up the whole battlefield. Some more CQB did happen and in the end the relthoza won with a 0/+1 victory.

I have to say, its a really fast paced game, having mechanics similar to Firestorm Armada, so just a little look-up in the rulebook for the details was needed.

Next on the list is to bring some paint on these wonderful moddels and to decide, which helix i should get next.

Freitag, 4. September 2015

Workbench

After i completed my 4 Points Militis Christ warband, there is room on my workbench for a new project.

Digging through my box of unfinished minis the choise was made for the Marauder Stuntbot and my smelly little friend Boomer.


Paint scheme for the Stuntbot will be the same as my rippersuits, grey and iron...and some Blood for the Blood God on the buzz saw. :)

Donnerstag, 3. September 2015

Deadzone: Mawbeast Bomber Conversion

So, time to post some stuff.

For my Deadzone Strike Team of Marauders i searched a way to play my Mawbeasts in both variants with a WYSIWYG style. So i cut the bomb from them, drilled a hole and sunk a steel nail in.


After that, i took some spare parts from my "Mauler" Rippersuits (the one from the Knockback CC Weapon) and sunk a 3x2mm magnet into them.


The Bombs were painted in a suitable paint scheme and of they go...BOOM!!