Thursday, August 18, 2016
Nik's Mini? Tau Piranha!
Wednesday, June 1, 2011
Arloc Mechanica: Super40K Battle

The ruins of Arlos Mechanica
When was the last time you were playing 40k and your Orc Warboss was duking it out in a total slugfest with a Space Marine commander? Not too long ago? All right, but during the slugfest did your Orc pick up a piece of terrain, like a small car, and slam the commander with it, knocking him back half a foot on the tabletop crashing through debris on the way. Then the commander stands up, dusts himself off and plows back into the Orc, tackling him and crashing through a wrecked Rhino in the process.
This is what I've been wanting, highly cinematic, over-the-top action in the 40k setting. Is your Eldar Autarch about to launch into an important attack? Why not preface it with a long-winded soliloquy speaking of themselves in the third person first? This isn't the first time we sought alternate ways to play in what is a great universe, and fun minis. Well, we had the answer the whole time in the second edition rules of SuperSystem, the excellent superhero miniatures game.

Leading up to the battle I wrote the general setup here and came up with four separate groups to participate. These are basically superhero groups on paper, proxied with 40k models and forces. I gotta tell you, the port over from hero to sci-fi was incredibly easy. A Space Marine is basically a superhero anyway, so this was a no-brainer.
Each group consisted of three units; a character model (or two) and at least one 'henchmen' group. Henchmen groups are exactly as they sound. The one exception were the Dark Angels, which had two units (a character and a really powerful character), one of which couldn't come onto the table right away. The "good guy" forces are found here and the "bad guy" aliens are found here.
I setup the game with something similar to a con perspective. I wanted "allied" sides of two teams each, but I also wanted everyone to have their own, unique objectives that even their ally didn't know about. I slanted these mission briefs quite a bit so it might even come down to a four-way free-for-all battle. Obviously I borrowed heavily from our historic Vikings game last summer. On to the battle.

Orc boyz and a Deffkopta see a lone Dark Angel in the distance...


...and gun them all down to a man

A Vindicare Assassin waits to take the shot...


Orcs cautiously advance when a Dreadnought teleports in from orbit!

Carnage ensues!

Warboss Magstuf and the Deffkopta wade in on the massive Dreadnought

Magstuff and Tracto epically duke it out

Magstuff picks up an old escape pod and slams Tracto with it...

The Ethereal's blade skills are more than a match for the Imperial Priest

Parting shot; the Vindicare guns down the Ethereal in the distance
All in all we had a blast. The SuperSystem rules are now in third edition, and a lot of the hero building has been tweaked. The rules themselves are straight forward and easy to pick up on the fly, two of the guys (two of our Chris') playing in this battle had never used them before,and Andy and I were both rusty, our last super battle being three years ago.
This was the feel I had been shooting for too; a bold Imperial hero with a small band of soldiers and a sniper lurking somewhere on the battlefield. A single Dark Angel and a massive Dreadnought versus a dozen Orcs. The action was as over-the-top as we wanted, and gameplay went quickly. I need to slightly alter some of the mission briefings and better define individual objectives.
SuperSystem also allows for non-combat actions as well, so if you have someone who needs to crack the code on a security door, pull the hatch off of an escape pod, or make a science type roll on some new organism, it's all in there. This can lead to all sorts of cool scenarios. As far as this particular scenario went, we'll have to play it again now that we're more familiar with the rules and see how things pan out. Being comic book based, scenarios and back-story become more vital than ever and even a basic rooftop brawl can be entertaining.
Monday, May 30, 2011
Arloc Mechanica Mission Briefing: Xenos Forces

Tau Empire:
Aun’el Shi’ur, you are honored to retrieve a long sought Necrontyr artifact for our sept. Its capabilities will assist the greater good in our further expansion. We believe it will be able to translate space-time and give us information from our future. You will go to the dormant moon Arloc Mechanica with our new allies, Magstuf and his retinue. Their methods are crude but their loyalty and devotion to our way of life is steadfast I assure you. Use them as you will, retrieving the artifact is critical. If you are able, contact the Imperial Guard commander in charge of their retrieval team and open diplomatic relations with him. It is our understanding that their dedication to their ruling government is wavering. If we can bring his element into our fold it would a boon towards unifying this sector.
Primary Objective: Secure and retrieve the Necrontyr artifact.
Secondary Objective: Open diplomatic ties with Imperial forces.
Tertiary Objective: Investigate any leftover technology on the moon.
Aun’el Shi’ur is an Ethereal caste member who is renown with his skill wielding the Tau honor blade. Like most Tau, his strength and agility are above human average and in addition, Aun’el Shi’ur’s mind is tempered well beyond human standards.
Tau Empire Gun Drones: These AI-enhanced autonomous drones are the equal of any of the best foot troops humanity has to offer. Where they truly excel is in their speed and maneuverability. They are armed with twin-linked pulse carbines, ablative armor, and advanced target prediction software.
Tau Empire Fire Warriors: These soldiers make up the bulk of the Tau Empire’s ground forces. They are lightly armored but their personal defense is augmented by a small, personal force field generators similar to what Ethereal caste members wear. They are also equipped with the deadly long-ranged pulse rifle.
Name: | Tau Empire Fire Warriors |
BP: | 85 |
AP: | 7 |
Attributes: | Strength: 3 Agility: 4 Mind: 3 Resolve: 4
|
Powers: | Armor x2 Combat Sense x4 Perfect Timing Force Field x3 Ranged Attack (8D, 30”) -Rapid Fire
|
Vitality: | Henchmen Group x10 |
Name: | Tau Ethereal, Aun’el Shi’ur |
BP / AP: | 85 / 9 |
Attributes: | Strength: 4 [1], Agility: 5 [1] Mind: 4, Resolve: 4 |
Powers: | Combat Sense x3 Force-Field x3 Melee Attacks x3 Soulless Super-Agility x1 Super-Strength x1 Extra Vitality x2 |
Vitality: | 10 |
Name: | Tau Empire Gun Drones |
BP / AP: | 85 / 8 |
Attributes: | Strength: 3, Agility: 5 Mind: 3, Resolve: 2
|
Powers: | Armor x3 Combat Sense x3 The Difference x1 Enhanced Senses x2 Soulless Extra Attacks (+1AP) Ranged Attack (7D, 30”) -Rapid Fire -Super Damage x1
|
Vitality: | Henchmen Group x5 |

The Orcs:
Da nose-less ones think theys know us. They don’t. We hate their food, their pretty cities, their breath…it’s time to show ‘em who’s da boss. Dat Grot, what’s-his-name, came through and pilfered good, we’s got pass keys and other codes. Enough to steal the next shuttle and bugger off but good! We been kept like dogs for toos long. First, theys gonna pay or my name ain’t Magstuf! When da boyz get a load of me trophies they’s gots to give me back the big chair. When da time is right we strike. We ain’t dumb.
Primary Objective: Coup de Grace all individual models that are not Orcs.
Secondary Objective: Investigate strange fungus growths.
Tertiary Objective: Steal Tau Empire shuttle and escape moon.
Warboss Magstuf was taken into the folds of the Tau Empire’s “greater good” when his pirate vessel ran out of fuel and was adrift mid-system. Since then he has played along with his captor/benefactors until he could make good his escape. He is large, even by Orc standards, and carries a wide variety of weapons. He prefers to attack in close combat rather than at range and when he is such engaged his fury is a force of nature.
Mek Grumbolt is a skillful yet reckless Orc who pilots a kitbashed and highly-modified “deffkopta” flying machine. His crank-operated chaingun’s “dakka dakka” staccato echoes over the din of even the most pitched battles.
Magstuf’s Boyz are all that’s left of the pirate vessel Deep Entry. They are equipped with naturally thick hides and crude armor. They are armed with their signature bulky, primitive slug-throwing rifles as well as a variety of knives and clubs.
Name: | Warboss Magstuf |
BP / AP: | 85 / 6 [9] |
Attributes: | Strength: 7 [3], Agility: 4 Mind: 2, Resolve: 4 |
Powers: | Armor x2 Combat Sense x1 Extra Move x3 Iron Will x2 Melee Attacks x3 Super-Strength x3 -Rage
|
Vitality: | 11 |
Name: | Mek Grumbolt |
BP / AP: | 85 / 8 |
Attributes: | Strength: 3, Agility: 7 [1] Mind: 3, Resolve: 4
|
Powers: | Armor x1 Combat Sense x2 Extra Move x2 Enhanced Senses Flight Iron Will x1 Perfect Timing Ranged Attack (8D, 30”) -Only While Flying Super Agility x1
|
Vitality: | 7 |
Name: | Magstuf’s Boyz |
BP: | 85 |
AP: | 7 [9] |
Attributes: | Strength: 3 Agility: 5 Mind: 2 Resolve: 3
|
Powers: | Armor x3 Climbing Combat Sense x3 Extra Attacks (+1AP) Extra Movement x2 Instant Stand Ranged Attack (8D, 30”) -Rapid Fire
|
Vitality: | Henchmen Group x10 |
Sunday, November 14, 2010
An UN40K Game of 5150

As the title states, this was a great game of 40K but also UN-40K. In this case, the rules are 5150, the Two Hour Wargames sci-fi shoot 'em up. It's a solid set of rules, but they do do suffer from some hiccups in the rules-translation-to-tabletop department. That being said, they're fun nonetheless and all it takes is a little bit of consistency and you should be good to go.
Face it, you cannot deny the "cool" factor of Games Workshop's minis, but sometimes you just want try out different rules. That's what we were doing here. Although there's no "official" stat block for our favorite genetic super-soldiers in 5150, you'd be hard-pressed to throw a stick into cyberspace and not find a homegrown set of Space Marine stats.

After all of my pics of Fall-In! tables you may be a little confused here. That's because the table Andy threw together was every bit as luscious as those at Fall-In!, if not more. The funny thing is, other than the terrain mat, most of this stuff was already in-house, so we could've been playing on terrain like this all along basically!

As amazingly tough as Imperial Space Marines are supposed to be, they kind of lose some of their impressiveness in translation to a regular game of 40k. Well, in the spirit of keeping Marines as elite as possible, how about the odds of nearly 7:1? That's right, the Tau Empire forces numbered 66 total models, the marines, Deathwatch in this instance, numbered just ten troops. Now that feels likes a situation Space Marines should be in!

If you head over to Andy's blog, Little Lead Heroes, you'll see at least double the number of photos. There were a lot of good ones to pick from and unfortunately some got left behind here, so head over there for yet even more eye candy.
The table was immaculate, so any action on said tabletop was bound to be pretty sweet. We were dealing with a couple of speed bumps with the rules, chief among them being our pure rustiness with them. That's going to hurt just about anyone in the same boat.

Tau orbital bombardments had pulverized the building structures on the far side of the field. This is where two fire-teams of Deathwatch took up defensive positions. The Tau Empire was on the move, reaving the planet along the way, and their primary goal was to get through this contested zone and to the next. The Deathwatch were going to make sure this didn't happen. Three Fire Warrior teams, a Pathfinder team, a stealth team in XV-16 suits, and two squads of Kroot mercs rounded out the Xenos forces. The Deathwatch marines comprised two teams of five, each led by a jump pack equipped sergeant. One squad had a SAW trooper hefting an Astartes-pattern Heavy Bolter. Chapters represented ranged from Howling Griffins, Ultramarines, Black Templars, Blood Angels, and more.

Tau troops advanced through the thick jungle and encroached upon the city. The Kroot sprinted ahead of the force and up the middle to the buildings. The wreckage of an Aquila Lander, shot down in the initial hours of the invasion, lays spread out across the field. The Fire Warriors cautiously take cover behind an outlying wall on the outskirts.

A reconnaissance squad of Vespid Stingwings lands among the Deathwatch with their Tau-manufactured Neutron Blasters, causing two of the Space Marines to hit the dirt. Here's where the numbers worked against the Space Marines in terms of stats, the Space Marines, although hard to outright kill, kept hitting the dirt more often than not. I remember in past 5150 games troops would often 'duck back', or seek cover, but just going prone every time was a tad annoying.

The Tau made a strong advance through the city, they had plenty of numbers to keep the Deathwatch suppressed. The Space Marines, in an act of desperation, switched from bolters to grenades...and found this tactic to be most effective. Astartes-pattern fragmentation grenades made short work of even the Tau's hardened carapace armor. In the end it was the morale that became the largest factor working against the xenos.

Two against sixteen; Deathwatch marines take cover inside the ruins of a building as a Stealth team and Fire Warrior squad move from cover to the open. The Burst Cannons of the Stealth suits laid down a withering hail of projectiles. The marines hunkered down below the broken wall and simply waiting for a chance to return fire.

This is one of my favorite photos of the night, and really sums up what the "UN40K" mentality is all about. Two Deathwatch troopers, just two, back-to-back and watching their flanks. Up top one squad of Fire Warriors is fleeing, but a full squad of Stealth suits were intact and en route. On the other side of the field two full Fire Warriors and a Kroot mercenary squads were steadily advancing. The odds were astronomically against them, but it's the kind of odds you read about in the novels, which is what we were shooting for, no pun intended.
Sometimes you just want your tabletop games to represent a certain quality or aspect in your chosen genre. It just comes down to finding the right rules that give you the feel you and your group are looking for for a given game.
Wednesday, November 4, 2009
Tau Empire Army

Now for the last of my impromptu '40k Army Series', the Tau Empire. This is by far the largest, single army I've painted entirely by myself. It weighs in at 123 models, which is about 2400 points, give or take a few. This is a good example of an army that grew on its own without any real semblance of army list planning!
A few years back I broke my foot, bad, in a jet-ski accident. Honestly I almost ripped it off at the ankle, and ended up breaking seven bones, had to have two reconstructive surgeries, and spent almost a year in physical therapy. I was immobilized, could put zero weight on, and held captive by my living room chair for about three and a half months.
That's when I painted this army. To cheer me up, my buddies got me an army box and I would sit and assemble them all day from my chair. Soon a second box was added and before I knew it I was painting an army from my recliner, which is kind of tricky! I painted it in almost one go, with the exception being the Vespids, which came out later. It's not the best looking army ever, but given the circumstances, I couldn't be happier.
HQ:


Shas'o Commander
This is the Farsight model, but I always like to get character models instead of vanilla ones because they A) obviously look more characterful, and B) can pull double duty as needed. Of course when I put these guys together they didn't have the cool Tau Commander box out, so I probably would've just gone with that instead.

XV8 Crisis Battlesuit Bodyguards

Ethereal
Elites:


XV8 Crisis Team

XV8 Crisis Team 'Fireknife' Configuration

XV15 Stealth Team
Troops:


Kroot Carnivore Squad with two Kroot Hounds and a Kroot Shaper

Kroot Carnivore Squad with two Krootox

Fire Warrior Squad A

Fire Warrior Squad B

Fire Warrior Squad C
Fast Attack:


Pathfinder Team with rail rifles

Pathfinder Team Devilfish

Gun Drone Squad A

Gun Drone Squad B

Vespid Stingwings
Heavy Support:


XV88 Broadside Team

Hammerhead Gunship
There you have it, a whole bunch o' Tau. Of course when the newest codex came out, there were a lot of new options that just 'looked' cool, I don't know about their effectiveness, but they'd be fun to paint up. That's why I added the Vespids at a later date. The Sniper Drone team looks appealing as well. I've always wanted to paint up some human auxiliaries as well, so who knows, maybe this army isn't exactly "finished".
EDIT: After a large swap-and-trade, this fine army now rests in the capable hands of Andy over at Little Lead Heroes. Next time they're on the tabletop, they'll be my enemy!