Showing posts with label urban. Show all posts
Showing posts with label urban. Show all posts

Sunday, 30 June 2019

Modular Industrial Complex pt. 6 -3 new tiles

Having dug through my boxes of crap, and finding a random empty printer ink cartridge under the front passenger seat of my car it was high time to carry on with my project.


Here we have some lids, a golden bead and my little huts. They are made from cabinet mounts, I polyfilled in the holes and stuck cocktail straws in one of the holes. Card doorways. These huts are my answer to Quanset huts because I have been really struggling to make them using card. These are simple, cheap (pack of 20 for a pound or so), and look fine.


Yogurt pot, cable tidys for doors, green stuff and junk to make a pile of junk. Some random thing on top, it might have been from a pen?


Printer ink cartridge, cocktail straws, more greenstuff and bits. A broken light bulb.

Here they are all together. I will likely prime them tomorrow night.

Here are all six tiles together. I am pleased with how it is looking.


Behold my attempt to make Vietnam inspired dwellings for planets with non-developed colonies. I like the idea of people living off the grid in places like this. They are the cabinet mounts, one covered in poly-filla and scored to make it look like thatch. The other covered in green stuff, which might be expensive, but I am using the same stuff I bought 10 years ago to customise Star Wars miniatures.



Shipping containers. They look fine. They will do the job and cost the cost of the paint that went on them. Happy with them.

Sunday, 16 June 2019

Modular Industrial Complex pt. 5

I seem to be really into getting projects done right now. The pre-activities-day rush of project completion is spurring me along.

Below you can see my shipping containers. 10x10x20mm of wood. Edges sanded down and painted. I will be adding more detail to them, but I am quite pleased to be fair.


I completed another section of the modular complex. It is funny because this was the section that began the whole thing, but I left it on top of the kitchen cabinets for ages. Now, though, it is looking good. I need to do a bit more in terms of dirtying it up though. 


A close up shot.

Wednesday, 12 June 2019

Modular Industrial Complex pt. 3

Progress is being made on my modular complex. I am finding the danger stripes the most difficult thing, especially on the door. It is just at a tough angle. I might need to rethink how I paint and make these things now.


I just need to decide what sort of shades to paint onto the ground and then start weathering. I am looking forward to doing some proper weathering for once.

Saturday, 6 August 2016

Starport Scum, Tales of Rhoro Tharik part 5.

Having allowed the gang members to go in the Meehua Colony compound Rhoro and team decided to find as much out as they could about who the red armoured gang are. Risking detection, the Quansec team access their database, only to discover exactly who they are. 

"I cannot believe we met The Buzzard and let him go" sulks Lem, thinking about what fate has befallen his family. 
"You can't dwell on that. Do we know where their main base of operations is? Are they a local gang, or do they spread across the systems?" asks Rhoro.
"According to our data, they have set up their main base of operations here on Helveka III, but do have interstellar reach. In all liklihood, they will have set themselves up in either the Capital, or one of the actual mining operations" explains the Quansec team.
"We need to investigate any of the mines that have activity and go in. A mine seems like a good place to hide slaves" notes Flint. 

After searching mining complexes one comes up with strange activity. Red armoured figures are seen. Rhoro and team advance, without support from the Quansec team.

For this game I came up with a random enemy generator. I placed D6 around the board. If a hero comes within 6 inches of one, then 1D6 is rolled. On a 5/6 enemies appear and 1D2 determines whether it is one or two grunts.

 The complex. Rhoro and team are in the bottom right.












Cautiously the team advance. Past the trees to the outskirts of the mining complex. It looks like this place has been abandoned for a while as there are trees growing out through the concrete.

Passing the small landing platforms a couple of sentries reveal themselves. It was Flint's appearance that made them decide to come out. They open fire to little effect. Flint and Rhoro spin around to see where the fire is coming from, unable to pinpoint a source!
 Lem slowly approaches and lays down fire on the sentries, sending one scurrying for cover. That should help the others he thinks to himself.
 Another two sentries appear behind a building and open fire, forcing Flint to duck between the landing pads to stay out of harms way.
 After making sure his suit has no holes in, he pokes his head round the pad and sends a volley of lead towards an unlucky gang member, who crumples with multiple puncture wounds. "I got one!" comms Flint to the others, but they are busy with their own problems.
 Rhoro has been caught in the open! Not wanting his friend to get into trouble Flint rushes out firing. He pins the two newly appeared sentries. They hit the dirt, hoping to avoid more bullets. The objective is in sight, they just need to make it another couple of hundred metres and they can get into the mines themselves to look for prisoners.
Another sentry, who is returning to the central complex sees an opportunity to take down an intruder. She fires true, wounding Rhoro. He falls to the ground, pistol still ready for trouble while his armour triage unit gets to work on his wounds.
Flint charges up to the mine entrance, leaving Lem to cover Rhoro, and hoping to deal the gang a significant morale blow. If they see it is too late, surely...

It is too late for someone. The Buzzard appears, and with his Gallant Rifle, fires off at the wounded Rhoro, who goes silent on the comm. There is no time to worry about him for Flint as he has advanced too far and needs to protect himself! Where has Lem gone?

 Lem has been advancing slowly, sensibly one might say. He dispatches another guard but cannot see Rhoro anywhere. He was just there though Lem thinks to himself.
 Flint skirts around the edge of the complex, firing behind himself as he goes. He manages to kill and pin another guard, but takes fire himself. Ducking behind the complex he finds that there are no more guards to fire at him. Lem has taken the others out, and The Buzzard has disappeared...along with Rhoro.
More guards appear as Lem and Flint approach the entrance to the mine. It is time to find Lem's family...and uncover where Rhoro was taken.

Thursday, 4 August 2016

Horizon Wars with a real person.

Tonight I played my first game of Horizon Wars with a real person (who found me via the blog!). We agreed to play a small game to test the rules some more and went with a 3x2 urban setting with the objective for the attacker to hold the large complex just below the centre. He had to hold it for an entire turn after the turn in which he occupied it. 

I didn't take many photos because I didn't want to hold up play and as we were just messing around a bit.

Attackers: 
1x P3 mech, heavy armour and attack.
3x Heavy Cav.
3x Light Inf with a buff to their armour.

I defended with:
1x P2 mech CHQ.
1x P1 mech
3x Light Cav with an F bonus, I think.
3x Heavy Inf.


The game went pretty smoothly and we had the basic movement, attack and defence mechanics under our belts very quickly. There was one point I charged infantry who were inside the building with another unit of infantry. I wasn't sure what the rules are about charging a unit that is in a building? I couldn't find anything specific about it in the rules. We also had a situation where an F-0 unit was charging...not sure if that was allowed. Will put these on the rules thread over at The Wargames Website. We also had a tank charge at infantry who were inside and just justified it as the tank shooting through openings.

Heavy Cavalry advancing.
 I can see the benefits of playing on a larger table, because we got into combat quite quickly, and it was just so easy to apply all damage to movement. By the end, at least one of the heavy tanks was just a bunker. The shooting mechanics are great though, and it feels like once you close the range all of a sudden you start dealing large amounts of damage.
End of the game with the attackers occupying the complex, even though it is under attack from defenders.
I look forward to playing again, maybe not in an urban setting this time. I intend to do some more terrain building over the coming days. I want some generic vegetation, and I will also be building forest CD features.