Monday, October 16, 2017

AT-99 “Scorpion” Gunship



The AT-99 “Scorpion” Gunship (Na'vi name: kunsip) is a VTOL ducted fan rotor, Mosquito-class targeting and missile launch platform. Outfitted to escort shuttle landings and take-off, close air fire support for military operations and air support for mining operations, the Scorpion is the gunship of choice for the RDA on Pandora. 


AT-99 Scorpion Gunship

Saturday, October 14, 2017

V-212 Pegasus VTOL

Taking advantage of the SCI FI SALE at ArmiesArmy!
 www.armiesarmy.com

I picked up four  V-212 Pegasus VTOL







The Pegasus comes in several parts both Resin and Metal.  Two tilt rotors, one
hull, one tail and then two sets of undercarriage to represent them raised or
lowered two Gatling Cannon and two rocket systems.

This platoon pack includes 3 vehicles !

Thursday, October 12, 2017

Monday, October 9, 2017

SCI FI SALE at ArmiesArmy!


SCI FI SALE at ArmiesArmy! www.armiesarmy.com
The shop is open and to celebrate Im offering a 20% off sale!
The sale will run for the next two weeks!
you will need to use the coupon aascifi20 in the shopping cart.
Min order is £5
as a one man band, orders can take up to a week to post and a little longer if 'swamped'! Normally out in a day or so though
www.armiesarmy.com

Combat Walker Construction Stargrunt II




This article was written with particular vehicle miniatures in mind. The author uses the old scale Heavy Gear walker miniatures as Combat Walkers for Stargrunt in the 25mm scale. These miniatures are about the right size in scale for a single-pilot vehicle. These "Mecha-style" vehicles often have weapons and equipment outside the main armour, either held in one of the "hands" or strapped to the back, mounted on a shoulder or leg, etc. The style is very common to combat walkers as depicted in Anime/Mecha style art, and as such is applicable to a wider range of models and miniatures than those produced by Dream Pod 9 for Heavy Gear.
Combat Walkers have several advantages to their design. Perhaps the main advantage is the ability to carry greater firepower than a conventional armoured vehicle of similar size, because the mounting and aiming mechanisms (their "arms") are part of the basic vehicle structure and because the weapons are carried outside the main hull. In some cases, the weapons are interchangeable, and the Walker pilot can choose from several different weapons, with the "arms" grasping the required weapon from a rack or mount on the back or leg.
According to the Vehicle Design rules in the Stargrunt II rulebook (page 31 - 32), a standard armoured vehicle may be fitted with 5 Capacity Points worth of weapons, equipment, or troop carrying space per Size Class of the vehicle. A size 2 vehicle, for example, has 10 Capacity Points for equipment and weapons.
Turreted weapons with wide arcs of fire take up a considerably larger amount of space than non-turreted weapons. A turreted weapon takes up three times the weapon size class in Capacity Points, while a fixed mount weapon requires only two times the weapon size class in Capacity Points. A turret mounted RFAC/2 would thereby take up 6 Capacity Points, making it impossible to fit this weapon system on a size 1 vehicle.
The "Heavy Gear" style combat walker design seems ill suited to this design methadology. These vehicles clearly cannot carry any infantry (they have room for only one pilot), but due to the nature of the design, greater flexibility in weapon and equipment capacity requirements should be considered.
For example, these vehicles have "arms" and a rotating waist as part of the basic vehicle structure. These mechanisms provide what is in effect a turret for weapons without taking up internal volume or detracting from carrying capacity. The weapons themselves are carried externally, requiring less internal space. As such, "turret mounted" weapons on these vehicles should cost less Capacity Points than the equivalent weapon on more standard armoured vehicles. However, there should also be a limit to the maximum size of weapon available for Combat Walker mounted weapons. As the weapons are mounted "off center" and the vehicles walk rather than roll on wheels or tracks (or a stable gravitic platform for grav vehicles), weight and balance would be a concern. A size 2 Combat Walker could theoretically mount a size 5 fixed weapon (10 capacity points), but if carried on one of the arms, the vehicle would be very poorly balanced. In addition, for game balance reasons I suggest there should be a limit to the maximum size weapon carried on a Walker.
These rules enable Size 1 and 2 Combat Walkers to carry a larger weapon load than equivalent size conventional vehicles, but places a strict maximum limit on the weapon classes carried.
Combat Walker Capacity for Weapons and Systems
Size 1 Combat Walkers
Capacity Points: 5
Maximum Weapon Size Class: 2
Size 2 Combat Walkers
Capacity Points: 10
Maximum Weapon Size Class: 3
On either Size 1 or Size 2 Walkers, each "arm" can carry only 1 weapon.
Weapon Capacity Point Costs
Size Class 1 Weapons: 2 Capacity Points
Size Class 2 Weapons: 4 Capacity Points
Size Class 3 Weapons: 6 Capacity Points
"SAW" type infantry support weapons: 1 Capacity Point
Vehicle Mounted Automatic Grenade Launcher: 2 Capacity Points
Heavy Flame Thrower: 2 Capacity Points
Also, GMS systems have "non-standard" space requirements:
GMS-L: 3 Capacity Points
GMS-H: 5 Capacity Points
In addition, shoulder mountings can carry 1 "SAW" type weapon "for free", including SAW, Multiple Launcher Packs (MLP - same as that found on PA) and single shot GMS/L tubes (may be used once during the battle, otherwise acts exactly the same as a standard GMS-L).
As with other vehicles, ECM, fire control, guidance systems, decoy launchers, smoke dischargers and other similar small external fittings do not require Capacity Points.
Arcs of Fire:
There are two ways to account for arcs of fire for this type of vehicles, and either is appropriate. Choose whichever suits your sense of aesthetics for these vehicles. The first is to allow all "arm" mounted weapons a 360 degree Arc of Fire (the arms themselves allow a 180 degree Arc of Fire to the side, and the waist can rotate 90 degrees in either direction, allowing a total coverage of 360 degrees). The second ignores the waist rotation, so arm mounted weapons have a 180 degree Arc of Fire to the side they are mounted on. In addition, all "shoulder" mounted weapons have a 180 degree Arc of Fire to the front only. In my gaming experiece, arc of fire on these type of vehicles rarely is rarely an issue and we generally do not worry about it, but either of these methods provides a simple justification for a GM to make a ruling on line of sight if necessary.
Drawbacks
The main drawback to this design methodology is that the exposed weapon systems are more likely to suffer damage in combat than equivalent systems on more conventional armoured vehicles.

Exposed Weapons on Stargrunt II Walkers


This article was written with particular vehicle miniatures in mind. The author uses the old scale Heavy Gear walker miniatures as Combat Walkers for Stargrunt in the 25mm scale. They are just the right size for a single-pilot vehicle. These miniatures often have weapons and equipment outside the main armour, either held in one of the "hands" or strapped to the back, mounted on a shoulder or leg, etc. The style is very common to combat walkers as depicted in "Anime" style art, and as such is applicable to a wider range of models and miniatures than those produced by Dream Pod 9 for Heavy Gear.
Combat Walkers have several advantages in their design. Perhaps the main advantage is the ability to carry greater firepower than a conventional armoured vehicle of similar size, because the mounting and aiming mechanisms (their arms) are part of the basic vehicle structure and because the weapons are carried outside the main hull. In some cases, the weapons are interchangeable, and the Walker pilot can choose from several different weapons, with the "arms" grasping the required weapon from a rack or mount on the back or leg. The main drawback to this design methodology is that the exposed weapon systems are more likely to suffer damage in combat than equivalent systems on more conventional armoured vehicles.
To simulate this in game terms, when a Combat Walker suffers a non-penetrating hit, as per the standard non-penetrating hit rules a d6 is rolled. On a roll of 1, the exposed weapons take some damage, and on a roll of 5 or 6, the vehicle suffers a Systems hit (Systems hit results as per the SG rule book).
For an exposed weapon hit, randomly determine which of the Walker's weapons has been damaged, and that weapon is rendered inoperable for the rest of the battle. In most cases, the weapon is simply taken out of action, but certain weapon systems, due to the highly explosive nature of their ammunition, are prone to secondary explosions. Two examples of this are the Automatic Grenade Launcher and the Vehicle Mounted Flame Thrower.
Vehicle Mounted Flame Thrower
Vehicle flame throwers on walkers have vulnerable fuel tanks, which can explode spectacularly if damaged. If the flame thrower is damaged (as per the random weapon determination discussed above), roll a further d6. On a 1 through 3 (50% chance) the fuel explodes. The vehicle is covered with burning fuel, and will automatically suffer a secondary hit on the Walker with d10 impact. Roll the d10 impact vs. the Walker's armour as per a normal hit. Also, the area around the vehicle may be set on fire (as per the SG rule book). If there are infantry in close proximity (within 2") to the exploding weapon, they will also take a hit, as if hit by a heavy flamer. This will cause d10 impact hits to each figure affected by the explosion, and will also cause morale effects as normal for flamers.
For further details about these weapons, see our Heavy Flame Thrower article.
Vehicle Mounted Automatic Grenade Launcher
When a Vehicle Mounted Automatic Grenade Launcher is damaged (as per the random weapon determination discussed above), roll a further d6. The ammunition will "cook off" on a d6 roll of 1 or 2, causing a secondary hit on the Walker doing d8x2 impact. Roll the d8x2 impact vs. the Walker's armour as per a normal hit.


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Thursday, October 5, 2017

Super Galactic Dreadnought: Trying out Team Yankee



Super Galactic Dreadnought: Trying out Team Yankee: I recently played my first-ever game of Team Yankee , the Flames of War spinoff based on the concept of the 1980s Cold War turning hot. ...

Tuesday, October 3, 2017

An end to the “Cold War” at the Wargames Holiday Centre.



My Good Generals, here is the write up from our recent Cold War game staged here at the WHC by the chaps from the Reigate club. I have included as many photos as was deemed sensible, as I took over 100, so when you take a look through just hover your cursor over the photo to see the note for the picture.

An end to the “Cold War”  

Tanker's Tuesday: Part IV British Tank List



British Tank List:

Challenger II  10 each
Chieftain   10 each
Centurion  30 each
Comet       10 each
Conquer    10 each
Cromwell  10 each
Challenger (WWII) 3 each
Churchill   10 each
Matilda II  20 each
Valentine VIII 10 each
Crusader III  10 each





   

Tanker's Tuesday - Smashing the Gothic Line


Monday, October 2, 2017

Just In From Jon At GZG

I've just posted a news update on the store front page, with the latest 15mm releases (as seen at COLOURS) now up for ordering.
Please pop over to the usual place (www.gzg.com) and take a look…..
More news soon, including details of SELWG (Crystal Palace, London) on the
22nd October!

I also had the honour recently of spending a couple of hours chatting by phone with Neil and co. from the MEEPLES AND MINIATURES podcast, and they've now posted most of my ramblings as No. 230 in their series of wargaming podcasts - so if you can stand an hour and a half of me talking about my early days in the hobby, starting GZG, and assorted other stuff then feel free to have a listen to it:
Jon (GZG), Monday 2nd Oct 2017.


www.gzg.com



Friday, September 29, 2017

Small Scale Sci-Fi Gaming: Welcome to Small Scale Sci-fi Gaming!

Small Scale Sci-Fi Gaming: Welcome to Small Scale Sci-fi Gaming!: Hi! I've been a fan of 15mm sci-fi miniatures for quite a few years now with my first figure being one of the classic Laserburn miniat...

Tuesday, September 26, 2017

Tanker's Tuesday : Part III The Tank Lists (NRE)

My generic (Gray Army) bad guys, Neo Basileia ton Rhomaioi or (NRE)
They are basically anything but American from WWII to modern:

T72  26 Each
T64 10 Each
T62/T55 55 Each
T34/85 60 Each
JSIII  10 Each
PT76 12 Each
Leo II  20 Each
Leo IIA2  20 Each
Leo 1A6 36 Each
Leo I 38 Each
Jadopanzer Kanone  44 Each
Panzer I and II 33 Each
Panzer III  33 Each
Panzer IV  44 Each
Panther 20 Each
Tiger I  20 Each
Tiger II 20 Each
Stug III/IV  40 Each
AMX 30  39 Each
Type  61  23 Each
Type 45 16 Each
Centurion 10 Each
Conqueror 10 Each
Churchill 10 Each  
Merkava  10 each





Tuesday, September 19, 2017

Tanker's Tuesday : ARR There Be Pirates!

                                                  Iron Grip Pirate Scout
                                                   Iron Grip Pirate Tank
                                           Iron Grip Pirate Mobile Artillery

Iron Grip: Warlord is set in a dieselpunk world with a society that can be described as a blend of Napoleonic era politics and World War II technology. The Iron Grip world is home to many different landmasses, but Warlord focuses on Kathos, a frigid region to the northeast resembling Eastern Europe. Kathos is divided into two large military powers and a handful of neutral countries. To the north is the Sovereign Republic of Rahmos, possessing the world's most powerful airship fleet and a technologically advanced military. Their territory includes a number of client states in addition to their home island. The country of Fahrong (known as the Confederation of Nallum) is the other major power. With uneven and mountainous terrain, the Confederates employ mechanized walkers known as 'Arachs' along with the largest standing army. Central to the game is Atelia, a medium-sized country known for its abundant resources and many different ethnic and tribal groups. At the time of the game, Atelia is a country traditionally divided into city-states and nomads. Its lands are contested by the two Kathos military powers and the remaining scraps of the country are ruled by Warlords.