So, through some very nefarious means, I have come into possession of one of Cygnar's new Colossal: The Stormwall!
(Rumor has it, it's an attempt to make me put away my Circle of Orboros Army for a bit so someone else can play it a bit!)
Now those of you looking for an incredibly detailed paint job and step-by-step contruction article - it ain't happening! I tend to paint for the 4' rule: If it looks good from the other side of the table (4' away), it's a good paint job!
So, let's start with the unboxing:
Oooooooo - lotsa parts! But what impressed me immediately? They included a Wreck Marker! Hopefully I won't need it too often. The parts were well packed, and there was an "exploded view" diagram of the Stormwall to help with assembly, and everything appeared to be in the box. So, good marks there!
However, some of the Resin parts had quite a bit of flash on them. (For Non-Modelers: Flash is the "extra" model compound that flows around the edges of where the parts of the mold join together - usually it's fairly thin.) While I expected some flash, I actually had a quite a bit more than I expected. Worse, some of the arm components appeared as though the parts had shifted as the components were poured. It wasn't just flash, but a joint shift that made the surface two levels. This required using a combination of Razor Knife and various files to clean up the parts so they appeared to be 1 piece again!
The most annoying mold problem was on the back of one of the resin leg components - an alignment hole for the Pewter Ankle piece was completely filled in! At first, I didn't realize it was missing (just my luck, I picked up the defective leg 1st!). I couldn't get the parts to fit properly, it "looked wrong". I couldn't figure out why until I tried to put the other leg together. Then I could see why the first leg "looked wrong"! Using an razor knife, a small drill-bit and pin vice, I had to clear out enough material to get the two pieces to join properly.
The cleanup of the Resin Parts took quite a while (probably 2-3 evenings - 2-3 hours each), as did some of the Pewter parts (another 1-2 hours). Not the best quality control I've seen from Privateer Press.
I started to do some gluing and trial fittings. Most of the parts went together easily once I had finished cleaning up the parts. I glued the Voltaric Stacks and some of the other bits together to prime the major assemblies. (Afterwards, realized I should have kept the stacks off and glue them on AFTER I finished fine detailing them. Oh well...) The Stormwall also came with 3 Lightning Probes that went together with minor cleanup. So I was ready to prime the Main Chassis as 1 piece, the Leg/Waist Assemblies as 1 piece, the two gun barrels as separate pieces (at first I thought they were smoke stacks! My Bad!!!), the two arms and the two hands as separate assemblies.
I did have two pieces I didn't know what to do with. They looked like they should be some sort of shoulder guard, but were too small. Nothing like them appeared on the exploded parts diagram. I was baffled. A day or two later I was discussing the various trials and tribulations of assembling the Stormwall with someone else who had assembled one.
"And how about those pieces for the feet?" says he.
"???????"
"You know, those two pieces that just sit on top of the feet? Some sort of foot shield."
Sure enough, he showed me the two mystery pieces on the box that they had in the store! Mystery Solved!
So, at this point, I've got my main pieces primered. Now the painting begins...
Tuesday, November 20, 2012
Sunday, November 18, 2012
BatRep: Covenant of Antarctica vs Prussian Empire (Starter Boxes)
Admiral Von Shtupp gazed over the fleet – HIS fleet. It wasn’t as large as he felt he deserved, but
it would do…
So, another Covenant of Antarctica (CoA) opponent challenged the might of the
Prussian Empire (PE). The Honor of the Emperor demands I accept and be
VICTORIOUS!!!
Once again – we used the standard box sets: a Battleship, 3
Cruisers, 9 Frigates in 3 Squadrons, 2 bombers and 2 wings of Tiny Fliers. The Antarctic
Tiny Fliers took both wings of Tiny Fliers as fighters. The Cruisers took their
Experienced Engineers upgrade as well. The Prussians took all 2 regular turrets
and the UCG on the Battleship, as well as the Lethal Strike upgrade for the
Cruiser’s Tesla Guns, a flight of Torpedo Bombers and a flight of Fighters.
Random table setup on a 4 X 4 table had 2 islands on
opposite corners. Prussians won the roll to choose sides and chose a side so that
there was an island on the Prussian’s Right.
- Squad of 3 Frigates
- Squad of 3 Frigates
- Wing of Fighters
- Cruiser Squadron behind the fighters
- Torpedo Bomber Wing- Battleship
- Squad of 2 Bombers (Obscured)
- Squad of 3 Frigates
- Squad of 3 Frigates
- Wing of Fighters
- Cruiser Squadron behind the fighters
- Torpedo Bomber Wing- Battleship
- Squad of 2 Bombers (Obscured)
- Squad of 3 Frigates
The Antarctic fleet (Left to Right from the Prussian View)
- Squad of 3 Frigates- Squad of 3 Frigates
- Battleship behind the Frigates
- Squad of 2 Bombers
- Wing of Fighters
- Wing of Fighters
- Squad of 3 Frigates
- Cruiser Squadron
Both sides stall for time as they waste phases by moving
Tiny Flyers and Frigates towards the center of the table.
Prussians draw first blood – The Prussian Fighter Wing go
full throttle and barely made it into range to attack the CoA bombers. In an amazing display of dice rolling, the
Prussian Fighters inflict a TRIPLE CRIT on the CoA Bomber. One of the crits turned out to be a Magazine
Explosion – causing 1 HP on the other bomber!
CoA attempt revenge, attacking the PE Fighters with a wing
of Fighter Drones. Unfortunately, the PE
Fighters had Acrobatic Pilots and the TFs made their saves, whereas the CoA
Drones lost a token.
Turn 2: PE Wins
Initiative
PE Battleship moved forward, getting the front turret into
range 2, the 2nd turret still in Range Band 3 aiming at the CoA Battleship
through the islands’ gap. In spite of
the range, the Prussian Gunnery was superb!
The CoA Battleship took a Crit – Shredded Defences!The PE Bombers went after the damaged cruiser again, and fired their AA at nearby drones. They failed to damage the cruiser, but took out 2 more drones, but took another HP on the damaged bomber.
The PE Fighters attacked the damaged CoA Bomber but failed
to damage it! Unfortunately, that left
the fighters with only 2 fuel left.
The CoA Battleship opened fire on the PE Battleship and in spite
of the damaged guns, managed to cause a HP on the PE Battleship.
A solo PE Frigate attacked and damaged 1 frigate, then
boarded and left another as a derelict.
The CoA Bomber attacked next; bombing 1 frigate and
shooting, sinking another.
The PE Cruisers turned towards and attacked the CoA
Battleship, but failed to damage it!
The Last CoA Frigate Squad snuck between the islands and
made a daring torpedo attack on the PE Battleship, causing a System Critical
Hit.
The PE Torpedo Bombers finally went full throttle and
attacked the CoA Battleship. When the
smoke cleared – the Battleship was double criticalled, suffering 2 System hits –
no more Shields! And down to 1 Hull
Point!
CoA Cruisers came forward and successfully destroyed both
Bombers.
PE Frigate Squadron failed to attack or capture CoA
Frigates, in fact lost all their remaining boarding parties!
CoA Drones attack the Fighters, but fail to damage any – PE fighters
down to 1 fuel!Unfortunately, the store closed at this point – interrupting the game. L
Game result: A
DRAW!!!
PE: Got the
CoA Battleship to 1 Hull Point, but it’s still floating: Mission failed!CoA: Sank 5 Frigates, damaged the rest (4 more) and destroyed but still floating: Mission failed!
Soooooo Close!!!!
Geoff was a great opponent and suffered from "New Paint Syndrom" - he just got this fleet painted and at first couldn't get the rolls he wanted or needed. When the game ended, I still had just under 1/2 my Small Craft (though they were all damaged). By rights, they should have all been destroyed!
On the other hand - My dice were blazing hot! I got more multiple crits this game than I can ever remember in such a small game. In spite of my luck, I failed to get the last hull point to sink the CoA Battleship.
It was fun to use something other than the standard 70% mission objective. We both fixated on our own objectives and forgot the other's! As a result, we both almost got beat! But it was fun! ;)
Admiral Von Shtupp gazed over the rail of his battleship. His prey had escaped in the darkness, but when last seen, the enemy battleship was badly damaged, with smoke venting out of multiple holes in its hull.
Of course, Von Shtupp would have a difficult time replacing his losses in his Frigate Squadrons. He could not understand why his enemy would devote so much effort in attacking his minor combatants. That he had lost over half of his Frigates would only make other small ship captains reluctant to serve under his command. Von Shtupp would also have to explain the losses to the Emperor as well. It may not go well.
Perhaps that was the enemy's objective in the long run...
Sunday, November 4, 2012
Guadalcanal BEGINS! Pilot Debriefing for “Check Your 6!”
I'm a little busy at the moment, but I think we need some material to add to the Blog.
This is a Battle Report for Check Your 6! - Graham Logan and I played the campaign Last Summer, and it was originally posted on Imagaine Games & Hobbies Forum in April, 2011.
I'll try to add more new stuff next time!
===============================================================
===============================================
This is a Battle Report for Check Your 6! - Graham Logan and I played the campaign Last Summer, and it was originally posted on Imagaine Games & Hobbies Forum in April, 2011.
I'll try to add more new stuff next time!
===============================================================
So, I finally got things put together and assembled. It was time to play!
In case you’re not familiar with “Check your 6!”, it is an
Air Combat game that uses Pre-plotted, semi-simultaneous moves and simultaneous
fire. That is:
- Everyone plots their next move at the same time, but are
moved in Phases dependent on the skill level of the pilot, nationality,
tailing, etc... Better pilots move later
and have an opportunity to change their move codes (but not by much) dependent
on what they see developing before their move. All shooting is done simultaneous – you
don’t have to worry about losing your chance to shoot before you are shot down.
It is a Hex-based game – needs to be played on a map of some
sort with hexes. Preferred hex top is 45
hexes long by 30 hexes wide. 1.5” hexes
are about the right size for a 4’ X 6’ table.
Models can be any scale, but unless you have a larger surface, I would
stick to smaller models. 1/144 scale is
good for small games (2-4 planes per side), but larger battles should be on
1/300 scale. Bombers at 1/144 scale can
be quite large and overhang smaller hexes by quite a bit. You could user paper counters as well.
There is a 3D element to the game. Usually, a battle will take place in a single
Combat Altitude Band (CAB). This
determines things like Ground, Cloud Boundries and aircraft performance as you
go higher into the atmosphere. Most
planes suffer the higher they go unless designed for the higher bands. Each CAB is broken up into 6 Tactical
Altitude Bands. This can be represented
a number of ways, but basically, you can usually shoot one level up or down as
well as your own TAB (with some criteria).
Playing our 1st mission in the Guadalcanal Campaign
book. (“Taking the Measure” if you happen
to have the book!) Capt. Graham of the
Imperial Japanese Navy was leading an escort mission of 6 X A6M2 “Zeros” on a
carrier strike. They couldn’t find the
carriers, so proceeded to fly to Tulagi to find targets of opportunity. They ran into 4 X F4F “Wildcats” from the
newly arrived Marines of VMF 223 at Henderson Field.
Check your 6! gives little tweaks to the missions by rolling
a D10 and special narrative Campaign provides additional modifications. For this mission, Graham had 1 fighter that had
to add an Extra +1 to all his crew checks on 1 aircraft (his choice) and start
rolling for low fuel after Turn 12. If
he failed that roll, his planes had to break off and try to escape as quickly
as possible. His six planes were
deployed on the far Eastern edge of the board, having to fly to the North-West
corner (his “safe” edges), about 45 hexes away, in two 3-plane formations. The Japanese fighters were all “Skilled”
Pilots.
My fighters had to deploy in two formations of 2 fighters in
the South Eastern section of the map, one flight 15 hexes away from the other,
determined by random dice roll.
Fortunately, they were more or less Line-Abreast formations. Originally, I had 1 “Veteran”, 1 “Skilled”
and 2 “Green” pilots. However, the
random event table gave me a free upgrade for 1 “Green” pilot to become
“Skilled”. I had the Vet with the
remaining Green pilot on my left and the two Skilled pilots in the other 2-man
formation to the right.
On to the destruction…
Graham and I started off facing each other, Graham at
Altitude 5, me at Altitude 4. For the
first 3 turns, we more or less closed with each other at maximum speed (4 hexes
for both plane types), myself slowly climbing from Level 4 to 6, while Graham
maintained Altitude5. Suddenly, at turn
4, I pulled off my first “sneaky” move.
While Graham plotted to fly straight and close to within shooting range
with both flights, one on one, I suddenly dove from Altitude 6 to 5, gaining an
extra hex in movement, and turning my Right-hand flight to engage Graham’s
flight on the left – so both of my flights closed on one of his! Graham’s flight on my right couldn’t make the
turn quick enough (we made an error here, he should have had the opportunity to
try to modify his plot, but I mixed up the rules a bit here). Graham found his three fighters on my Left in
a partial cross fire, with both of us at “medium” range (4-6 hexes apart).
Not that it helped much…
It would take 2 more turns of shooting at each other before,
finally, my Veteran did an Immelmann turn (1/2 loop upwards) as a Zero passed by and hit the Zero as it
passed. The Zero took Airframe Damage
which reduced his Agility. One of my
Skilled pilots would finish off the job next turn. Doing mostly head-on-passes, both Graham
and I had to roll VERY well: usually 11+.
During this time of maneuver and shooting, Graham had also managed to
hit a few times.
We quickly discovered historical accuracy of the game at
this point: Historically, American
fighters would not engage in a 1-on-1 dogfight with the Japanese Zero as it
could out turn them. They would do
High-speed hit-and-runs.
Although the Zero was more maneuverable on paper, it had a
-1 agility penalty when flying at maximum speed (4 Hexes). This was causing a penalty to Graham’s ability
to hit me as we had been continuously flying at Speed 4 to close. When he realized this, Graham slowed his
Zeros from Max speed (4) to speed 3.
While doing this gave him a bonus on his to hit rolls, it let me keep my
speed advantage and allowed me to break away and maintain that important 4+ Hex
range that made his cannons difficult to hit with.
Also, Graham was hitting with his Light Machine Guns but
couldn’t damage the Wildcats with them – they were too tough! In order to use the Low Velocity Cannons that
were on the Zero, he had to close to be within 3 hexes as there was a -2
penalty to hit at medium range. At
Medium range (4 – 6 hexes), Zeros needed 11+ (2D6) to hit with the cannons (no
other penalties or advantages), but at Short Range, he would be able to hit on
a 7+ (2D6).
As long as I was able to keep my speed up and do
Hit-and-run, I was doing well. I was
able to keep the Zeros at the 4-5 hex range which was driving Graham nutz!
Finally, when Graham did hit with his cannon, his luck
failed him. Each weapon class does
damage based on a dice roll. Light
machine Guns on the Zero based their damage on a D4. Heavy Machine Guns on a Wildcat do damage on
a D6. Low Velocity Cannons on a Zero (it
has 2) do damage based on a D10. To
complicate matters – IF you roll maximum on any dice, it counts as having
missed!!! You DON’T want to roll
maximums! If you roll too high, you can
hit with the light machine guns and still miss with the cannons. When only Graham’s light machine guns were
hitting, they only did 2 X D4 damage.
When hitting with Everything, Graham’s Zeros caused 2 X D4 + 2 X D10
damage. When Graham finally hit with his
cannons, he rolled very low on the D10, wasting his hits. You add up the Damage roll, cross reference a
Robustness table and based on your damage and the planes Robustness, determine
what save you need to roll. Add in my
higher toughness, I was saving (on average) 5+ on 2D6. Same hit on a Zero would require a save of
7+, but I was hitting with 6 Heavy machine guns – 6 X D6 damage - his save was
typically 10+ or more.
After maneuvering around each other, all we were able to
accomplish were mostly head-on passes, requiring very-high numbers to hit. After the first Zero was shot down, Graham
was finally able to get a good shot with a cannon hit on a Wildcat, causing
engine damage. The Wildcat proceeded to
“Out-Fall” the Zeros out of the combat area (dropping below Tactical Air Band
1) and get away. The Vet Wildcat Pilot
managed to get on the tail of another Zero.
I rolled a decent shot and blew the Zero out of the sky in one
burst! (If you fail your saving throws
by too large a sum, you bypass damaged and go down to Destroyed.)
Around this point, Graham decided he better run away before
he ran out of fuel. About Turn 9, he
started to scatter and climb most of his aircraft in different directions. Unfortunately, Wildcats don’t climb as
quickly as Zeros. As I wasn’t expecting
the climb, he got out of my Altitude range on the turn 9 and kept on climbing
until Graham was able to get away with his remaining 4 Zeros.
Final Tally:
- 2 Zeros Destroyed – 8 VP
- 1 Wildcat Damaged – 1 VP (Would crash on landing – possibly changing this to 4VP)
US Marines win the day!
Based on the Campaign rules, I rolled for the Damaged
Wildcat. It would crash on landing. This meant the US would lose 2 planes for the
American Fighter Availability. I didn’t
gain any aircraft for destroying the Zeros (needed to roll a '6' on each of 2
dice). 28 Fighters left at Henderson
Field to defend the entire island campaign…
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