Saturday, 5 November 2011

Invaders from the Gate - a Gut Check AAR

I've been doing quite a bit of painting and modeling lately, so I decided it was time for a few games!  With the help of some very good suggestions on TMP (see this thread), I had a pretty good idea of what I wanted to play.  And since SpaceJacker announced he is updating his Gut Check! game, I figured this would be my last time playing v1.7 of those rules.


The table I set was pretty dense - pretty much an urban battle.  Six desert dwellings from The Scene, a Space Gate from Shapeways, and some homemade hills and roads.  One of the scenarios that was suggested to me was to have some invaders using or reclaiming their Space Gate after its discovery.  Then a third party would come in, unannounced, to take control of the situation.  So I put together some player forces, and stats for Invaders that would be controlled by the game mechanics.



Scenario Rules.  An ancient and unknown alien device was discovered on Copper Moon while searching for a new mining site.  Some buildings were quickly built, and research began on the new device.  At the start of the game, the table is occupied by a handful of civilians (the archaeology/science team and a press crew), supported by a planetary security patrol.  The lead scientist is being interviewed for a late-evening Stellarcast when the artifact suddenly activates.



At the start of each turn, I would roll a D6 to see how many/what kind of Invaders enter the table.  This is a variation on SpaceJacker's blip mechanics from the Gut Check! core rules.  The Invaders would immediately take an Evade action, or Charge if another model is within 4" of the Space Gate.  I used the Solo Activation counters to manage the Invaders once they were on the table, activating them two at a time just to keep the game moving.  The Invaders would target civilians first, unless another model within 4" shot or charged at them.  The Security Patrol's first priority would be to get the civilians into cover - preferably the buildings.  Their second priority would be to engage the Invaders.



At the end of each turn, I would roll to see if the "reinforcements" arrive.  They are a group of elite jump troopers that are completely unfamiliar to the civilians or security patrol, but would certainly be welcome when they arrived.

The Game.  It was a very fast and furious skirmish.  The first group of Invaders through the gate killed the reporter, videographer, and their assigned patrolman.  The female scientist managed to last a couple of turns in assault, and the other scientist ran away as fast as his legs could carry him.



The K9 team and other patrolman on the streets quickly moved the other civilians into the buildings.  The patrol sergeant and his best rifleman were already atop the large building when the scenario began - an ideal firing position if used correctly.  But the sergeant managed to roll 1 on the first two turns.  I guess that meant he wasn't the best choice for that assignment!

The second invader team through the gate brought along a heavy weapon.  They made short work of the remaining civilians near the Space Gate.

Once most of the civilians were indoors (all but one - I couldn't get a patrolman over to him and he kept rolling 1s on his own!), the patrol sergeant finally passed an activation.  He ran downstairs and joined his K9 team - I figured this would be the best assault unit I could put together.  The other two surviving patrolmen were now on top of buildings, providing covering fire for the assault unit.  Unfortunately, this left the back door of the large building open to an Invader team.  Another civilian was being targeted.


The fighting was quick and brutal.  The shock sticks helped the Patrolmen, but the were completely outgunned.  Another team of Invaders had just passed through the gate when some unexpected reinforcements arrived on the opposite corner of the table.  The Drop Troopers had arrived!


Most of the civilians had been killed by now, so the Invaders now turned their weapons on the new arrivals. But it was no use.  Despite outnumbering and outgunning the Jump Troopers, the Invaders simply couldn't keep up with their speed.


Quickly, the battle turned from a human slaughter to a mess of shattered bionetic body parts.  The Jump Troopers hopped from rooftop to rooftop, disabling teams of Invaders while moving towards the Space Gate.  The remains of the security patrol were able to finish off the Bots - it's amazing how much of a difference a single Shock counter made in those assaults.  In the sixth turn, the Invaders back was broken by rolling a 1 on the arrival table - no further bionetic reinforcements.

The path was now cleared for the Jump Troopers.  To represent their experience with the Space Gate technology, any Jump Trooper in base contact with the Gate could shut it down by passing a Gut Check.  One trooper finally reached the gate - and rolled a 6 at the end of that turn.



The gate was shut down.  Two turns later and the last of the Invaders was destroyed.  But the price paid had been terrible... five dead civilian scientists, three dead journalists, two dead security patrolmen, and a wounded dog.  The jump troopers had been more fortunate - only three had taken any shock counters the entire game, and most removed them at the end of their turns.  No jump troopers were killed.

The entire team of Jump Troopers then surrounded the gate, set charges, and destroyed it.  They left the scene just as they had arrived - without saying a word to any of the other humans in the settlement.

This was a great little scenario.  Big thanks to Goober and everyone else over at TMP for the ideas!  There could have been a secondary plot once the Invaders were destroyed - the security forces trying to stop the mystery Drop Troopers from destroying the artifact.  In a multiplayer game, I think this would have been a fun twist.


I'm also looking forward to seeing how the next version of Gut Check develops - the beta version SpaceJacker sent me this week has some great mechanics.  Keep an eye on Tiny Solitary Soldiers to see its progress.


Cheers,
Chris

Friday, 4 November 2011

News flash: Ravenstar Studios walkers and tanks

Back in July Chris at Ravenstar Studios announced his new 15mm venture, showcasing some grav tanks and a heavy walker. Well, things have progressed quite a bit and today he's showing us a lot more! Besides the re-worked Thunderfoot and tanks we saw previously there are the Silverback assault mech, Stalker walker tank and Fox walker tank. I'm especially keen on the Silverbacks...

We're not quite sure when these will be available for purchase, but will make an update when we do These will be available in November. Some more pics (including size comparison) over at the Ravenstar blog!







Big and stompy, just how I like 'em!

Thursday, 3 November 2011

SPOTLIGHT: John Bear Ross

The Dropship recently caught up with John Bear Ross to find out a bit more about the man behind a large number of 15mm sci fi vehicles and mechs!

First of all, how did you get into the hobby and science fiction?

I've always loved science fiction. It's just one of those innate, ingrained things.  I was born in 1975, so I barely remember the original release of Star Wars (but loved the toys), but saw Empire and Jedi in the theatres.  I grew up drawing army men and tanks, like many boys my age. Transformers and GI Joe were also staples of my childhood.

 JBR MK.1 and JBR MK.2

My mom remarried when I was 8, and we followed my dad (stepfather, technically, but he raised me like his own) to Japan, where I became immersed in all the coolest toys a 9-year-old boy could possibly want. In particular Robotech/Macross and Zoids. Those two sparks were what made me fall in love with walking armoured vehicles. I also got into model-making, and Japan, being the home of Tamiya and Hasegawa models, was the perfect place to be.

When dad was transferred back to the States, I was 12, and we ended up in Seattle. I bought the boxed set of Citytech, my brother the original Battletech boxed set. I started using the construction rules in those rulebooks to start making my own variants, factions, and their associated fictional back stories.

I got deeper into science fiction:  Niven and Pournelle novels, comics, RPGs (Rifts and Robotech in particular, with dashes of TMNT). Like Battletech, I was writing and world-building more than I was playing.  I enjoyed the creative side of it.

When we moved to Las Vegas, I was in high school.  A guy I was sitting next to in US history noticed the mech I was doodling, and invited me to play with a Marvel Superheros group he had going. His name was Chad Hardin, my very dear friend.  He introduced me to Rogue Trader, WH40K, and Space Marine/Adeptus Titanicus.  Chad is an extremely gifted artist, and now does work for Marvel, D.C., Dark Horse, and any number of other comic book publishers.

Like before, I started to make my own creations within the structures of these new games. Now, it wasn't just fluff, stats, and factions I was dealing with, it was also miniatures. I got heavily into Epic scale gaming, but thought I could do better. I created my own "Tolkein in Spaaaaace" universe, with a dozen warring factions, mercenaries, titans, mechs, you name it. I nursed that project for a number of years, shaping the art and manuscript while holding onto the notion that I could publish it someday.  I just needed miniatures.

So how did get started sculpting and what companies have you sculpted for?

Well, I tried my hand at manual sculpting.  Horrible.  I just didn't have the chops for it, despite years of hobby experience. I started researching this new thing called rapid prototyping.  "Wow, we've arrived in the future," was my initial thought.  Then I got my first quote for a pair of Elven mechs and power armors.  $4000 for a pair of 15mm scale figs, in 1999.  Talk about a punch in the soul. I started researching more, and found a small software program called Rhino.  "Hey, I can do this on my own, for a lot less," was my thought at the time.  I ordered a copy, learned the tutorials, and approached Bathsheba Grossman, who owned a 3d printer and sold time on it, for pointers.  She was awesome, and very patient with me.  I started saving money, and was starting to prototype and print a faction of Dwarf titans, mechs, and power armours.

I can't describe the amazing feeling you get when your first product shows up on the front of The Miniatures Page.  That was back in 2000.

CAD designed CAV Dictator from Reaper Miniatures

About this time, in Texas, there was this company called Reaper Miniatures, led by the inimitable Ed Pugh.  Reaper had just premiered their CAV mech game, but wanted to push the envelope when it came to designing their mechs, or CAVs as they're called in the game. They went to Bathsheba Grossman, and she pointed them to me.  I did their CAV flagship model, the Dictator, in 3d, and they were satisfied with the results.  They gave me my first shot as a pro sculptor, though I wasn't sure what to call myself.  "Digital Sculptor" seemed to work, since I was pushing around electrons instead of epoxy putty.  Ed gave me my real start in the industry, and I thank him for it every chance I get.

From my formative years at CAV under Ed's tutelage, I started taking on other clients. Xtreme Hobby, which was Mike Hardy's baby, gave us the Cold Navy line of starships. Rebel Minis, Khurasan Miniatures, Critical Mass Games, Comfy Chair Games, Conflict Horizon Minis, among many many others.  I've been very fortunate to have been involved in a number of very exciting projects, and to still be involved in this industry.

15mm Sci Fi Interiors from Khurasan Miniatures

What are your key sources of inspiration for your 3D creations?

Coolness, plausibility, functionality and modularity.  Probably in that order, too. Not realism, because there's nothing realistic about giant robots or starships, but realism is not why I enjoy this stuff anyway. I enjoy it because it's cool and transports me back to those days of GI Joe, Transformers, Robotech and Zoids. I also enjoy looking at the major film studio design houses, and how their process works.  I've always been a WIP kind of guy. Yes, the final product is slick and shiny, but I want to see how you made it, what your design process was so I can compare, contrast, and possibly adapt it to my own. I always liked looking at sketchbooks than the final product. I'm silly that way.

Viper Suit from Rebel Miniatures

So what does your 15mm sci fi collection look like?

Often clients will send me freebies for samples or reference for future work. I have something from just about all my clients.  I've assembled a few mish-mash warbands, things like superhero teams or small mercenary hit squads, but no formal infantry or vehicle units with formal colours and insignia.

I prefer a patchwork multiverse, with different technology levels and genres mixed together. Everybody is able to fight everybody via a shared or interfaced universe of multiple realities. Alan Davis' concept from Marvel Comics is one of the big inspirations to me when it comes to this (Excalibur, Captain Britain, etc.).  Thus, one company's figs can fight with or against another company's figs. These small, tactic-oriented squads are what appeal to me more than mass combat and combined arms.  Think SWAT team level actions like North Hollywood or the running brawls in Blackhawk Down, more than reinforced companies meeting in the town square.  Only with antigrav tanks, mechs, power armor, superhumans, and assault-class cyborgs thrown in for good measure.

Saturday, 29 October 2011

Eureka 300 Club Project - Denizen's Federation Space Troops

Following the success of the Eureka 300 Club Ventaurans project, fans of the old 25mm Denizen minis have decided to try and get a second range sculpted in 15mm.  This time they have set their sights on the Federation Space Troops, SF 30-39 on the Denizen web store:

From Denizen Miniatures' Web Store
For those of you who aren't familiar with Eureka's 300 Club - here's the concept.  A customer can submit an idea to Eureka that has a reasonable chance of production.  That project is placed in the 300 Club Pre-Order section... once a project reaches 600 miniatures preordered from 10 customers, Eureka has them sculpted, cast, and makes them available for sale.  

Denizen graciously allowed their Ventauran designs to be used last year, and those minis are now available in 15mm.  For the Federation minis, Denizen is once again allowing their designs to be used.  So if you have any interest in seeing these troopers in 15mm, head to this page and place your orders.  

And just for some fun weekend discussion: what would you, the readers, like to see submitted to the 300 club?  Something else from an old and defunct range?  Or something new entirely that isn't currently offered in 15mm?  Post some ideas in the comments!

Cheers,
Chris

Friday, 28 October 2011

New 15mm Buildings from Brigade Models

Brigade Models have just announced some new 15mm buildings that should be available shortly. These are upscaled versions of Brigade Models' recent 6mm desert buildings range and are small dwellings that have a strong "Mudisley" feel to them. These are just the first of the range of buildings due from Brigade and there are apparently several more in development, including some more futuristic designs.
The Dropship previously caught up with Tony at Brigade to hear about his ambitious plans for 15mm sci fi so we're sure there's more to follow, including Neo-Soviets and Pacific Federation in 15mm.

Wednesday, 26 October 2011

Critical Mass Games Review Part 2

As Critical Mass Games has a “20% Off” sale running on their Mercenary Line until 31st October, it makes sense to focus this second article on some of the Mercenaries.

Originally, the Mercenary Line consisted of Captain Bytt and his crew, and Bytt’s hired guns. The concept was brilliant. Like one of those slightly non-PC jokes that begins, “a Ptaar, a Korahga, a Gathneiki and a Farthoom walk in to a bar …”, we were presented with a group of characters, rather than the makings of an army.

While some of the later releases in the range, such as the Blockheads, the Ygs, the Astragars, and the ZAS, were more racially homogeneous, Critical Mass Games has continued to offer us disparate groups of story-rich characters, such as the Mercenary Droptroopers and the Freakshow.

The Freakshow, mercenaries by Critical Mass GamesI do like MERC11 The Freakshow. If Bytt’s hired guns are Interstellar bad-asses, then the Freakshow are just bad – a mini-gun toting cyborg with half his fleshy face ripped off; a big, heavily armoured guy with a huge beard; a little, two-toed demon with bulging eyes; a guy wearing partial ARC Fleet-style body armour and carrying an enormous rifle; and an enigmatic lizard-man. The Freaks look like they’d happily break things for no extra charge. As I mount my figures on 16mm washers, I have clipped Lizard-man’s base to fit and gently bent his tail around in a curve.

The Freakshow, mercenaries by Critical Mass Games, with GZG UNSC figure for scaleIn the second photo, you can see the back of the little demon – a huge spread of braided hair. Big Beard, at photo-right, has pointy ears on either side of his big, bald head and, while he appears to be wearing a lot of armour, much of it appears to be strapped on over clothing of some sort, rather than a carapace. There is a lot of very intricate detail on these figures and I keep finding new things as I look at them closely.

Protolene Mercenary fighters by Critical Mass GamesI mentioned in part 1 of this review how much I welcomed the arrival of the caninoid Protolene Khanate as they seemed to me to be ideal proxies for Traveller Vargr. MERC12 Protolene Mercenary fighters offers four figures that can either be adventurers, or officers and specialists for a more conventional Protolene force. Protolene Mercenary fighters by Critical Mass Games with GZG UNSC figure for scaleAlong with a sniper and a leader-type (with pistol and rifle), there is a rifleprotolene and a SAW gunner. Again, there are lots of little details on the armour and equipment that really repay close scrutiny before painting.

ZAS Infantry from Critical Mass Games, with GZG UNSC figure for scaleMost of you are familiar with MERC13 ZAS Infantry, as they grace this blog’s masthead and are frequently enquired about. The ZAS are a four-sophont squad of sniper, SAW, and two rifleZAS, wearing slim-line, fully sealed, full combat armour and sealed helmets. While humanoid, they are slightly taller than standard humans, and their legs seem just slightly out of proportion to their bodies which gives them a slightly non-human vibe.

These three sets of figures will either provide you with ready-made crews for ItEN or 5150: New Beginnings; or characters or villains for a Science Fiction RPG; or squads for creating your own Alien Legion-type force; or officers, specialists and “foreign advisors” for a larger, Tomorrow’s War-type field force. And there’s no reason why they can't fulfil all these roles.

In Part 3 of this review, we’ll look at big, stompy battle suits, more Praesentia, and resin casting as it should be done.