Hello, folks. JBR here with a special self-serving announcement on behalf of Rebel Minis.
Rebel Mike and I have been working to bring our 15mm Animal Mechs to Kickstarter.
Sunday the 6th was launch day.
The project funded in four hours, and broke two stretch goals on the same day.
Now, our lethal and lovely Mayan Technomancer beseeches you to come in for the big win.
Here's the link.
https://www.kickstarter.com/projects/1117146348/rise-of-the-animechs
And here's some art, and pics of painted pre-production samples. Some are shown with a 15mm and 28mm figure, for reference's sake.
Beautiful, eh?
Now for some stretch goals and add-ons. First and Second Goals have already been met, with the others sure to follow.
You can also boost your pledge with some discounted figures, either 15mm or 28mm. Just add the sums in the images to your pledge.
Thanks for your support from Rebel Minis!
Best,
Mike Renegar
and
John Bear Ross
Tuesday, 8 November 2016
Friday, 4 November 2016
November 2016 at 15mm.co.uk begins teasingly!
Us teasing! Never! Well just a bit. Everything we are doing this month is building up to our awesome Black Friday Weekend Offer. This offer will run for four days and will be detailed a week before it starts. This will be after we have made all of our releases for the month. We hope you will check us out when the end of the month comes! For more here is some more information on what is coming and a totally awesome a mighty set of releases by Loud Ninja Games which will make fans of 15mm sci-fi and the Yandrassi over the moons with joy!
Look at that! Those are some big guns. But big guns for what? Tavshar and Horgosi of the Yandrassi created by Loud Ninja Games stand next to severely up scaled versions of their own personal weapons. We will tell you more across this month in two more instalments. For the moment....Eli Arndt of Loud Ninja Games would like to whisper the word 'Archon' and 'Mecha' in your virtual ears along with the name of the designer Sean Bullough. Trust us this is gonna be spectacular!
We have one fantasy release this month and that will add to our 15mm Scenics Range with a new pack. HOT111 Dem Bones will be essential for all 15mm Undead armies as well as dungeon furniture and perhaps much more. This release will be next week. If you want to see the other packs go to the HOT 15mm Fantasy Range for a look. We are preparing Dem Bones right now...
More news next week!
GBS
Labels:
15mm.co.uk,
Loud Ninja Games,
Preview
Tuesday, 1 November 2016
IMP39 Grim Reaperbot free for all November 2016!
Welcome to the spooky month at The Ion Age and this is also the month of...shudder...scream...Black Friday Weekend...so it is an epic month to get with us in 15mm space opera wargaming. November is here and that means a new free monthly special miniature. Ladies and Ghouls I present to you the Grim Reaperbot!
“Happy Burger does not often put a foot wrong when it comes to marketing their food. Well, there was that incident with the rocket powered skates on the drive through dinastations but that was a...fairly...isolated incident. However they did put both feet and indeed their legs in the wrong place with the Grim Reaperbot campaign. It was a nice idea. I mean who does not love having a custom bot cut the top from a promotional Happy Burger meat tube held by the customer with the chance to win a prize in the process. Sadly the titanium scythes the Reaperbots were fitted with were a bit long for the job and often they overshot the tube held up by the customer. More than fifty thousand dead in one morning across the Precinct. So many lawsuits and then quickly hiding the bots. After the Gurtan Activation the bots were taken out of mothball and scrapped but some were never put in storage and had simply wandered off into the cities. Shame...it was a real tasty meat tube that year.”
Labels:
15mm Sci Fi,
Free,
Special Offer,
The Ion Age
Tuesday, 25 October 2016
USEME Solo Play Campaign Setting and Rules
Free download by Vic Dobson
Last week the entire USEME series of wargame titles was released as digital downloads. At just 3.00GBP each these twelve titles cover science fiction, fantasy and historical wargaming along with other settings too. You can see all of these on the 15mm.co.uk website HERE if you missed that. We are delighted now to present to you for free an entire campaign setting based on the HOF 15mm Science Fiction range written by Vic Dobson which also includes solo play rules. Read on for the download link and more.
To download the campaign setting in a zipped file from our Dropbox click HERE.
You will need UM001 USEME 15mm Science Fiction to make use of this campaign setting and we also recommend UM010 USEME Support Pack too for your games. If you want to fight actions in space around the planets then you might like UM006 USEME Starship Battles as well. Super fast, really easy and great fun!
Written by Vic Dobson who has created other USEME articles (click here to search our blog for USEME to find them HERE) this solo play campaign is a great way to plan out your table top battles across several weeks. I think a campaign of four player sides with two dozen games would take about six weeks with several games of half an hour or so each session. Enjoy!
There are many free files for all of the USEME titles and these are collected on its page of our website where you can download the latest version for free.
Thanks for Reading and well done Vic!
GBS
Labels:
15mm Sci Fi,
15mm.co.uk,
Campaign,
Download,
Free,
Rules,
USEME
Saturday, 22 October 2016
The Big Game XVI - Street Fight
A Laserstorm AAR by Podsy McPod
It was recently once again my pleasure to present a large scale
participation wargame to my local gaming club TableTopNorth in Belfast. The
scenario was a continuation of an ongoing campaign between the rebelling human
forces of the RPK republic (near future Arabs) and their evil galactic
overlords the Naga (snake like aliens).
This game represented the climax of the campaign. Following a disastrous defeat for the humans
as they tried to force their way to the capital Kimtown down the main highway
in the last Big Game they rethought their tactics and advanced through the
mountains. This game was set a few weeks
after the arrival of the human forces in the capital. Fighting has stalled and the opposing forces
have built defences and hunkered down in adjacent city blocks. The game would be won by whichever side
scored the most victory points.
Uncontested control of each of the hab blocks in each sector scored one
victory point at the end of each turn.
Somehow
the table looks quite bare but there are six units in each city block
In Laserstorm cover is key. Any unit directly behind a wall or in a
building gets a cover save of 5+ in addition to the normal save roll of the
unit. Normal saves are adjusted by the power
of attacking weapon whilst cover saves are not.
Before the game I emphasised how vital staying in cover was but as you
can see a lot of units are out in the open as deployment finished. This led to absolute chaos in the first turn
of firing with casualties of around 30% on both sides at the end of the first
turn! Anti tank guns have deployed into
the hab blocks at opposite ends of the board.
The alien guns took a casualty and failed a morale test causing them to
flee the building they were in. Once in
the open they became very vulnerable to all incoming fire. This left the aliens without vital anti tank
weaponry. Their human counterparts in
contrast never broke a sweat staying resolutely in place for most of the game.
There
are actually three guns in this building, one on each floor. Their nerves of steel were to prove vital.
In the northern human city block with the tanks a much
more cautious game was played making full use of cover before advancing. Unsurprisingly the two central city blocks
with enemies on three sides find themselves under a lot of pressure and take
heavy casualties. One alien Raven light
vehicle transport with a stand of Vampirra power armour makes a brave dash
towards the centre of the battlefield but it is really too little to have much
effect. The Ikwen militia subjugated
into military service for the Naga have an outstanding game shooting down
multiple enemies. Even their
underpowered solar RPG's prove useful destroying the large human mechs in the
central city block. Human Patrol
Carriers make a brave dash to contest control of the northern hab dome on the
alien side of the table. We complete two
turns before lunch. Casualties have been
extremely high on both sides with the aliens coming off worst. The humans are ahead by a couple of victory
points.
A
heroic charge by human Patrol Carriers towards a hab block makes it contested
and loses a victory point for the aliens.
Everyone has understood Laserstorm rules very quickly
despite some of the players not regularly playing wargames. Combined with the
high turn out of players this means the game is proceeding at a very fast
pace. I fear the game will not last the
day. I have a quick meeting with the
team captains and we agree that an equal points value of troops can arrive as
reinforcements for both sides on the narrow table edges. We roll randomly for sides and the aliens
come on in the south with the humans in the north. We also tidy up some depleted units during
the lunch break amalgamating and reinforcing some units.
After lunch the aliens make a well considered push with
their recycled reinforcement units arriving in the south. They pour fire into the hab block containing
the human anti tank guns but a rotten run of luck means the fire is
ineffective. Only at this juncture does
the commander of the alien SKA anti infantry field guns decide to redirect
their fire onto the human anti tank guns and they are wiped out almost
immediately. Things are looking up for
the aliens. They are starting to get a
secure base in the south. Titan APC's
nip around the corner of a hab block to get an unobstructed shot on a unit of
RPK infantry. Without cover saves the
infantry is eliminated in a single round of fire. On the other hand the aliens remain behind in
victory points and have practically nothing left in the north to stop the human
reinforcements rolling up them up.
Alien reinforcements of mechs and APC's make an impact.
This proves to be the case. The alien positions in the north
crumble. Alien anti tank gun reinforcements
are brought into play with some success taking out two human tanks. Relief is only temporary, the human
reinforcements prove unstoppable in their advance down the table. The picture below was taken towards game end
as you can see casualties on both sides have been huge. Four city blocks are firmly under human
control and the aliens do not have the troops left to mount any sort of counter
attack. Their commander decides to
concede at the end of turn seven with the score at 21/11 in favour of the
humans. I don't feel too bad for the
aliens as they had a crushing victory in the last game.
Laserstorm rules worked superbly well without amendment
besides allowing a unit activation per side per player. This is despite the game being played in 15mm
rather than 6mm as intended by the author.
I would say there are tiers to Laserstorm rules and we played on the
lowest level. The game moved at by far
the fastest pace of any system I have used allowing an unprecedented seven
turns of play and we finished an hour ahead of schedule. I now realise that the speed of play combined
with the generous movement rates mean much more detailed scenarios can be
played. Vehicles struggled in the urban
environment as perhaps they should. It
was definitely terrain for infantry, battlesuits and mechs. I should have included more of these in the
army lists.
A
couple of lone vehicles hold on in the south for the humans as their
reinforcements sweep down the table.
The game was set up with enemies in adjacent blocks. On reflection it would probably have been
better to put more room between the opposing forces. That being said some players did remark that
they enjoyed the difficulties of having enemies on more than one side. The game was almost the victim of it's own
success with a much higher turn out of players than in previous years. If I had known there would have been this
many players I would have included more figures. One of the joys of running an event game for
me is to see non wargamers quickly understand the rules and explain them to
other players. This definitely happened
during this game. I would also think
Laserstorm rules would be well suited to running a smaller demonstration game
at a convention.
Next year I am tempted to do it all again in 6mm...
Friday, 7 October 2016
The Ion Age - IAFP08 Nox Ordos 15mm platoon pack released!
The biggest and most bad ass armoured infantry of the Shia Khan Empire now have their own 'Ordos', a platoon pack, which contains a full force of these miniatures! Each Nox stands about 20mm tall and the platoon pack contains fifteen figures and an extra special Nox which is only in the pack and is added free! Go HERE or read on for more information.
The Shia Khan uses technology that is more advanced that our own, that is sure. Though many of its troops are apparently slaves and are relatively poorly armoured and armed with Malig and Betrayers being more in common with our Planetary Militia and Muster regiments and their Legionaries a match for our Muster and Retained ranks there are troops evidently which are not expendable slaves. We speak here of the elite formations of a Legion and more specifically the Nox. The technology involved in the Jupiter series of plasmastic weapons is in our estimate a century or so beyond our own best efforts (see Academy Auto-Trainer Series 16) but the design contained within the Nox Segmentum pattern powered armour is much beyond that. Other Khanate Troops use the weapons that Nox carry though they operate in teams of two rather than a Nox which can wield the weapon alone. However within the sphere of the Legion itself and not speaking of Psychoborgs and other specialised threats it is the Segmentum pattern armour which has baffled us. Only a handful of Nox have been captured and none of them alive due to what we think is a flesh dissolving gas which is triggered if their armour is opened without the right seal codes. This gas also corrodes the internal fittings of the armour to the point that only rudimentary inspections can be made. In fact we have lost three expert fabricators to booby trapped Segmentum suits with imploder bombs. Information that is known consists of the following. Firstly the alloys used in the Segmentum's construction cannot be determined but do contain titanium as a stabiliser with a resulting hardness some third better than Alwite and on par with Noblesse series used by Desteria Knights despite being thinner. Secondly the internal power system of Segmentum is much more efficient as the self fuelling batteries use technology similar to ours but are nearly half the size and also provide the charge for carried weapons such as plasma and laser system whereas our own Alwite powered armour cannot do this. Thirdly the armour seems to fill with a thick black liquid when sealed which cushions impacts and trauma more effectively that the padding and gel layers in Alwite. Lastly and most troubling are the seemingly standardised Cynue ports in the neck and chest sections of Segmentum powered armour. While such technology is rightly banned in the Prydian Precinct after the tragedy of the Gurtan Activation the Khanate seem to give artificial intelligence assistance to Nox in combat. Research continues and we do hope a break through will be reached.
Academy Auto-Trainer Series 17, New Glastonbury, 4332IC
Labels:
15mm Sci Fi,
New Releases,
Shia Khan,
The Ion Age
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