Showing posts with label ships. Show all posts
Showing posts with label ships. Show all posts

Thursday, February 17, 2011

Prepping for a Big Set Piece

So, for one of the set pieces I had set up for the big battle in the Undred-Undred Teef, I had pictured a huge battle across the hull of a space cruiser, using all of the cool minis that my friend Nick from E-Bay. What is interesting is that I didn't just come up with this idea from the blue, but rather from the fact that he was loaning me all of these neat sci-fi minis.

So, I set out to produce a table surface worthy of a climactic vehicle battle. To that end, I printed out a giant picture of a 40k space cruiser. And the idea for the big print out didn't come from me either, really. It came from my time with the Minions, and their copious use of Kinko's finesse. It just goes to show you the old teacher mantra that is said over and over in the smoke-filled corners of teacher's lounges: "Don't re-invent the wheel. Rob ideas and techniques from other people."

It was relatively simple to do. I took a simple 40k cruiser picture like the one below, printed it out, and then took it to Kinko's and had it blown up to poster size. Using their poster maker cost me about $20 and some change, so it was cheap and expensive. Is $20 a ton of money? Not really, but it might be pretty steep considering that you are doing this for a one-shot affair.

The original pic...
Now, the blow-up model - 8 and a half feet long. Not a bad battle-mat.

Now, the giant picture could simply serve as the battlemap for the game! Simple, easy, and very impressive on the table. The funniest thing was, when we started playing, I had to explain that the picture was still not to scale. An actual cruiser to scale with the minis would have actually been larger than even the printout.

Here's a shot to show the perspective of the minis on the hull of the cruiser.



Now, these pictures of the actual game (forgot my camera), but some staging to give you an idea of what it would have looked like. There are no squares on the improvised battlemat, so old-fashioned measuring tape worked just fine. Yes, you'll see some chaos raiders there. Those were stand-ins for ork fighta-bommas. Didn't have the money to spring for a squadron of real ones.

Wednesday, November 24, 2010

Staging the Battle at Wake

For the battle at Wake, I was able to have a ready-made cutout of the planet. It was rather nice to have, on the table, the very same picture of the planet I had been showing them. (Even though it wasn't to scale like I thought. Ah, well.)

Another great victory was that all of the models used were fairly accurate. The Ferral Wolf is represented by the red ship below, closest to the planet. It's a frigate in the RPG and represented by an accurate model. The Nihontu, Kitsune's ship is a Rogue Trader cruiser and is also represented by an accurate model. The rest of the vessels are raiders or frigates - which all came from my friend Nick's collection for Battle Fleet Gothic.


The Explorers faced off against 10 Chaos ships. Well, it just so happened that we had more than enough models to cover that! We even had a model that could represent the taken over Imperial Battlecruiser.


Here's a better look at the Chaos fleet. Quite imposing to see it lined up and bearing down on you.


All for now.

Saturday, November 20, 2010

Staging the Battle with the Tau

So, for this session, I knew that it was going to involve two, (possibly three) epic space battles. Also, it would be the introduction of the Tau to the campaign. I really wanted the Tau to leave an impression. I chose them as a campaign nemesis because they are so different from what we've traditionally dealt with in the 40k universe. In Dark Heresy, the players had experienced all kinds of Warp-tainted enemies. Now, it was time to introduce something totally different. Something totally...alien.

Painting up a Tau Ship
The Tau ship was really easy to paint up. I got a Merchant Class ship, because I liked its look the best. Just based it black with a dry brush of grey. Then, with a fine brush, I went back in and put in the gunmetal on the cannons and added some red highlights. Overall, I was very impressed with the model. It's 100% metal for one, and much more importantly, it looks a lot better than the ship on their website. I'm not saying that I paint so well. Just that the photos for the Tau ships on the GW site simply don't do them justice.

Overall, the Merchant Class Tau ship is very reminiscent of the Starcraft Battlecrusier. Or rather, I should say that it's the other way around.



Cheap Little Props Mean Everything
You know, the thing about space is...there's nothing in it.

Staging space battles on a piece of black felt is all fine and good, but 99% of the time there is nothing else on the table but the ships, because space is, well, empty. So, I found a very cheap, quick, and easy way to spice up my space battles. Just print out some pictures of planets and put them on the mat.

Here's an Earth-sized planet. To scale!


Just one or two makes all the difference. And the fun part is - the math works out!

Fun with the Maths
A Void Unit in Rogue Trader is an abstract measurement. However, they suggested as a rule of thumb to call the average VU around 10,000 km. With some quick Google-fu, we can see that the Earth is just a little over about 40,000 km. So on your battlemat, 4 inches, 4 squares, or 4 hexes can be the diameter of any planet cutout you put down. And that planet will be approximately the size of earth. Easy as pie.

Now, you have the bragging rights of not only having cool props, but you have the geek satisfaction that your props are to scale.

With a little more Google-fu, we can see that the moon is, when closest, about 350,000 km way. Or 35 inches on my battlemat. So, when I placed the moon in the battle 35 inches away from the main planet, I could still revel in the coolness that the battle was to scale.

Perhaps the coolest thing about all of this is that you really get a sense of how fast these ships can move. If a Rogue Trader crew knows what they are doing, they can cross the distance between the Earth and the Moon within an hour's time. That's over 350,000 km (217,479 mi.) an hour! And remember that they are moving ships with enormous mass.

Here, we see the battle with the Tau as it began. The Tau were in orbit around an Earth-sized planet, while the far moon was about as far away as our Moon is to us. And the cut-outs were to scale. Kind of neat to see it in scale before you.

How did I get that when a fast ship moves only 8? Remember that the ship's Void Master and Explorator can both boost a ship's speed significantly. We've seen PCs more than double a ship's movement with good rolls. It makes a tremendous difference.

As the battle joins, the fast Tau ship was able to cross the difference swiftly. Kitsune's ship hid behind the berth of the ringed moon while the Ferral Wolf gave chase to the Fel Hand.

Friday, September 10, 2010

And Now We Pause for some the...how do you say? Battlefleet Gothic

So, a while back one of my buddies got back from Saudi Arabia and we were able to get involved in a game of Battlefleet Gothic. Like a lot of the other defunct Games Workshop games, it's pretty awesome. The game works well on its own and has not suffered from the bloat of numerous rules upgrades and modifications. So it's easy to jump into.

The game is a tight little skirmish game, which employs about seven to five minis to a side. Not at all a big investment for a Games Workshop game. The ships controls and combat are not unlike the controls in Rogue Trader. Ships in motion must move forwards a minimum distance before engaging in a turn. Moving faster than normal or turning sharper than normal requires a special order. Each ship can only receive one special order per turn.

Just like in most Games Workshop games, the combat turn is divided into phases - a movement phase, firing phase, and ordinance phase. Attacks are rolled on a chart, which is modified by range, and the target's ships position relative to yours. Again, like most GW games, the combat is all resolved on the same chart, making it easy to look up and resolve.

Probably the most fun thing about the combat for me was the impact clouds. When a ship is hit, blast tokens are placed on the table at the point of impact. Flying through a blast token causes a ship to move slower and possibly take damage. So, as the battle continues, the battlefield quickly fills up with blast tokens, which function as a sort of terrain. The randomized, shifting-and-moving terrain made the game chaotic and fun. It really helped capture the sense of a massive space battle.

So how did the game go? I'll let the pictures do the talking.


Here's my fleet. Three chaos battlecruisers and four escorts (frigate class).


My opponent's fleet. Imperial cruisers! The two smaller ships are frigates.


To give you an idea of scope in the 40k universe...yes, the small ships are escorts, which is sort of like a Raider in Rogue Trader RPG. The next smallest class are the frigates, which are sort of the default vessel of Rogue Trader. I think it's mind-blowing that most of the massive and grand ships of the Rogue Trader game are just 1 hit fodder in this skirmish-level game.

Here are some more shots, just because they look good and the pictures turned out well.


I love the look of the Chaos cruisers the best. So many spines. So very Ridley Scott.


The heavily armoured prow of an imperial cruiser. What would end up being my downfall.


More spines!

Right. So onto the important stuff. How did I fare? Not well, I'm afraid. Not to say that I didn't have a blast, because I did. But in the end I literally had my arse handed to me. Basically, my opponent did a good job at spreading himself out and getting me to spread out my attacks so that I could not concentrate fire enough to take out many of his ships at all. All of his vessels took some hits, but only one or two took enough to become disabled.

But if it says anything about the game, I thoroughly enjoyed it, despite the fact that I lost so badly.


Since forward movement and momentum are inherent, its quite easy for two ships to sail on past each other, firing salvos at each other the entire time. Very naval. Very cinematic. And very different from what I'm used to in a minis game.


Here you can see the real thick of it. Ships right on top of each other. Blast tokens creating that spontaneous terrain that I'm talking about. If Chaos is going to go out, what better way to go out?

Well that's all for now. Next time, I'll give the low-down on Dragon*Con.

Saturday, July 17, 2010

And Now...Some Ships!

Rouge Trader has given me a good excuse to get some new minis. Ships in particular. Here's a shot of the Explorer's ship and their new acquisition, the Angevin's Blade. A fellow player is a stickler for having the right mini for the job, so here we have both a frigate and a raider.


I splurged a little and got a Rogue Trader cruiser for a good price on EBay. So here that is.



Here's a detail shot. I love how the back of the ship is like a miniature city with a huge dome and spires around it.


Note the size of our Rogue Trader frigate compared to the cruiser! The cruiser is easily four times the size. And the frigate holds 30,000 people in it already. It's already a floating city and a cruiser is four times the size...I just can't get over that. The broadside cannons alone are the size of modern buildings.


And here's a general shot of some of the other frigates I have painted up as well.


Painting the Minis

Probably the best thing I can say about the ships are that they are extremely easy to paint. I based all of them in black and dry brushed them their primary color. The Battlefleet Gothic ships have such texture that they're very easy to dry brush. And because you're not doing a mini of people, you aren't plagued by the small vital details that need to be right - like faces, eyes, and hands.

The biggest drawback is storage. I don't know how I'm going to store these little guys!

All for now.