Saturday, May 27, 2017

15mm Combined ground forces Mecha Battle via Age of Saints

Awhile back I wrote a set of rules that I originally envisioned to be used for tabletop gaming the Science Fantasy genre from settings like Star Wars or Dune etc called Age of Saints. 

What developed was a generic rules set that contained archetypes and templates to use for almost any scifi setting that was quick and easy to play.

With the passing of my friend Allen, he helped test play these very rules and has some things in the book named after him!, I came into the possession of a large amount of mecha.  I decided to try using Age of Saints for a VOTOMS style game, anime fame, in 15mm scale.  My friend Rob assembled a force to match my own and we stripped down AOS to Kinetic weapons only, no special characters, and some standard Walker templates to match the setting.

Here is a standard Rafm Heavy Gear mech set for 15mm gaming:

To put the focus on the mecha, I changed how Mass is used in the game for creating Constructs. Normally a Construct, vehicle of any sort, has a set amount of Mass available to fit weapons or modifications to it in the game. What I added was that this was true for mecha also, BUT mecha could also CARRY weapons instead of just mounting them to the hull meaning that they could have more options, twice the available mass by carrying a gun in their arms.

So on to Rob and my first game!

We both had 4 standard mecha, 1 heavy mech, 1 tank, 1 scout walker, and 3 teams of five man infantry.

The goal of the game was to control the most of 3 Objective points on the table at the end of 4 turns.

A view of the table

The other end

A Gear and a modified halo tank, see previous posts for back story.

Annnnnnnnnnddddd GO-

Rob advances his tank that is equipped with a Phase Drive. A Phase Drive modification lets you pass through solid objects in your move, but you cannot target or fire in the same turn. It also makes you almost invulnerable when used, BUT it comes with a cost that will be seen later...

My mecha advances across the catwalks.

Infantry forward.

Rob's Gear with a Thermal scorcher advances to my left.

Infantry advance using the gears for cover.

Infantry on the move

My gear attacks Rob's from a hull down position from the hill incline, manages to damage gear's legs reducing it to slow only speed for the rest of the game.

Rob retaliates, hoses down my gear with the Thermal Scorcher hitting my main drive and sending it on fire, flailing into his mech. COLLLISIONNNN! Both mecha take more damage with my mobility shot.

Another gear I have fires a chaingun and hits the scorcher gear, it's drive blows out and it crashes into the walkway to the right resulting in another penetrating hit-


BOOM again, my tank gets taken out by a Construct Killer missile. One shot weapons mounted on the gears and Rob's hit home. Turn 2 was not kind to me.

My next gear gets blown by another missile.

Rob's got a good fire station here hitting a lot of my troops!

The Rob Combine advances it's infantry.

His tank holds down an objective.

My light walker engages Rob's to no avail.

I try to bait out Rob's rail gun armed tank, BUT CANT LOCK ON!!

Neither gear is having any luck hitting that tank!!

Rob moves his gear to counter...

My heavy gear attacks the other gear on a building with its chaingun and blows it off the building-


My little walkers last stand, Rob cuts him down!

Dusted and the blast kills my nearby infantry.

Vengeance, my disabled mech from the scorcher is still able to shoot and takes out the small walker!

It was a long shot-

My infantry secure an objective

My mech, failing to shoot long range, goes right up to Rob's phase tank and destroys it with a penetrating hit, BUT the hit is to its phase drive and kills two infantry squads nearby and the gear with the blast!!!

The game ended on turn 4 with both of us holding an objective and one disputed by both sides, so I guess we dig trenches. Game took about an hour and a half and played through quickly without a lot of rule checking so I'm pleased and Rob said he enjoyed it too. Only additions talked about was maybe more melee options for gears and some pepper box rockets.

I think Allen would have enjoyed it, not a lot of note keeping needed, smooth play and NO HEAT SINKS :)

More to come,

Wednesday, May 24, 2017

15mm Ground Forces

I recently got a few conversions and repainted done for some upcoming mecha gaming in 15mm.

Two diecast Halo tanks

Cannons removed and replaced with Heavy Gear weapons from the old Rafm series.

Primed with a dollar store tanker and two walkers that I got out of a gum ball machine. A woman actually chastised me for getting them, "THOSE ARE FOR THE KIDS!". It certainly is a dire age we live in.

Now with base colors. Looked at Gundam and other series for inspiration.

With washes -smoky-

Another view

Now with some Darkest Star games security forces.

A view with a Rafm gear.

Back view

View with the 2 little hoppers.

Family shot.

More to come,

Monday, May 8, 2017

15mm Mecha

I got the Opfors done for the 15mm mecha I've been painting.  These are the old 1/87 scale Heavy Gears. Game reports will be coming soon.

The heavy Mech with Darkest Star Games security forces.


Two more with Khurasan Mech Pilots.

Two more, one with a scorcher.

With a drive armor also from Darkest Star Games.

More to come,

Saturday, May 6, 2017

The Allen Halden Memorial Gaming Day

Army Group York hosted a memorial gaming day in honor of our recently passed friend, Allen Halden.  Allen Halden was known colloquially within our groups as The Lead Archivist for being a fountainhead of knowledge in regards to all things gaming.

I ran 2 games from the unpublished What Lurks Below?! Supplement for Where Heroes Dare!, Hollow Earth and Pulp were always some of Al's favorites games.

Chal also ran a Battletech and a MOUSEGUARD style game using Al's Ravenfeast rules.

On to the pictures!:

Keith brought a commemorative picture of Allen for the club.

The games begin.

KINZO Slice deploys Roy Chapman and his team.

The table for What Lurks Below?!

Another view of KINZO Slice's team.

Tony's Colonel Manly's expedition.

Captain ROshon's team of Savages.

Another shot of Colonel Manly's team.

Roy uses Summon Beasts and gains a crocodile companion for his team.

The croc, Tick Tock.

ROshon advances looking for fauna.

First Dare! location solved by KINZO turns out to be a Pterodon attack!

Well placed fire brings the giant winged beast down, but at the cost of a porter!

Meanwhile, Chal's running the MOUSEGUARD game on the other table.

Shots of Chal's game

Tony solves a Dare! location and gains Hans, a friendly goose that attaches to the group. Does anyone have a 28mm goose for the game? Well Roshon returned from the AGY one from the basement, one that Allen had left to the club. Even from the great beyond the Lead Archivist AIDS our games!

Roshon discovers a carcass and unfortunately a hungry Quetzelcuataldon too!

But it is dispatched with deadly loosened blowgun fire!

Hans the Goose honks with terror trying to warn Colonel Manly's group, but an Edmontia attacks!!

KINZO Slice is attacked as well!

The Pith helmet is deployed and a .500 Nitro Express knocks back the raging Dino!

Now wounded thanks to Roy Chapman Andrews.

And finished off with more fire.

Meanwhile at Manly's end, a Dino flanks

As Manly's team advances on Dare! locations.

Bad time for Roshon as a random encounter turns out to be 2 T-Rexes.

They lose a porter but manage to hide in the brush.

Manly's team tries to bring down a Dino from the rear, with Hans honking in delight.

The T-Rexes continue to make life difficult.

ROSHON'S team splits and advances on more Dare! locations.

KINZO slays the Dino attacking Roshon and it falls on his lead!

Another carcass, another large winged Dino attack, another dead large winged Dino.

Colonel Manly kills the Dino with help from the mystical amulet that KINZO found.

KINZO's team slays another Dino by shooting from the brush.

The dead Dinos!

Manly's kill!

A walk to York Central market for lunch

And some really great Korean BBQ!

Back at it with the players taken captive by the subterranean Children of Ur. They have 8 turns to escape the sprawling temple.

Players begin in the throne room and quickly begin running to find a way out.

Meanwhile in the land of heat sinks, mechs slug it out with Chal directing.

More Battletech

Back in Ur, the temple begins to unfold as the players scramble for an exit.

A dead end is found, with a trap room, the door slamming shut behind them, but Colonel Manly picks the lock opening it.

Roshon's team finds the Eye of Marduk and pries it from the wall to aid them in finding the exit.

More passageways as the Sumerians begin hunting down the parties.

Colonel Manly gets swarmed by Guards.

After killing many, the party is killed.

KINZO is caught between a chained dimetrodon and the Sumerian guards!

Lots of fun getting see faces Idon't get to see too often and I think a great honor to our missing friend, Allen.

Thanks to all making it possible,