A web chronicle of my attempts to create cheap sci fi armies out of discarded Wizkidz Mechwarrior collectible miniatures.

Showing posts with label commonwealth naval. Show all posts
Showing posts with label commonwealth naval. Show all posts
Saturday, March 3, 2012
gruntz game1 beginning turn2
as the board appears beginning of turn 2, the RD pirates have foolishly left the cover of the mining compound to engage the Commonwealth naval force in the scrublands, although they are hugging the cover provided by patches of flora.
The CW naval force is steaming forward ,each APC supported by a light tank, the jump pack toting commander decided to leap onto the cliffs, perhaps looking for some rare alien bird eggs. Only one shot ,so far, a miss by a CW naval specialist laser cannon.
Thursday, March 1, 2012
deployment first game of gruntz
Hello,
These are a few shots of the beginning of my first game of Gruntz , a solo,learning curve game, played in installments on the dining room table. The minis are in the scale of 10 mm, old discarded gems from Mechwarrior CMG, the table I would guess is close to 6 by 4 feet.
The play mat is from sabol design studio, the mountains from some forgotten christmas village thing. the alien plants and small mining outpost scratchbuilt hastily a few days ago, just to have some sort of terrain.
What you see above is the opening deployment as the 571st Commonwealth Naval expeditionary force prepares to liberate the small
mining outpost on a backwater planet from the control of the Porticollis guild of the Rim Defectionists.
The porticollis pirate force( in orange ) prepares to defend their claim using a small swift, technologically well equipped strike force against the lumbering might of the Commonwealth Navy( in blue).
We will soon see how the swift heavy laser attack bikes fare against the numerous clunky vehicles the navy dropped onto this rock.
As luck would have it I only managed time to set up the game and do one entire turn of movement. the navy actually fired one longrange shot with a laser cannon field piece, but missed.
I was initially using card activation for this game, but settled on locking in the activation order from the first turn, to be repeated each turn.... still random enough of a feel to support solo play.
will post pics of beginning of 2nd turn in a bit
Thursday, February 2, 2012
commonwealth naval vehicles
hello, these are the finished vehicles for my Commonwealth Naval faction for Gruntz.
each of the first three pictures contains a medium GSV APC with two transport slots, a towed antitank heavy laser specialist, and a light tank whose duty it is to escort the APC. When paying for/creating the towed weapon specialist, I made sure to pay for it to have wheeled mobility, so I would not have to use a transport slot for the APC. So it will travel with the APC and appear to be towed, but primarily for aesthetic purposes.
The fourth pic shows a large command APC with 3 transport slots(may not be legal){and which did not make it into the points cutoff for this army}, a heavy tracked tank, and a medium tracked tank.
As part of the battle plan, there will be three sections each containing a light tank, an APC with 2 squads of marines, and a specialist hvy laser anti tank weapon.
the last two sections of this army will consist of a heavy tank with specialist mecha support, and a medium tank with specialist mecha support.
The final part of the army will be an uber commander tricked out with power fist, power armor, grenade launcher, and jump pack.
I just need to finish the commander, 2 small mecha, and 24 naval marines....and then I can playtest...
500 point army gruntz: Commonwealth Navy
Hello, the next army for Gruntz that I am working on is a Commonwealth Naval force. It weighs in at 499 points. I will not bore you by listing all the damage and soak etc. It is designed to be a mid tech level groundpounding army, ideally suited to intervening in anti piracy campaigns, and mining outpost defense situations. As such it is fitting that it should first battle the Rim Defectionist, house Portacollis raiding party.
The army is 80% finished at this point, I only need to finish 24 infantry grunts, a commander figure, and 2 specialist mecha figures( fenrir battle armor suits from mechwarrior). Once done I will finish a little alien Flora and have my first battle of Gruntz.
Details of the Commonwealth Naval 571st expeditionary brigade.
1) commander/56pts/ light power armor,power fist,medium grenade launcher. perkz- higher modz and jump pack
2) 2 specialist mecha each armed with medium mortar/2x15=30pts/
3) 6 identical squads of marines../6x15=90pts/projectile rifles,medium armor,HE and AP grenades,cutlasses
and geardo perk
4) 3 identical GSV medium APC's, wheeled 2 transport slots. light projectile dam 16/3x28=84pts/
5) 3 identical anti tank specialist heavy laser dam 6 Perk melt away. /3x11=33pts/
these models are towed gun carriages to be towed behind each APC. I paid for wheeled mobility when creating , so as not to use up a transport slot on the APC.
6) 3 wheeled light tanks(total 106 points) all speed 8, dam 18 soak 16, one is armed with 2 light plasma, one is armed with a light missile pod, and the last one is armed with 2 light missile pods
7) a tracked medium tank dam 22 soak17 speed 7 with 2 medium lasers and skill 5/ 43 points/
8) a tracked heavy tank dam26 soak 18 speed 6 with 2 medium plasma and 1 medium missile pod skill5
57points.
primary battle plan is to have 3 APCs advance on objectives each carrying 2 squads of marines and towing an AT heavy laser. Each APC will have a light tank attached as an escort.
the medium tank will work independently(paired up with a specialist mecha fire support)
the heavy tank will work independently(paired up with the other specialist mecha)
the commander will flit about with his jump pack trying to help without getting KIA
will post some pics soon, as all the vehicles are done
The army is 80% finished at this point, I only need to finish 24 infantry grunts, a commander figure, and 2 specialist mecha figures( fenrir battle armor suits from mechwarrior). Once done I will finish a little alien Flora and have my first battle of Gruntz.
Details of the Commonwealth Naval 571st expeditionary brigade.
1) commander/56pts/ light power armor,power fist,medium grenade launcher. perkz- higher modz and jump pack
2) 2 specialist mecha each armed with medium mortar/2x15=30pts/
3) 6 identical squads of marines../6x15=90pts/projectile rifles,medium armor,HE and AP grenades,cutlasses
and geardo perk
4) 3 identical GSV medium APC's, wheeled 2 transport slots. light projectile dam 16/3x28=84pts/
5) 3 identical anti tank specialist heavy laser dam 6 Perk melt away. /3x11=33pts/
these models are towed gun carriages to be towed behind each APC. I paid for wheeled mobility when creating , so as not to use up a transport slot on the APC.
6) 3 wheeled light tanks(total 106 points) all speed 8, dam 18 soak 16, one is armed with 2 light plasma, one is armed with a light missile pod, and the last one is armed with 2 light missile pods
7) a tracked medium tank dam 22 soak17 speed 7 with 2 medium lasers and skill 5/ 43 points/
8) a tracked heavy tank dam26 soak 18 speed 6 with 2 medium plasma and 1 medium missile pod skill5
57points.
primary battle plan is to have 3 APCs advance on objectives each carrying 2 squads of marines and towing an AT heavy laser. Each APC will have a light tank attached as an escort.
the medium tank will work independently(paired up with a specialist mecha fire support)
the heavy tank will work independently(paired up with the other specialist mecha)
the commander will flit about with his jump pack trying to help without getting KIA
will post some pics soon, as all the vehicles are done
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