A web chronicle of my attempts to create cheap sci fi armies out of discarded Wizkidz Mechwarrior collectible miniatures.
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
Monday, January 23, 2012
finished Rim Defectionist army for gruntz
hello,
just finished my first force for gruntz. A Rim Defectionist army weighing in at 500 points.
first pic shows the entire small force.
6 specialist bikers, a small VTOL craft, a medium hover tank, a super large APC and a medium APC.
the super large APC has 4 transport slots and carries a power armor squad and two specialist dreadnought mecha.
The medium APC has two transport slots and carries a veteran gruntz squad with fusion rifles, and a squad attachment with a heavy fusion cannon, and the leader of the force.
Now i cant wait to finish an appropriate opfor.
I believe I will try for a commonwealth Naval force, as in the fluff they would be a likely opponent for the Rim Defectionist pirate/merchant force.
This is a very compact force relying on speed, technology and firepower.....will see how it works out. If interested, the exact composition and points for this force are listed about 2 posts back.
I am also relieved to not have to paint any more orange for a while
Thursday, January 19, 2012
Rim Defectionists Jet VTOL ASV
Hello, just finished my first rough and ready unit for my new Rim defectionist army for Gruntz. It is a salvaged Yasha VTOL
from Mechwarrior clickie fame. this is a light ASV with anti infantry light laser, very fast but fragile, not sure what its use will be as I have not had a game yet. The ASV's do not appear to be mighty tank hunters in Gruntz, maybe more of a recon or anti infantry role....or possibly used as a rocket magnet. painting is hurried, model is small, but hey what do you want for 49 cents?
500 point army for Gruntz
This is a 500 point army I will be building for Gruntz. I have decided to build a small force based on the Gruntz fluff using the Rim Defectionists (RD). The RD are described as a loose association of mostly pirate and rebel factions with some minority trade stations and mining operations. They make use of whatever military kit they can and are sometimes lucky enough to have advanced technology. As far as a unifying pallette, I will be using orange ,white, and shades of grey. I want to emphasize the non uniform drab military nature of this flamboyant fighting force of pirates, merchant houses, and rebels.
RD expeditionary force
1)commander in power armor with a SA missile launcher, and power fist, equipped with a jump pack and combat drugs (50 pts.) S6 A6 G13 So14 M8 Sk4 Dam18
2)veteran squad in heavy armor with plasma rifles, laser sword, and force shields, and a squad attached medium plasma, and laser sword (48 pts.) S7 A7 G13 So13{15} M9 Sk5
3)Medium APC(35pts.) (carries commander and veteran squad) wheeled speed 8, light laser anti inf weapon
Dam16 So16{17} Ram11 Guard11 with Uber Armor mod and crew skill 6
4) 6 identical specialist 3 wheeled attack cycles classed as light,speed 7{8), mounting specialist heavy lasers, and with the perk ultimate agility(150 pts.) S5 A5 M6 Sk4 So13 G13 Dam5
5)Medium Grav Tank, expert crew6, armed with a medium plasma cannon, and a light projectile anti infantry gun, using the Micro CIWS mod granting +2 soak vs. missiles/rockets (46pts.) speed 8 Dam22 So17 Ram11 Guard11
6) Light ASV VTOL craft.(26pts.) crew skill5, speed 14,mounting an anti infantry vehicle lt. plasma chin mount. Dam12 So14 Ram10 Guard13
7)Assault class GSV APC "the bus"(38 pts.) 4 transport slots; carries 1 power armor squad, and 2 specialist mecha (dreadnoughts)..wheeled speed 7, armed with vehicle lt. projectile anti infantry gun. crew skill 5.
Dam22 So18{19} ram13 Guard9, with Uber Armor Mod
8) 2 identical specialist Mecha,(60 pts.) heavy, armed with medium sp. mortar, and power claw, speed 5
S5 A6 M7 Sk4 Dam7 So15 Guard 11
9) Canned Heat Power Armor Squad (33 pts.) 6 gruntz with jump packs,hvy sniper rifles and CC energy weapons.S5 A5 Guard12 So14 M7 Sk4, double move12 inches.
so far comes to 486 points.
1 medium grav tank, 1 light vtol, 6 fast cycles, 2 APC's delivering the commander, veteran squad, power armor squad, and 2 dreadnoughts, overall a fast mobile strike force.
RD expeditionary force
1)commander in power armor with a SA missile launcher, and power fist, equipped with a jump pack and combat drugs (50 pts.) S6 A6 G13 So14 M8 Sk4 Dam18
2)veteran squad in heavy armor with plasma rifles, laser sword, and force shields, and a squad attached medium plasma, and laser sword (48 pts.) S7 A7 G13 So13{15} M9 Sk5
3)Medium APC(35pts.) (carries commander and veteran squad) wheeled speed 8, light laser anti inf weapon
Dam16 So16{17} Ram11 Guard11 with Uber Armor mod and crew skill 6
4) 6 identical specialist 3 wheeled attack cycles classed as light,speed 7{8), mounting specialist heavy lasers, and with the perk ultimate agility(150 pts.) S5 A5 M6 Sk4 So13 G13 Dam5
5)Medium Grav Tank, expert crew6, armed with a medium plasma cannon, and a light projectile anti infantry gun, using the Micro CIWS mod granting +2 soak vs. missiles/rockets (46pts.) speed 8 Dam22 So17 Ram11 Guard11
6) Light ASV VTOL craft.(26pts.) crew skill5, speed 14,mounting an anti infantry vehicle lt. plasma chin mount. Dam12 So14 Ram10 Guard13
7)Assault class GSV APC "the bus"(38 pts.) 4 transport slots; carries 1 power armor squad, and 2 specialist mecha (dreadnoughts)..wheeled speed 7, armed with vehicle lt. projectile anti infantry gun. crew skill 5.
Dam22 So18{19} ram13 Guard9, with Uber Armor Mod
8) 2 identical specialist Mecha,(60 pts.) heavy, armed with medium sp. mortar, and power claw, speed 5
S5 A6 M7 Sk4 Dam7 So15 Guard 11
9) Canned Heat Power Armor Squad (33 pts.) 6 gruntz with jump packs,hvy sniper rifles and CC energy weapons.S5 A5 Guard12 So14 M7 Sk4, double move12 inches.
so far comes to 486 points.
1 medium grav tank, 1 light vtol, 6 fast cycles, 2 APC's delivering the commander, veteran squad, power armor squad, and 2 dreadnoughts, overall a fast mobile strike force.
Thursday, January 12, 2012
2 vehicles for blue army
Now the first of the vehicles for blue army for gruntz. have not statted these out yet, but one is a light tank
and the other is a medium support missile truck. So far I think Blue army will be pretty basic tech, with no hover or grav.
power armor infantry
Hello again, this time I have my first squad of power armored infantry for my blue army for gruntz.
another mechwarrior salvage, I believe they are Raiden battle armor, next to some basic infantry for size comparison.
next up my first two vehicles.
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