Tuesday, 10 October 2017

The Lancer pursuit craft

I bought one of these several months ago and really like it in X-Wing the miniatures game. So much so, I had to get a second one!

My first one I modified a little and Maverick miniature studios painted it superbly for me.

Painted by Maverick miniature studios. 

Now we shall see what I can manage with this one.

I began with chopping off the tiny turret and cutting out a small part of the underside to get the ring magnet attached firmly to the ship. Then I sprayed the entire hull in metallic silver, this is just the base and will feature details later.

Magnets from Green stuff world. 

Whilst the spray paint is drying I set about building a new turret. This is two .50 cal machine guns from a WW2 model attached into a small ceramic disc which in turn was superglued onto a magnet to mount onto the upper hull magnet.

The magnetised D.I.Y. turret assembly. 

I kept the original turret and glued that onto the top of the 2 machine guns primarily for extra strength but it also looks pretty cool. The assembly was then spray primed black for painting later.

Had a bit of an afterthought and added a couple of more bits. I don't know what the pods on the sides are but mine are now weapon bays!

A harpoon and a flamethrower!

Now for painting some details. Here I tried two new (to me) ideas, using shade (or ink) over white for the cockpit glass which I think looks pretty good and then using green and red gemstone paints over silver on the cockpit surround and the front cannons, this gives us a metallic finish.

Adding detail and effects.
Almost there.

Finally got it finished the only problem is now that I have to practice imperials until the U.K. teams championship (I lost a bet)

The two girls (both female pilots) side by side.

Monday, 18 September 2017

UK X-Wing nationals 2017

I took the leap and decided to enter my first big tournament this year the UK X-Wing nationals.

I've been dithering a bit lately about my list, trying one or two variations on it during the last few weeks but eventually decided to go back to a favourite I've been flying for a while now.

Protectorate Starfighter: · Fenn Rau (28)
Attanni Mindlink (1)
Autothrusters (2)
Concord Dawn Protector (1)
Lancer-class Pursuit Craft: · Asajj Ventress (37)
Attanni Mindlink (1)
· Latts Razzi (2)
Burnout SLAM (1)
M3-A Interceptor: · Inaldra (15)
Attanni Mindlink (1)
"Light Scyk" Interceptor (-2)
M3-A Interceptor: · Sunny Bounder (14)
"Light Scyk" Interceptor (-2)
-- TOTAL ------- 99/100p. --

I set out at 05:00 on Friday morning  hoping for 3-3 (and not getting disqualified 😂) and arrived home 23:45 Sunday night having managed 4-2 and finishing 85/267 which I'm immensely pleased with!

Managed to gain several really cool bits of swag and had some great games with a lot of great people. 6 hangar bay games on Friday, 6 tournament rounds on Saturday and 5 hangar bay games on Sunday.

Glad I made notes and took pictures because it's all a hedonistic blur now.

Round 1 I found myself facing a familiar duo.

T-70 X-Wing: · Poe Dameron (33)
Veteran Instincts (1)
· R5-P9 (3)
Autothrusters (2)
· Black One (1)
Pattern Analyzer (2)
YT-1300: · Han Solo (46)
Veteran Instincts (1)
Engine Upgrade (4)
· Rey (2)
· C-3PO (3)
· Millennium Falcon (Evade) (1)
-- TOTAL ------- 99/100p. --

I managed a win here 57-35 a comfortable start to the day and I felt vaguely optimistic!

Round 2 another familiar list very similar to my own.

Lancer-class Pursuit Craft: · Ketsu Onyo (38)
Attanni Mindlink (1)
· Dengar (3)
· Shadow Caster (3)
Lancer-class Pursuit Craft: · Asajj Ventress (37)
Attanni Mindlink (1)
· Latts Razzi (2)
M3-A Interceptor: · Inaldra (15)
Attanni Mindlink (1)
"Light Scyk" Interceptor (-2)
-- TOTAL ------- 99/100p. --

A drastically different outcome here though! My opponent new what he was doing here and well and truly schooled me in how to fly the Lancer pursuit craft. Annihilating me 0-100.

Round 3 I met Miranda & Nym, I caused a fair bit of damage but no half points on Nym 😠

Scurrg H-6 Bomber: · Captain Nym (30)
  Veteran Instincts (1)
  Twin Laser Turret (6)
  · Bomblet Generator (3)
  Engine Upgrade (4)
  · Havoc (0)
  Accuracy Corrector (3)
  · "Genius" (0)
K-Wing: · Miranda Doni (29)
  Extra Munitions (2)
  Homing Missiles (5)
  Twin Laser Turret (6)
  Cluster Mines (4)
  Thermal Detonators (3)
  Advanced SLAM (2)
  · Sabine Wren (2)
-- TOTAL ------- 100/100p. --

This was my second disaster in a row! 0-100 and I've got to admit it knocked the wind from my sails somewhat. A friend said he was going to drop to play side events and I very nearly joined him.

Round 4 I persevered and met a favourite paired with another Captain Nym!

Scurrg H-6 Bomber: · Captain Nym (30)
Veteran Instincts (1)
Extra Munitions (2)
Twin Laser Turret (6)
Cluster Mines (4)
Cluster Mines (4)
Long-Range Scanners (0)
· Havoc (0)
· R5-P8 (3)
Lancer-class Pursuit Craft: · Asajj Ventress (37)
Push The Limit (3)
Gyroscopic targeting (2)
· Dengar (3)
· Shadow Caster (3)
Black Market Slicer Tools (1)
-- TOTAL ------- 99/100p. --

This was a peculiar game, I lost both my M3's quite early and hammered his Lancer soon afterwards but I could not get that Nym! They are my nemesis! I managed a 26-49 win however.

Round 5 featured Imperial ships that I've been practicing with recently and that may have helped me a little.

TIE Advanced: · Darth Vader (29)
Veteran Instincts (1)
Cruise Missiles (3)
Guidance Chips (0)
TIE/x1 (0)
Advanced Targeting Computer (1)
TIE Aggressor: · "Lieutenant Kestal" (22)
Veteran Instincts (1)
Cruise Missiles (3)
Twin Laser Turret (6)
Guidance Chips (0)
TIE/sf Fighter: · "Quickdraw" (29)
Veteran Instincts (1)
Fire Control System (2)
Special Ops Training (0)
Weapons Guidance (2)
-- TOTAL ------- 100p. --

I lost my poor Sunny Bounder and Inaldra in the battle (again) but other than that managed a strong 100-26.

Round 6 was a peculiar surprise for me, four Tie aggressors with TLT.

TIE Aggressor: Sienar Specialist (17)
Twin Laser Turret (6)
Lightweight Frame (2)
TIE Aggressor: Sienar Specialist (17)
Twin Laser Turret (6)
Lightweight Frame (2)
TIE Aggressor: Sienar Specialist (17)
Twin Laser Turret (6)
Lightweight Frame (2)
TIE Aggressor: Sienar Specialist (17)
Twin Laser Turret (6)
Lightweight Frame (2)
-- TOTAL ------- 100p. --

I think having a mighty lot of experience flying TLT's in the past really helped me here. I often find ramming formations is a useful tactic and when they couldn't shoot me with their turrets it enabled a 100-12 victory for me.

All in all I ended up 4-2 and a very happy little pilot! It exceeded even my most optimistic hope of 3-3 and earned me 85th place out of 267 competitors which is something I can be proud of! I might add that following my brutal murder in round 2 I bought myself a second Lancer pursuit craft 😋

Thursday, 14 September 2017

It's a whopper!

On Friday 15th of September I'm off to Liverpool with a group of friends to take part in the UK X-Wing nationals!

It's going to be a long weekend with a departure from home at 05:00 on Friday and I'm expecting to make it back to my own bed around midnight on Sunday. The plan is hangar bay games on Friday (choosing 1 of two lists each round) followed by the main event on Saturday, probably 7 rounds of X-Wing, capped off with knockout rounds for the top 64 on Sunday or (more likely for me) more hangar bay games.

Me being me I'm still not entirely sure what ships I want to take, certainly Fenn Rau in his Protectorate starfighter and Asajj Ventress in the mighty Lancer pursuit craft.  But there my certainty ends! My brain is telling me to use a few more upgrades and Genesis Red in the M3a but my heart is saying to go with my much loved Sunny Bounder and a compromise with Inaldra (both in M3a's)

Lists of X-Wing squadron options
My two possible lists

There's just one more thing.  I'm also planning on squeezing in an imperial list in order to practice for the UK team championship next month, but I'll very likely leave that until Sunday hangar bay games.

Friday, 8 September 2017

A wretched hive!

So I've been playing X-Wing almost exclusively for several months now and taken a liking to the 'Scum and villainy faction.

The Rebellion and the Empire (or the Resistance and the First Order?) are the main protagonists of the mighty franchise and the films, leaving Scum and villainy (S&V) somewhat in the shadow of the "stars." S&V aren't so much a clear cut faction but more a collection of freelancers, smugglers, bounty hunters and various other miscreants.

Fenn Rau charges at his enemy. 

My first foray into S&V was with some borrowed ships including Fenn Rau who was my first "ace" and has been a mainstay of my list ever since.

Whilst Rebels tend to favour tanky & defensive ships and the Imperial fleet certainly leans towards agile fighters, S&V seem to have a wider and more appealing range of ships at its disposal, including big lumps and nippy fighters alongside bizarre freighters and utility craft that were not initially intended to take part in space battles.

Standby for details on my ships in the near future.

Saturday, 12 August 2017

50% luck, 50% skill and 50% list!

Any decent game is going to have several elements to it, here's my thoughts.


Luck.
Builds can be made to minimise the randomness of the dice involved but luck will always be a factor, when attacking or defending if you roll all one's (or blanks) then you're in trouble!

Skill.
A good list commanded poorly will still lose, adversely a weak list controlled brilliantly can exceed it's “on paper” expectations.

List.
The other side of the luck coin. List synergy and prowess is a major factor, a well built list can negate some events of pilot skill.

Take a look at the old game of snakes and ladders, this is entirely luck. Any player could win regardless of their grasp of the game as each and every action is random, decided by the roll of the dice. Then Compare this to chess, an entirely different game. Both players have exactly the same forces and there is no element of luck whatsoever, the game is won or lost completely with yours and your opponents skill.


Many tabletop top games combine the above attributes and then go on to add list building. Imagine playing a game of chess using only the eight pawns whilst your opponent used only the eight back row pieces, that would be a very one sided game.

Thursday, 13 October 2016

Stealth bomber!

I decided I wanted to paint one of my favourites from X-Wing, the mighty K-Wing!


For a while I'd thought that I quite fancy a peculiar mat & gloss kind of look, so after a quick spray of black primer I just needed to paint some details in so that I didn't come across as utterly lazy.

I even stretched to painting the ordinance on the underside of the main wings and weathering the landing skids.
Will anyone ever see the underside?
You can see some of the mat/gloss variation here as well as the GW gemstone paint used on the cockpit canopies.
Red for left (port) and green for right (starboard.)
I thought I'd be brave and try out the glow effect that I've seen several other people doing recently on plasma weapons and such like. I'm quite happy with the results, but think maybe an additional layer of colour change in it will look better next time.
My first attempt at ,"plasma glow".

This is the second of my three K-Wings now custom painted, gotta decide on a scheme for the third one.

Sunday, 9 October 2016

Tanks - hit the beach!

I took part in the first round of the Tanks (by Gale Force 9) organised play season today at Athena Games and thoroughly enjoyed it!

The game shares many similar rules & mechanics with the hugely popular X-Wing, using simplified a version of its movement template system and just varying numbers of 6 sided dice for attack and defence. Typically an attacking tank may fire with 5 (this rarely changes in game) dice and will be looking to score 4-5 for a hit and 6 for a critical hit. The target tank will often start at a single defence die and gains extra dice for movement, positioning and cover up to a maximum of 6 dice. A roll of 6 will cancel out a hit (or critical) of the defenders choice and a roll of 4-5 will cancel out a hit of the attackers choice.

I decided upon going with mother Russia as my nation of choice and opted for two IS2 heavy tanks being backed up by a T34, concentration of fire was my main plan. The Russian national trait allows an additional attack die when firing at the same target that a nearby ally has already fired at this turn.

My 100 point Russian platoon.

As the games began I quickly realised the effectiveness of coordinated fire, operating in a tight formation the T34 would make the first shot with its 4 dice (any damage caused is a bonus) this would typically score two hits and depending on what the target is doing (speed & cover) they'll often be defending with 4 dice (typically saving both hits.) Now however, the real shooting starts! If I've been doing it right I have both my 6 attack dice IS2's firing on the same target with an additional 7th attack die and hopefully causing some real damage and/or destruction to the enemy vehicle.

The scenario of the day involved the attacking force making their way across the battlefield to capture an objective. This proved to be quite tricky for the attacking players as there was little time (6 turns) to make it all the way and if a defending tank was within a range stick of the objective, points could not be claimed until they'd been shifted.

My first game was against Chris and I opened up with volleys of coordinated fire as his tanks tried to scurry from cover to cover. I managed to destroy all his tanks, thus preventing any point scoring.

The Russian & German platoons face-off!

My second game was against Jack who bought a Super Pershing heavy tank to the table, this is a beast not to be trifled with! Supported by Sherman's he made it very hard work for me to get to the objective and scored 1 of 2 points needed before reaching the 6 game turn limit, at least I managed another total annihilation of the enemy with them falling under the coordinated bombardment of the IS2's in the final turn!

The Super Pershing was a monster, until it's crew bailed out!

My third game was against just two well equipped Panthers. Both formidable tanks. Dave decided to make tracks directly for the objectives, taking full advantage of the German's ability - Blitzkrieg! I was lucky to score debilitating damage on one of the panthers in the first volley and perform the coupe de grace on it in the next turn. This left a solitary Panther trying to outrun and outmaneuvere my full platoon. He made a valiant dash for victory but fell under my hail of high explosive rain!

The final battle!

I'm very much looking forward to the next round of the campaign, but I will certainly make note of a few things.

  1. There's a big difference between 4 and 6 attack dice.
  2. Coordinated fire is awesome.
  3. If the enemy is destroyed they can still win!
  4. Be sure to read the mission briefing in advance!