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  #961  
Old July 13th, 2018, 12:55 PM
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Re: Frostgrave, Halo Ground Command and other tabletop minis

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Originally Posted by Porkins View Post
"Darth Vader slices down a street light pole and Force Throws it at Luke"

"OK, roll a d20"
Vader rolls a 1. Has to lick the frozen streetlamp and gets his tongue stuck to it. The rebels throw snowballs at him
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  #962  
Old July 13th, 2018, 07:45 PM
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Re: Frostgrave, Halo Ground Command and other tabletop minis

Which soothe his bacon-charred body. Vader gains 1 Life back.

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  #963  
Old July 13th, 2018, 08:25 PM
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Re: Frostgrave, Halo Ground Command and other tabletop minis

Quote:
Originally Posted by TREX View Post
Now we're talking. The extended balcony and catwalk pieces are freaking awesome. I'm loving the stair cases as well. You'll do battle proud on those for sure.

Quote:
Originally Posted by Tornado View Post
Yeah, that is a sick set-up. Super jealous.
Wait until I get the rest of the stuff built

Quote:
Originally Posted by Porkins View Post
"Darth Vader slices down a street light pole and Force Throws it at Luke"

"OK, roll a d20"
Quote:
Originally Posted by TREX View Post
Quote:
Originally Posted by Porkins View Post
"Darth Vader slices down a street light pole and Force Throws it at Luke"

"OK, roll a d20"
Vader rolls a 1. Has to lick the frozen streetlamp and gets his tongue stuck to it. The rebels throw snowballs at him
Quote:
Originally Posted by Spidey'tilIDie View Post
Which soothe his bacon-charred body. Vader gains 1 Life back.
You guys are funny

I do have Vader equipped with a Saber Throw upgrade card, so he can have a ranged weapon with his light saber. He can throw it up to 12 inches and use the force to retrieve it

Hand of fate is moving and the finger points to you
...Iron Maiden - The Wicker Man

TUTORIAL FOR RE-BASING FIGURES


3hrs 43mins 32secs = 1242nd of 8808 overall - 1988 Honolulu Marathon
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  #964  
Old July 17th, 2018, 10:59 PM
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Re: Frostgrave, Halo Ground Command and other tabletop minis

I taught a couple friends to play Star Wars Legion at our group's all day (11am-11pm, and I was there from 11-10:30) game day on Saturday. I had enough painted of both sides so that I was able to set them up with 602 points each, between units and upgrade cards. Standard games are 800 points each.

The scenario, between the deployment card, condition card and objective card was pretty basic. There were clear conditions, the starting zones were within 6 inches of the long edge of a 6x3 board, but since I have a 6x4 setup, the deployment was from 6-12 inches from the long edges. There were three objective tokens, one in the very center and one on each side of it, halfway to each short side of the table. They are supposed to be communications devices of some sort and the objective is Intercept the Transmissions. So the game goes 6 rounds and there are 3 scoring rounds, at the end of 2, 4 and 6. The player with the majority of troop leaders (either a squad leader or character like Luke, Leia or Vader) within 6 inches of an objective token at the end of round 2 and 4, get one VP. So it was 2-2 at the end of 2nd round as each had majority of one token and were tied for the third (this could have been a wash and no VPs given out, but I did anyway). At the end of round 4, Decatur controlled 2 tokens and Steve controlled 1, so the score was now 4-3. At the end of round 6, you get 2 VP's instead of 1 for controlling tokens. Decatur (with the Rebels) controlled 2 and Steve controlled 1. So final score was 8-5.

Definitely a lot more going on in the full game than in the learning game. Getting to use the characters' command cards is cool, as they have neat abilities. Getting more upgrade cards is great. And adding the rules for suppression was huge, as while you have some means to try to get rid of suppression, if you still are suppressed at the start of that unit's turn, you roll 1 white defense die for each suppression token. If you roll a shield or surge symbol (only 1 of each on this die), you remove 1 suppression for each rolled. If you are still suppressed (suppression tokens equal or greater than the unit's courage value), then you lose one action that turn with them.

Here's some pictures from that game.































Sunday morning, I dry assembled this barracks building from Warsenal, part of the set with all the walkways, octagon, pillboxes etc. This one was tricky, as some parts only go in a certain way and in a certain order, where you have to work two pieces together from different angles at the same time on occasion. That's why I dry fit these kits first, so that I find out how I have to go about it when gluing it. But considering how many pieces this kit is, it's a testament as to how precise these kits are, for it to be assembled without glue and be pretty sturdy. This one will be tricky to paint, as I will likely have to paint the underside area (garage I guess) before assembling, as it will be tough to reach in there otherwise and I don't have an airbrush.















Later Sunday and a little before and after work over the past couple days, I finished my AT-ST for Star Wars Legion. I had it assembled, based and primed for awhile, but nervous about finally painting it. But I was motivated by Saturday's game I taught, so I took up the challenge. I went with a weathered look, as if its been through a lot of action. I did find out from the Legion FB page, that I assembled the legs wrong, but not a big deal. Basically, the front fender/shield looking thing is supposed to be curving under that joint instead of over it. Those horizontal pieces should have been on the opposite legs and flipped over. But it's not a big deal, and I theme it out that this was a Mark I version and the legs were redone on the Mark II version











The unit card for the AT-ST and the upgrades you can add to it. All of these be added, though only one of the two to the right of it. So either the Long Range Com Link or Comms Jammer



Edit: I had the main gun upside down when I snapped it back in after priming. It's flipped over now. Good thing I didn't glue that weapon

Hand of fate is moving and the finger points to you
...Iron Maiden - The Wicker Man

TUTORIAL FOR RE-BASING FIGURES


3hrs 43mins 32secs = 1242nd of 8808 overall - 1988 Honolulu Marathon

Last edited by Hahma; July 17th, 2018 at 11:16 PM.
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  #965  
Old July 18th, 2018, 09:47 PM
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Re: Frostgrave, Halo Ground Command and other tabletop minis

So much awesome my good sir. Those buildings look flippin awesome. If it was me Id paint them up with grey, drybrush light grey with metallic highlights here and there. Ive been hard at painting minis terrain lately.
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  #966  
Old July 21st, 2018, 09:55 PM
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Re: Frostgrave, Halo Ground Command and other tabletop minis

Thanks @TREX ! For the square/rectangular and L-shaped buildings from the game last Saturday, I plan to paint them a lighter color, kind of desert like.

The ones from Warsenal, like that big building with the garage underneath, the walkways, Octagon, pillboxes etc, I am thinking of shades of green with some grey here and there, like with the floors and such. We'll see, though I'm pretty anxious about it and it will be a while before I finally bite the bullet and start on them. I still have some more pieces to build, so I want to wait until it's all done before starting to paint. I am considering getting some of the colored spray primer from Army Painter for the greens, as they match the bottle versions that I have been painting with. That way I can touch up certain spots if need by with the bottled stuff.

Anyway, I finished my 2nd AT-RT for Legion. I just need to spray varnish it and add a couple grass tufts to the base, but I'll have to wait until it's less humid.

I wanted a different color scheme for this one and have it more woods or jungle themed. Though I would certainly use both versions in the same game, as I don't have any issues with different color scheme in the same army.

The driver is also a different color scheme than my previous one and 2 squads of Rebels. I even added the blue unit color to the armor shield. So the next 2 squads of Rebels will be going with this color scheme. I gave the AT-RT a little bit of weathering on the armor shield, footrests and claws, though I didn't want to go as far as I did with the AT-ST I finished a few days ago.











As with the previous one I did on the right, I magnetized the three weapons (rotary cannon, laser cannon and flame thrower), so I can have the appropriate weapon mounted depending on which weapon system I want to bring to the game.

Hand of fate is moving and the finger points to you
...Iron Maiden - The Wicker Man

TUTORIAL FOR RE-BASING FIGURES


3hrs 43mins 32secs = 1242nd of 8808 overall - 1988 Honolulu Marathon
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  #967  
Old July 21st, 2018, 10:09 PM
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Re: Frostgrave, Halo Ground Command and other tabletop minis

Those look so great. I have been churning out tons of terrain pieces on the 3d printer while laminating and cutting out cards for my zombicide green horde game along with 2 ks sets of massive darkness and expansions. Insane amount of cards. I made some cool hinged vault doors for zombicide black plague. I made some cool artifact, library, and lair tokens for massive darkness 12 total. I can use all that stuff for frostgrave. I also printed out a whole library of shelves with books skulls potions scrolls chests little gems and all kinds of fun little things that belong in a wizard library. I made some cages and treasure tokens. I painted up all my MD scenery such as dungeon doors columns, chests, bridges. So much stuff. I filled up the desk again with more stuff needing paint. Im more than happy with how much the printer has done and can do.
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  #968  
Old July 21st, 2018, 10:14 PM
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Re: Frostgrave, Halo Ground Command and other tabletop minis

More pics TREX.
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  #969  
Old July 21st, 2018, 10:20 PM
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Re: Frostgrave, Halo Ground Command and other tabletop minis

Quote:
Originally Posted by Tornado View Post
More pics TREX.
This

Hand of fate is moving and the finger points to you
...Iron Maiden - The Wicker Man

TUTORIAL FOR RE-BASING FIGURES


3hrs 43mins 32secs = 1242nd of 8808 overall - 1988 Honolulu Marathon
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  #970  
Old July 22nd, 2018, 03:15 AM
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Re: Frostgrave, Halo Ground Command and other tabletop minis

Quote:
Originally Posted by Hahma View Post
Quote:
Originally Posted by Tornado View Post
More pics TREX.
This
I know guys. Ill have to do up a photoshoot for all the stuff and load it through facebook and post it here. Maybe later today after I sleep in. so much cool stuff lately.
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  #971  
Old July 30th, 2018, 08:12 AM
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Re: Frostgrave, Halo Ground Command and other tabletop minis

My buddy Chris came over yesterday to get a proper game of Infinity in. He said he was limited to some learning games previously, and I have only been soloing the missions from the Operation Icestorm 2 player set, which cover a lot of the basics of the game.

Chris suggested that instead of us playing a couple of the basic missions from either Icestorm or Red Veil (that he has) starter sets, that we play one of the missions from the main rulebook, though we were going to be limited to 165 point armies instead of the standard 300 points, because that's all I had painted up, which is the 7 Nomad models from the Icestorm set.

Basically, the mission was such that the building in the center of the map, that doesn't have a roof on it, is representing a skyscraper and it blocks LoS all the way upward with the "skyscraper" walls. The doors start out being locked, and you need to get a specialist to get them open, and when one opens, they all do. The consoles in 2 corners, the ones with the chairs, represent weapons lockers that a specialist can interact with to get some loot. The player with the majority of their models inside that building at the end of the round (there are only 3 rounds in this game) gets 1 point. Majority at the end of the game gets 3 points. The player that gets the most loot at the end of the game gets 2 points.

I won initiative and chose deployment, so I got to choose deployment zones and who deploys first. I chose for Chris to deploy first. He then gets to choose who gets to go first and then that order remains for the rest of the game.

I deployed my Grenzer sniper in a bad spot, only because it was in LoS of Chris's sniper in camo. I wanted to cover a certain lane, but forgot about his camo sniper and that he had first turn. Well, my sniper paid for it and was killed right away.

I had used one of my 4 command tokens to take away 2 of Chris' orders, so that limited him a bit in the first round. So he used some command tokens for coordinated orders and got to move 4 models for one order instead of just one model. I believe he did this twice, to get a move on. He also used a full regular order to bring in his Tiger Soldier with a combat jump, but he was off target and had to enter at one of the edges of his starting zone. I had an Alguacil line trooper on either flank, so I got to get a reaction shot at the Tiger Soldier with one of them but missed.

Chris was able to open the doors to the center building and get 2 models fully in, including his Ninja, and one other figure was just outside the door. So I needed to do something to try to gain majority in there by the end of my turn, as that would be the end of the first round. I had gotten my Spektr, who was in TO camo (he's my guy in some pix with the black shadow looking marker on a base to the left of the building. He has anti-personnel mines and was able to use move to get near the doorway, then move to the doorway and place a mine and move back out of LoS of Chris' troops. He lost his "invisibility" like status when he placed the mine, so needed to get out of LoS so he could use a full order to regain that "invisibility" like state. Chris did reaction attacks with his 3 troops (2 inside and 1 just outside another doorway), but between my still having some TO Camo, and good armor rolls vs. the 2 hits that did go through, the Spektr survived. The mine would now be triggered any time any of his troops within 8 inches of it and in LoS of it, gets activated or reacts to my actions. Then I used a full order to get the Spektr back in full "invisibility" like mode and then moved my Reverend Healer model to get inside the doorway to attack 2 of his troops inside. My Reverend Healer is the only specialist in my group because she is a Doctor, and the only one that can interact with the weapons locker. I took the risk and it paid off, as between the mine going off and my shoots, I was able to get rid of the 2 enemies inside and the one just outside the doorway. Then I moved the Reverend Healer adjacent to a weapons locker and interacted with it to get some loot toward the end game possible points for majority loot. So I was up 1-0 by the end of my turn, as I had majority in the building at the end of the round.

Chris came in and took out my Reverend Healer and tried to take out my Spektr, which he finally did after a couple tries. I was able to react with an Alguacil way in the back during one of the activations of the heavy infantry (I believe) soldier that took out my Spektr, and put first of 2 wounds on it with a very lucky shot. I was able to use a coordinated order with a command token to move 4 models but only attack with 2, because when you do that, they have to attack the same target, which only 2 Alguaciles did, and took him out from the outer corner of the center building.

I was down to my Mobile Brigada heavy Infantry (who happened to also be my Lieutenant) and 3 Alguaciles. I revealed my Lieutenant, so I was able to get the extra order, the Lieutenant order, and pushed him hard to move to the center building, while taking out an enemy Tiger Soldier on my way, and then more later. I had majority at the end of round 2 to get another point, 2-0.

Chris attacked with his specialist that was also a Lieutenant, from just outside a doorway, and my Mobile Brigada reacted with his light flamethrower. The Mobile Brigada took 1 of 2 wounds and Chris' Lieutenant was killed. That left Chris only with his sniper, who had climbed down from his perch, but was in retreat now based on percentage of force points left. He did manage to get some loot earlier, so we each had 1 and no majority. I had majority at the end of the game for 3 more points for a total 5-0.

Definitely a learning game for both of us, and a lot of looking up rules. This is a super deep game with a lot going on, and we certainly pushed quite a bit as far as "let's try this, let's try that", which caused rules look ups. But there is really a lot to this game, that makes it really cool, but also a little bit intimidating and requiring some study, research and practice. But very rewarding for all that.

The mission was designed for 300 point forces, so with just over half of that, it made every lost soldier even more critical, because there are fewer of them. Since each soldier on the map and not unconscious at the start of your turn gives you an order toward your order pool, getting fewer orders quickly limits your options in the 2nd and 3rd round. Unlike other games, each model doesn't have to activate. You can have 7 orders in your pool and use 1 for each of 7 models, or all 7 on 1 model or anywhere in between. Between me take away 2 of Chris' orders in the first round by using one of my command tokens, it limited his pool, so he had to use command tokens to get several of his models to activate per order spent. I was bummed when I lost my sniper in the first order of the game, but Chris got hurt pretty much when he lost 3 troops when my Spektr laid the mine and Reverend Healer opened up on them with her Combi Rifle. That hurt his order pool by 3 orders for the next round. He also rolled pretty crappy dice rolls that didn't help either. See Brian Mola, you're not the only one

Enough of my chatter, here are some pictures. The game mat and terrain was all Chris', except for 3 light poles I added. Lots of great stuff there from Chris. I particularly liked the hologram billboard pieces, very cool, but then again, it was all neat.











My Reverend Healer and one of the 3 Alguociles.



The clear silhouette figure in there is Chris' ninja in TO camo, which means they would have to be discovered before being attacked, unless they do something other than a move action.



Here, my Spektr, on the left side moved to that side doorway and planted a mine and then moved back around the corner so that he would be out of line of sight and would be able to spend an order to go back to TO Camo sate. He was in that state until he placed the mine and was revealed, but he still retains the defensive bonuses of TO Camo, which is negative modifiers to attacks against him. The 3 models in the building did reaction attacks against him, but he survived. The mine isn't considered to be placed until the end of his order and after reactions attacks. Now the mine is active and will go off if any of his models in there gets activated either on his turn or as a reaction turn to me. But it only affects the figure that activated unless there is another close to it, as we have a teardrop template that is 8 inches long that determines who is affected by direct template weapon attacks. Then my Reverend Healer is at the bottom doorway area ready to go in and attack. Those green markers are order markers you place down when you spend them to help keep track.





My Mobile Brigada about ready to go inside the building.











Also, here is the first of my 2 Airspeeders I finished painting a couple days ago.




Hand of fate is moving and the finger points to you
...Iron Maiden - The Wicker Man

TUTORIAL FOR RE-BASING FIGURES


3hrs 43mins 32secs = 1242nd of 8808 overall - 1988 Honolulu Marathon
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  #972  
Old July 30th, 2018, 08:46 AM
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Re: Frostgrave, Halo Ground Command and other tabletop minis

Damn, awesome map!
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