Friday, February 27, 2015

Once in a Lifetime Opportunities and Flames of War

Good day to you all!

It's been a right good minute I reckon. I've been thinking about what I would post this year, trying to make this a regular thing, and getting some substantial content going on. I think I got it now!

So first of all, I was blessed in August with an opportunity of a lifetime. At Zero Dark Thirty on August 8th, 2014, a date which I will never forget, I found myself standing on some yellow footprints with twenty other guys and a big, scary Sergeant screaming at us. Paris Island, South Carolina. I was assigned to Platoon 3084, Kilo Company, 3rd Recruit Training Battalion. Sadly, I sustained an injury to my leg and wound up in the Medical Recovery Platoon. I healed up and was dropped into Platoon 2102, Hotel Company, 2nd Battalion, where I stayed until December 12th, 2014, when I graduated as a member of the United States Marine Corps.

I spent a month after my leave and holiday leave at Camp Geiger in infantry school, where I did lots of cool things. Like shoot machine guns. Fire M203s. And ate more MREs than I care to ever eat.

So now I'm posted up at Artillery School. I have to complete cannon school before I can go to rocket artillery school. And my class doesn't start for a month. So what to do in the mean time?

Flames of War!

I finally ordered some stuff to fill out my American Late War list. I've got that stuff coming to me from home, but here in the meantime, I've got a copy of Open Fire!

I got one of my bros interested while watching Fury (sidenote: glaring inaccuracies aside,  that movie has really helped me in gathering interest in this game). I also figured while we wait for class, this would be a good way to learn strategy and tactics. So here we go with Flames of War. Or is it Flames of Corps now?

I also ordered a copy of Gruntz and Alpha Strike with the Companion book. I figure Gruntz will work well for squad to company level games - excuse me - tactics teaching, Flames for company level, and Alpha Strike for Battalion and higher. Trust me, I've got a lot of plastic and resin descending on my Fort.

So what can you a expect in the next month?

-Unboxing and review of the new plastic Panther G platoon
-Assembling the Open Fire Shermans without going mad
-Learning the basics of Flames and Gruntz
-How a gamer on a budget can get the most use out of his pieces.

For the latter,  you will see Flames of War pieces alongside the beautiful N-Scale mechs from Orko_One, Elfbait, and Haplo. This will get interesting I hope!

Also, I'm doing this off my phone,  so patience as I try to figure out how to ad pictures on here.

That's enough rambling for now. Let's slay something! 

 Here's the plan for the night. All of this. Put together and based by the morning. Challenge accepted.

Monday, March 3, 2014

Life Update, KFC, and Gaming in the Dystopian Past/31st century/Whatever Firestorm is!

Hello few readers!

It has been quite sometime since I posted on here, so I'll give a brief over view before I move onto what's important in life: Cigars and Miniature games!


I am now a poolee in the Marine Corps DEP Program, and my ship date is in July.  My MOS is Reserve HIMAR Operator; I get to launch artillery missiles!  RAH! I've been making great progress, no doubt in part to better workout methods, a better diet, and having picked up some supplements that boost my energy, burn fat, and suppress my appetite. I've lost a good bit of weight, and I feel great! I also got a pre-workout that allows me to go harder in the gym, and that's helped tremendously. Last Wednesday, I was given the opportunity to meet Drill Instructors. Okay, it was mandatory I attend the Family Night event, and that was pretty fun. The DI is an intense person, and I felt like the only person there who understood it was all a massive intense game of Simon Says. Something the kids didn't pick up on though, was that they where looking for confidence. The DI does care if you screw up in your response, but the DI also looks for confidence and bearing in one's failure. As my fellow poolees where called out to ask questions, they all chocked on their words, where slow to respond, and truthfully...scarred. When I was called out, even though I made a mistake, my experience over these 17-19 year olds allowed me to not suffer as greatly, and I noticed the dialogue between myself and the DI's was different in that light. I know boot camp is gonna suck, but I feel good about myself being able to handle the mental aspect of it, something many of these kids lack...like how I'm lacking in the physical aspect.

I'm now a student at UAH.  I take American Government, Ethics, World History II, and Historical Methods. I've learned a lot, especially about how to think and write like a historian. This will be critical in my later studies. It also helps that I maintain an excellent relationship with my instructors. Reading Enchiridion and The Prince has further helped prepare me mentally for the Marines, and my Historical Methods class has taught me how to ask the hard questions.  American Government is self-explanatory:  it's American Government.  

I'm an employee of one of the FLGSs and I love it.  I'm also about to start on at a Major Home Improvement Store, and that makes me happy too, because, well, terrain boards and paint and other things come from there.  

So now that the life update is out of the way, let's talk about cigars.  KFC is on the mind today.   

A good buddy first told me about Drew Estate's latest smoke, the KFC, or Kentucky Fire Cured.  The Cigar Room just got some in and I had no choice but to come out and smoke one.  

Upon sitting down with a cup of coffee and unwrapping it, I note that it smells like English pipe tobacco, particularly "Nightcap" and "Fox and the Hound".  I used a V cut and a cedar strip to light it....

It's beautiful!  
Upon lighting it, I felt like I was transported to the backwoods of Eva, Alabama or the mountains of Tennessee.  I will admit I have no idea on tasting notes or pairings, but I feel like this cigar is dying to be paired with some now legal moonshine.  The draw is a little tough, so I'm glad my wisdom teeth holes are healed up and I used a V cut.  


Look at that...It looks really well rolled.  

It's a pretty good smoke.  Very much like English Pipe, but in a cigar form.  10/10 it gets the Scott Seal of Approval!  


Also, on the note of cigars.  In my last post, I mentioned I was smoking the Gurkha Pure Evil.  While it was a wonderful smoke and my first big gauge cigar, the morning after my sinuses where so clogged I thought I was going to be sick.  Luckily, I have a caring girlfriend who came and rubbed Vapo Rub on my chest, WHILE singing "Soft Kitty" to me.  I may not get a lot of hobby stuff done with school and a girlfriend...but I think I'm quite well off in that regard!  

So on gaming.  Well, I gave up on the idea of a Six Day War list.  The reason is largely due to lack of interest in anything but the WW2 game, but also because everyone wants to play Israel.  Normally I compromise and get my main force and the other armies, but I was not willing to budge.  I couldn't even get my anti-Semite to sign on to play the Egyptians with their T-34/54/55/-2 hordes.  And that's that other thing.  I tried to build a Israeli Tank Company.  I read Battlefront's product slingling articles and looked at forum lists.  In order to get a good number of tanks, so that I have a good number of platoons on the board, and in reserve, I could not run exclusive M-51 tanks. I had to run more M-50 tanks, which I was fine with.  I figured that the volume of fire and re-rolls the Israeli player gets would counter the low anti-tank of the CN-50-75 guns.  And I decided that even though I could buy Centurions right away and scratch the 105 guns, I would go with two M-48/Magach tanks.  I rounded the list out with a pimped out Mechanized Infantry Platoon, complete with full LMG and Blindicide teams.  I also made an escalated list with air support.

When I made the Egyptian counter list, I cried.  I had a full on T-34/85 horde, with a full platoon of T-55 (T-55 is what you get when you buy stabilizers and infrared scopes), with a full artillery battalion, with full AA support, and a recon platoon with PT-76 tanks.  The PT-76 can penetrate the side armor of my Shermans.  Let that sink in.  While you chew on my T-34s and -55s, I will flank you with PT-76s and kill you, THEN drop my infantry teams.  

I'll stick with slowly building my Late War Light Tank Company, which received a pack of E8 Shermans for Christmas.  I'll use them for support alongside my Jacksons.  

As far as my main game, Mechwarrior, we have been having lots of fun with it!  I recently posted images on the Catalyst forum for the first time of some of my older work, which you can see here, to sort of test the water.  Not gonna lie, some of the work I see on here, while pushing me to paint better, is a little intimidating.

I purchased two of the excellent Elfbait Black Lanners and two of the excellent-er MWO Stalkers from Haplo.  I actually had my buddy order them for me,so mine got here on time...sorry y'all!  The Stalker is an IS mech that holds a special place in my heart, and I hope to really make these mechs rock.  I doubt I'll get to them before I leave, because I've now got over thirty of the various N-Scale Battletech mecha that have been produced over the years, but it's all good.  I'm in no rush.  Besides, I've decided to outsource two of my projects, simply because I haven't the time or capability to make them look how I want.  If you have Facebook, you can see examples of my Mechwarrior projects herehere, and in my other albums!  

On the actual gaming front, Clan Mutant Sea Bass has been engaged heavily in an Invasion of the Lyran Commonwealth to put Omega Galaxy's commander, Matthew Hasek-Steiner on the throne.  We have played a lot of games, and I can honestly say it's been my best gaming ever.  One thing we have done that makes this a campaign and truly unique, is that we keep track of what units die and how many times, and in the next campaign game, you are either limited in that unit's use or it is restricted to you.  For example, I play three Veteran Nova Cats, one with Jamie Wolf, the other two with Aggressive Stance; all three have Hyperlaser.  In the first round, I lost the one with Jamie Wolf and a Hyperlaser blew up.  In the second round, I lost an Aggressive Stance Nova Cat and no Hyperlaser.  I only played two rounds.  At the end of the day, Jamie Wolf is no longer able to be used by me, and I'm now restricted to one Veteran Nova Cat.  I can still use Aggressive Stance because it is "P" rated, not "L" or "GS", and gear is assumed to be stockpiled on the dropships.  In the last game I played in (couldn't make it this month due to work), we invaded and conquered Coventry.  Because the rules where stacked against the Sea Bass player, I adapted by taking only Nova Cat Thors and Phoenix Hawks...and won.  Galaxy Commander Scott Roose of Zeta Galaxy is now known as the Conqueror of the Indomitable Coventry.  Here's a photo gallery of the game and a BatRep.  I have won all of my matches, except one, which still saw me lose nothing, giving me the overall wining-est score.  

Our next Campaign game is going to be massive:  Tharkad.  I plan to set up the board like the Mechwarrior 4: Mercenaries level, to include a city, walls, elevated palace, airstrip, mech depot...there will be pics of the preparations, set up, and game play.  Due to Mechwarrior's problem of breaking down on a larger points scale, I think I'm going to run a Battletech or Alpha Strike game, in N-Scale, when I come home finally.

Finally, Dystopian Wars and Firestorm Armada, beginning with Firestorm.  

My brother had wanted to get into FSA around the time I got into DW.  I had planned to go gung-ho into FSA, but I wasn't able to. He only ever got the 1.0 rulebook, a Dindrenzi Dreadnought and a Heavy Cruiser.  I have downloaded the 1.1 book, a second hand original release Directorate starter box, and all the fleet lists that have become available, and I really like the rules so far.  I've not gotten a game in, and I know that' the best way to learn.  But what I really like is the ship building aspect.  It's not too generic or abstract like A Sky Full of Ships, but not nearly as complicated as Aerotech or even Battlespace.  And here's my point:  I'm going to find a way to build the Battletech Warships, Dropships, and Jumpships, and use these rules to allow for space battles to take place in my Mechwarrior game.  Eventually, I'd like to scratchbuild/design and maybe even print through Shapeways some FSA-scale units!  I did some math, and found the Terran and Dindrenzi Battleships are roughly the same size as a Texas or McKenna Class BB, so I really think it could work, but for now I'll use cutouts or FSA stand-in vessels.  I still have my copy of Battleship Galaxies (pity they haven't expanded on that), and the Wretch BB looks a lot like a Blacklion...but I digress.  This whole scheme is not very high on my priorities.  

Dystopian Wars, on the other hand, has gotten a lot of new things.  I swore I wouldn't buy any new pieces untill the 2.0 book drops, but I gave in.  For my Federated fleet, I bought a blister of A-17s, Springfield Escorts, Augusta Frigates, Princeton Gunships, a full hull and waterlined Washington Land Ship, an Independence Battleship, two Saratoga Carriers (I got for a steal!) and the Arial Support Box. Inadvertently, I gave myself the tools to build a viable air core force, and solidified my naval core.  

My French got some lovin too: a blister of Lyons, a Magenta Mk. II (for a house-ruled Magenta Mk. II squadron), a Charlemagne Dreadnought, two Currone Carriers, a Vauban (for a ridiculously low price), and the Attack Flotilla.  I neglected to pick up some Chevaliers and the Toulons, but I'll get them later. My French now have the box set and extra Voltaire flyers, so I expect them to really shine now against the Britannia and FSA players.  

I also picked up a new fleet.  I cannot say what they are, but it is a high priority to get them painted up and I will be full magnetizing them to take advantage of their multitudinous options and sheer "You're a dick for bring these out" factor. Are they Ottomans?  Are they EIMC?  Is it the damn Black Wolf fleet?  Guys I have no idea WHAT they could be; just check back sometime.  

Well, that's all for now I suppose.  I leave you all with this question to debate amongst yourselves (and it applies to my research paper):

If we can consider the US occupation of the Philippines successful, then what lessons did we learn from it if we consider it a success?  

Until next time, SEYLA and RAH!  



Monday, November 18, 2013

Updates on this Long, School-Imposed Hiatus

Greetings, few readers!

Over the past several months, I have been foot slogging through school.  As I may or may not have stated in a past post, I'm grinding out my basics at the local junior college in a quest to get a Masters of Arts and Sciences Teaching degree.  So I've been grinding through math reports and dreadful Romantic English literature.  While not in school, I was working at Walmart.  I can say this now, because I'm no longer employed there.  I moved to Huntsville with some of my bros, and I couldn't get a transfer.  Turns out, "Going into the military, need to be close to RS to partake in pre-ship activities" doesn't cut it for them. So I gave 'em my two weeks...and now I'm job hunting!  Yay.  Not.  So that's the sucky news.

But the good!
1) Closer to finishing my basics, although I will probably have to finish one or two classes at UAH.
2) I have my weekends back, and maybe I can get some minis painted and sold
3) I got to make some progress on my miniatures!

Next semester, I will be taking Micro/Macro Economics,Government, and I'll have to find something in there to qualify as "Full Time".

I'm gonna try and sell some Battletech minis on eBay.  Now I'm no Amylor Mrynyx or CSO painter, but I can paint a rockin mini and justify a $30 price tag.  Also gonna dispose of my old metal Chaos Marines and plastic Space Wolfs as well, since every trade I've attempted always falls through because of (insert new Codex here) dropping and taking potential sale points away.

I'll have a few massive posts at the end of the semester, but I finally finished my FSA frigates and the 2012 Champions Commission.  I fell victim in the move to "Stuff Lost in the Move"...I'm missing a frigate.  Luckily, I figured if I make a single-use mold and mix up some greenstuff, I can have my 9th frigate until I find the missing link.

Also, I've gotten to try some new smokes out!  On my list of current faves:

Battleground Grey Fox - This stick is named for General Robert E. Lee, and it lives up to the myth of General Lee.  Great smoke!
EIco Rouge - I forget what size it was I smoked; I think I tried the Rascal, but wow.  Very kick ass smoke, I think it got a 92 or 93 rating and it is definitely a killer.
Gurkha Evil - I'm literally smoking this as I type.  It's the first big-gauge cigar I've smoked, and I'm only half way through two hours later.  Probably a good thing.  It's spicy and delicious.  I've let it sit in my humidor for a month, and I regret not smoking it sooner.  My only regret is I've no coffee or tea to drink with it.

Next smoke will be an LFD I've been seasoning for about 4 months.  This should be interesting!

On the workbench now? 1/72nd scale Tamiya F4D-1 Skyray, 2 highly modified A-17 Bombers, 10 FSA TFTs, and 3 (semi-useless) Destroyers.  The Skyray is the first actual model kit I've put together in two years and I'm loving it.  The A-17s are getting more realistic props and some bitchin nose art inspired by a visit to Pryor Field by a B-17 and -24 from the Collins Foundation, and the Destroyers...I know, useless.  But I plan to use them as activation sinks, and to cut down AA dice for my torpedo bomber swarmations.  I've had a few games since, and I see where using rockets can help my TFTs by reducing the amount of AA thrown at them.  So I may have to start running my cruisers with rockets again.

Also, gonna try to edit my previous posts with pictures of my ER PPC Shiro and my dual HAG/RAC Atlas here soon.  Bear with me, it's been long, but it's still a WIP as usual!

Tuesday, August 13, 2013

Mech of the Week: Shiro

Greetings! I had a lot of crap happen at work, so I had no time to write my thoughts up for these MotW attempts. But now, we are back on track to bring you more breakdowns of your favorite Dark Age mechs.

Today we will be looking at one of the few 18" range pieces WizKids produced. The SH-1V Shiro. When Iron Wind Metals released the Battletech scale mini, we got a PDF record sheet that left many people scratching their heads and saying "meh...at least the mini looks cool". The mech is named after the Combine's founder, and is considered the highest honor to be able to pilot this mech. Officers are only considered for it after having earned a DCMS Honor. Oddly, it doesn't have the "Command Battlemech" quirk, even though it is only driven by commanders essentially. It does have "Distracting", which forces morale checks under morale rules.

The mech weighs 75 tons, which is the most a heavy class mech can weigh. It utilizes a Inner Sphere-tech Endo Steel chassis. As with the 'Kubi and Kozo, it doesn't rely heavily on Clan technologies, although, seriously, New Samarkand Metals and LAW should be cranking out Clantech equipment left and right at this point! It also uses a Ford 375 XL Engine to propel it to speeds of 5/7. The mech also has a XL Gyro, so it has zero open slots in the center torso. Once again, it uses Hardened Armor to protect itself, only this time, there's much more of it. Not sure if it is the max amount for the tonnage, but 21 tons, with 168 points of HARDENED ARMOR is no joke. As stated earlier, each point of armor can absorb two points of damage...so it effectively has 336 points of armor. There are assault mechs (I'm looking at you 3050 Clanners!) that don't have that much armor. Sadly, the rest of the mech is a little...well, read on.

At 75 tons, and with that large of an engine, and armor, there are plenty of Inner Sphere heavies that mount lots of weapons. With the Shiro -1V, we get 4 Clan LRM 10s, an Inner Sphere LB-2X Autocannon, and a TSM-less Sword. I would venture to say, that in the Battletech Game, this mech is the most undergunned mech in the game. First of all, an LB-2X is pretty useless. Sure, it has long range. And sure, it has a lot of ammo per ton. But the Shiro misses out on the slug/cluster capabilities of this gun by only getting one ton of ammo, which isn't even CASE'd. If you're gonna use an AC/2 of any kind, use more than one please. I can sort of forgive the Shiro, because four Clan LRM 10s have no minimum range and are solid. It has 36 shots, and all three tons are stored, like the Kozo, in a un-CASE'd side torso with an Inner Sphere Extra-Light Engine... Finally, Sword. So stand off at range and rain LRM/AC2 fire down on your opponent, then sprint/run forward and bring the Sword and LRMs to bear. Interestingly, it also carries a Guardian ECM Suite. So at least it is immune to those Streak LRMs, Artemis IV, and C3 spotters.

Pros of the -1V: Lots of armor, LRMs have decent ammo bins and can take different loads, ECM.

Cons: Lack of CASE, XL Engine, woefully undergunned.

A while back, an admin on the Btech forums had a 3145 fan PDF going on. In it, he described a Shiro that used ATM6s, and attributed that to "Hashira" Shiro somehow. Using ATM6s would've made sense, since the DCMS has access to Clantech via the Nova Cats, whom used it on their Shoden Assault Vehicle...  but for now, here's the cannon variant! Yes, it has a PPC!

The -2P drops the AC2, ammo, and the Guardian ECM Suite in favor of a Clan ER PPC. It also drops the Hardened Armor for this Ballistic Reinforced Armor. Only Era Report: 3145 will tell us what this stuff actually does. Oh, and since it drops Hardened Armor, it actually gets to move its full 5/8. Sadly, it still lacks CASE! This variant is super rare; only a few examples have supposedly been seen.

To use a Shiro, treat this as an over armored, undergunned, sword-equipped Archer. Rain fire down on your opponent at range, then close and hack them to pieces and keep firing the LRMs. To counter one, bring really big Gauss Rifles/PPCs, and when they close range hit 'em with tandem charge SRMs. Like the Atlas III, this mech is why we have the Hellstar, artillery batteries, and airstrikes. Aim for its right torso and pop that ammo.

As for how to improve this mech, there a re a number of ways. Ditch the LB-2X. Add Clan CASE for those Clan LRMs and their Clan LRM ammo. Upgrade to an Angel ECM Suite, give it a C3 or Boosted C3 suite.


I've decided to also add in thoughts on how to convert and model the various mechs, which can be found at the end of these posts. To model the -2P Shiro, pop the AC/2 off, and use a sharp hobby knife to slice the ammo magazine off. Fill it in with Liquid Greenstuff. Use the PPC from either a DA Panther or a Mad Cat Mk. IV. File the attachment points down and glue it on underneath. I've had debate on the Facebook page about whether or not the DA Vixen arm would look better or not. I personally like my sci-fi guns big and bad, but not at compensation joke levels of big and bad (I'm looking at you, World of Tanks, whre the German high tier tanks have guns twice the length of the vehicle!), so maybe the Vixen's gun would work too. You'll see my -2P in a future post with actual pictures!


Speaking of pictures, I haven't posted any due to my camera situation. I mostly use my cell phone camera, and while it takes decent photos, I'm also attempting to garner interest in commissions, and I'd rather display my work for those purposes at a higher quality than a cell phone camera picture. To that end, I found my old digital camera, so maybe I can fiddle with it and get some good stuff posted up soon.

Enjoy y'all!  

Monday, July 8, 2013

Mech of the Week: Hitotsume Kozo

Week Three of the Mutant Sea Bass Know Your Enemy Series (still trying to decide on a name other than "Mech of the Week", which is pretty bland and boring)


Today we continue with our study of the DCMS Samurai Mechs with the  Hitotsume Kozo.

From the limited fluff, we learn the Combine is undergoing an unofficial cultural rebirth in the military, sort of like Sun Tzu Liao's revival in the 3060s that gave us the Yu Huang, Men Shen, and the Lau Wu. This one is designed for "more aggressive samurai". So the 'Kubi is for suicidal ones, the Kozo is for aggressive ones. Also, we find out its name means "One-Eyed Dwarf". Field both of these mechs with Hammerfall/Jack Farrell and the original One-Eyed Jack Jupiter for the One Eyed Theme!

This mech gains the difficult to maintain quirk, which only really comes into play under campaign rules. It does so, because the Combine is using Triple Strength Myomers on this mech. This doesn't really make a lot of sense, since the Combine has experience with the No-Dachi in the realm of TSM, but I digress. Maybe they just haven't used TSM in a while. TSM increases a mech's walking points by one, and recalculates the run speed accordingly. So a 3/5 mech goes 4/6. 4/6 = 5/8, and 5/8 = 6/9 and so on. It also allows one to deal more damage in physical attacks. I think it's doubled, but I'm not too sure. Either way, it is activated when the heat scale reaches 9, and ignores the -1 to movement points and the targeting hindrances. Sadly, most designs that use TSM are loaded with explody ammo (I'm looking at you, Hammerhands dual RAC version!). This mech uses a Heavy PPC and two ER Medium Lasers to balance the heat load. Worry not; the variant uses the autocannon that our Clicky versions use. Also equipped is a axe. Now, the Combine invented the SWORD in response to the Davion's barbaric AXE. This is probably done so that Catalyst didn't have to make a new Japanese-stlye weapon that this mech uses.

The mech weighs 55 tons and uses an Inner Sphere Endo Steel Chassis. Because of the Hardened Armor, it moves 6/8, but with TSM moves 7/10. Running hot, it will keep up with the 'Kubis and run down light mechs. It also jumps 4 hexes/inches, so it is a pretty fast and maneuverable mech. It is made by Luthien Armor Works and built primarily on New Smarkand. It uses both an XL Engine and Gyro.

Our variant swaps the PPC and Lasers for an Ultra AC/10 and IS Medium Pulse Lasers. I'm not seeing this as a good mech. You keep same basic damage/range with the big guns, but are now dependent on 2 tons of ammo in a, read this slowly, Non-CASE'd torso with an Inner Sphere Extra Light Engine, on a mech that needs to be running hot in order to do its job most effectively...  I have a rule: If its ammo is not CASE'd, and it uses anything bigger than a light engine, it's a failure. Yes, Hardened Armor will protect it for a while and if you fear a breach, dump the ammo and become a brawler. But still, I could take this mech out of the fight by letting my opponent run it hot for the TSM, then drop Infernos and Plasma weapons on it to force an ammo explosion or shutdown.

Now the primary version I really like. Cover the Panthers and 'Kubis, supplement the Shiro's fire support, and be ready to charge forward and make a frenzy of bladed implements. This mech also has the Stable Quirk: "The exceptional stability of certain units is reflected in the Stable Quirk, giving those units a bonus when they are forced to execute a Piloting Skill Roll as a result of physical attacks". This mech is essentially a mid range support and brawler mech. Treat it like an over-armored, undergunned Hunchback.

How do we make it better? Swap the Axe for a lance or sword. Add a capacitor to the PPC or upgrade to a CLAN ER model. For the variant, give it CASE. Both could use C3 or BC3.

Next week, we will look at the Shiro!

Tuesday, July 2, 2013

Nascent Mech of the Week Attempts...

(updated: removed superfluous wording) 

Recently, within Clan Mutant Sea Bass, two things have happened. One, the Khan approched me with an intelligence gathering mission: to seek out hidden Word of Blake installations (the remaining "Hidden Five") and open bids for their eradication. Personally, I like the Regulan policy for dealing with the Blakists. Give NCO-level warriors the authorization to use tactical nuclear weapons, and keep a ship or two in orbit to rain nuclear hellfire down on the toaster worshippers. But, I'll make it a fun campaign. Number Two, Catalyst is moving further into the Dark Age. This makes me happy, as it was Mechwarrior: Age of Destruction that got me into the hobby. So, having gained Era Report: 3145 and the TRO's thus released, I've been planning out Clan Mutant Sea Bass: The RPG. Coming to a game store near you Winter 2014.

That said, lots of the "clikytech" units we only had dials and vague stats for have been getting Battletech stats and entries since TRO: 3075. So, to better prepare my potential players and to garner interest amongst Clikytech Grognards, I've been running a Mech of the Week series on the group's Facebook page, Clan Mutant Sea Bass: The Facebook Group. I've decided to port my first two over to this page, and any future ones as well. So...consider this a double MOTW Post!


AS7-D3 Atlas III

That's right. Atlas III. We all know the backstory of the Atlas, but long of the short: Star League era design. Kerensky wanted "to use fear as a weapon". 100 ton mech with a skull, long range missiles, big autocannon. This was perfect, but the Royal Regiments wanted something to show off their cool tech (They got the XL Engines, ER Lasers, etc. before the Regulars). So TRO: 3075 gave use the Atlas II. As it turns out, this is what Nicholas Kerensky piloted up until the Widowmaker Khan rolled a hit with his SRM 6, rolled a 12 on the missile hits table, and kept rolling twelves until Kerensky was gone. This was also the mech that Devlin Stone chose to drive. Because of it's under arm cannon, proto-leg armor plates, we just assumed that our Hammerfall and Davion Atlases where Atlas IIs. Well, we where wrong.

Before I go further, let me point out that in these 3145 TROs, Catalyst is going back to the FASA-style books, where upon we get a brief overview of the unit, a few paragraphs on its capabilities, then several paragraphs on its deployment and variants (if any) and notable units/pilots.

Off the bat, we find that this mech is built by Robinson, with two factories cranking these mechs out. One is the GM plant on El Dorado, and the other RSB on Robinson. I think this mech may be the replacement for the Sagittarie. They have utilized many advanced systems, but let's start with the basics. It has a Vlar 300 engine, pushing it at normal Atlas speeds of 3/5. With no XL or fancy XXL engine, this version, like most, will stay around for a while. It has standard armor, so we can use more space for weapons, but actually uses CASE II. Unlike CASE, CASE II just blows the hit ammo/weapon out the backside of the mech, meaning you don't lose a torso and the corresponding arm in the explosion. It has 100% armor protection, with five points lost. It has Endo Steel, and that takes up 5 tons. Both arms have Small Shields. Finally, just in case the enemy gets lucky and crits your head, the cockpit is armored. In game play, this means that if the opposing player rolls on the critical hits table and rolls for the cockpit, you ignore the first hit. This is crucial, especially since this is a commanders mech. Not just any commander, but a March, RCT, or Galactic Emperor's mech. Armor is layed out smartly, with 50 points in the center torso. I'm not gonna go through how it's layered out, but suffice to say, this is one tough nut to crack. So already, we have a mech that is hard to kill without concentrating fire, has jettison-capable and armored systems, and can lose both torsos and STILL be kicking. This mech is the Monty Python Black Knight. But all this is nothing without weapons right?

Good news: Davions either can build or have bought a bunch of Clan Streak LRM 20s. Given that the Atlas III and its variant are still rare, it's likley that they have bought them from the Diamond Sharks. The Streak LRM 20 operates just like a Streak SRM, only with LRM ranges. It is located in the right torso with its CASE II protected ammo. Bad news: Our big autocannon is a Rotary AC/2. The AC/2 on "buzzsaw" mode drops 12 damage at range, which, when combined with the Streak 20, is 32 points. The RAC2 has the "Jettison-Capable Weapon" quirk. Since it's ammo is also stored in the arm, this means that if your gun is hit, you can just drop all of it and not have the dead weight. Of course, this also leave you with less crit-padding in a way, but at least the gun and ammo are recoverable. This is useful for campaign play, as you now don't have to worry about busting the cannon if you punch someone. Both guns have 2 tons of ammo. The center torso houses an Angel ECM suite. It knocks down C3, C3i, and I think even Boosted C3, in addition to normal ECM Suite duties. The left torso houses the Inner Sphere Streak 6, its single ton of ammo,CASE II, and two Medium X-Pulse Lasers. It also houses the "Radical Heat Sinks". Sounds pretty radical right? Well, it is a reusable Coolant Pod. This is fluffed in Era Report 3145, but the details are still forthcoming. It does weigh three tons and take up four crits, but the ability to re-pop the coolant pod (even though it may break after repeated use, like MASC) is pretty good for this mech. The left arm has two more X-Pulse Lasers.

The D2 is described as more of a main-line combatant by dropping the RAC, both shields, two lasers, and the Radical Heat Sinks for a HAG 30 and a Targeting Computer.  The NAIS MUSE Project from the late Jihad saw the MUSE Rifleman mount two of them, so it may be safe to say the FedSuns can build HAG-30s. We trade six-two point plinks for six-five point hits, which along with the Streak 20 (it keeps the Streak!) and its four-five point hits, makes for a solid crit seeking sand blaster.

It also gets "Command Battlemech" (+1 Initiative rolls, non-cumulative), "Distracting" (if using morale checks, it provides bonuses to your team and negatives to the enemy), and "Protected Actuators" (something about infantry attacks and crits) quirks. These are, assumedly, standard Atlas Quirks.

Unlike most Atlas I and the Atlas II, which could at least choose to between slug or cluster bullets with their standard and LB-X autocannons, the Atlas III, no matter the two, is a crit-seeker. Do not bank on or expect to amputate limbs or blow a head off in a salvo. Instead, supplement this with something with big guns. I've not seen the AFFS Random Assignment Tables, but traditionally, Atlases, Nightstars, Devastators. Actually, screw the table. Here's a lance, with no specific variant: (EDIT: I found it, and I don't like it.)

Atlas III
Salamander
Devastator
Devastator

You have the Atlas's weaponry, more LRMs, four Gauss rifles, and four PPCs. Plus secondary medium lasers and crap, this lance is scary.

Like most Atlases, you must also bracket-fire your weapons. Use the RAC and Streak LRM at range. The LRM shoots out to 21 hexes or inches, the RAC 18. The other weapons all have ranges of 3/6/9. Consider also, you can Alpha Strike at pointblank range; Clan Streak LRMs don't have minimum ranges!

As for taking one out, you'll be in range of the Streak 20 off the bat. So even if the target numbers aren't good, the Atlas III will be shooting you just because if it misses, it will not lose ammo or build up heat. In standard (no aerospace/artillery games), pound it at range with gauss rifles and PPCs. Duetoit's critpadding, you need big, accurate, concentrated blows to get through it.  This mech justifies the Dire Wolf D, Cygnus (dual HAG 40 variant), and the Hellstars. You would be forgiven bringing two Hellstars JUST for dealing with the Atlas III, because it will live a long time.

My personal views,besides those listed herein: Why the hell are you using X Pulse Lasers on your Commander-level mech with Clantech? If you're gonna go Clantech with the weapons, go whole hawg! Swapping those for Clan Medium Pulse saves you on heat AND opens a medium range band AND increases damage, for no crit/weight changes. Both would benefit from this upgrade. From there, you could also swap for a Clan Streak 6 as well. Given that the AFFS has kept their C3, why doesn't it AT LEAST have a slave unit? Maybe the D1 has the slave, a bigger autocannon or gauss rifle, and the Clan streaks/pulse lasers. For a Clan, using one of these would be very good. Against mechs like the Daishi, it probably won't last long, but it will punish the Daishi every step of the way. I can see Galaxy Commanders and Khans driving one. After all, if the first Atlas was good enough for Kerensky, and the Atlas II his son, should not the new Atlas III be good enough for a new Clan?

Overall, the Atlas III is a fitting mech and good continuation of the Atlas series. I'm sure once Field Manual: 3145 gives us the rules for all the cool stuff, we may get to see our Hammerfall and Black Bart on the Battletechfield.

RT-4K Rokurokubi


This week's mech begins a four part mini series on WizKid's little faction totem mech-gimmick: the Draconis Combine and its Samurai Mechs. The RK-4T Rokurokubi is the first in our series, with the Hitotsume Kozo second, and the Shiro finishing out. So, let's check out the 'Kubi! (I'm calling it the Kubi for ease of typing!)

As with pretty much every entry in the 3145 series, we are told little of the hows and whys of these new units. I'm starting to think that it may be because these are mostly written from the viewpoint of Janella Lakewood, the Knight who pilots the LE Republic Tundra Wolf. In-universe, these readouts seem to be briefings for Republic units inside the Fortress to know what they can expect on the outside, and those on the outside to know their enemy. So, we know that the 'Kubi appears shortly after the Blackout, and the younger generations of Samurai are enthralled by this design. Apparently, they have been known to duel each other for the honor of piloting this mech. Sounds familiar... This mech is designed as a light striker, similar to the Panthers of old.

Taken straight from the text: "The Rokurokubi was clearly meant as an offensive ’Mech tailored to the bushido-happy samurai of the Combine. Combining one powerful ranged weapon with an iconic sword, the ’Mech is a fearsome attacker. Its combination of speed and thick armor make it difficult to bring down before it can terrify its opponents with a four-meter sword."

In the base line variant we get a Light Autocannon 5 and a Sword. (On a side note, I love the idea of a 12-foot sword. If any of you are metallurgists, I need one of those along with a Bumper Sword from Fallout New Vegas.) The autocannon has two tons of ammo, which allows us to use standard, armor piercing, precision, FLAK, and whatever other new rounds we have. Ammo is stored, CASE-less, in the same arm as the gun.  Looking at their record sheets, all variants flip/flop on armor. One has more armor upfront, the other will lose armor in the front to gain it in the rear, and vise-versa. Fortunately, that armor is in the form of Hardened Armor for the first two versions, and Reinforced for the "rare" model. More on that armor later. Hardened Armor's side effect is that you lose one movement point on running, so while other light mechs, like our Blood Bass, will move 7/11, the Kubi only goes 7/10. It also forces skill checks for jumping, due to it's super-dense nature. The benefit though, is that each point of armor can take two points of damage. On the -4T, it has a armor value on the center torso of 16. Which means it can absorb 32 points of damage on it's center torso, if my knowledge and math is right. If so that's two shots from a Gauss rifle or one of our PPCs. There aren't a lot of stock light mechs that can take one shot to the chest, much less two. The 'Kubi needs that protection though. It uses both an XL Engine and an XL Gyro. As for quirks, we find that it has Protected Actuators and No Ejection Mechanism. Protected actuators allow it safety from battle armor and infantry swarming attacks, so that's a good thing. The lack of an ejection seat really caters to that whole Bushido mindset.

The base line and Inner Sphere ER PPC variants will charge forward. I wouldn't be surprised if on the LAC version, the warrior either used precision bullets to offset his to-hit numbers at full run, or if they just emptied the bins andbid only the sword and mech. The armor obviously helps protect it on the way in, and once there, the sword and physical attacks will come into play. You put your decent piloting-skill pilots in this thing and charge the enemy. You can take a hit and get into his lines and mess him up. Even better, if you aren't playing a fluffy DCMS force, feel free to rain fire down with Ninja To's and Naginata mechs.

The rare -4X drops the sword and hardened armor. In their place, it adds a bigger engine to go 8/12 for the full 12, a small vibroblade, a Clan ER PPC, a Guardian ECM Suite, and Ballistic Reinforced Armor. The armor is a new toy for our era, and as such we only so far have the fluff. Apparently made by the Lyrans, it was an attempt to combine the protection of the Hardened Armor, with the lighter weight and ballistic-weapon defeating abilities (and lesser bulk/weight) of Reactive Armor. What they got was in fact lighter AND less bulky Hardened Armor, with a layer of mesh that traps and warps the effects of direct-fire ballistics and explosives. Not sure what that will do to Mech Mortars and Artillery, but apparently it is extremely useful, despite its high cost and uneasy maintenance. This variant is what your most skilled young samurai drives, before you gift him a Kozo or a Shiro. The ECM also makes this sort of an interdictor unit. While this one and the other variants (Lance of one -4X and three -4T) charge forward, the -4X will be guarding his lance mates from C3 systems and Artemis IV.

Now how do we make it better? Well, a Davion salvage piece would probably want to add as much insult those as possible. Give it a Hatchet or a Mace. The honorable sword is now gone, replaced by a barbaric blunt object. Next, give it a cowardly C3 system so your coward friends can link off your targeting system. Maybe even give it TAG so those cowards in the artillery battalion can rain Arrow IV down. Finally, TSM with 4 ER Medium Lasers, maybe even Clan models. With TSM, your speed is recalculated at a +1 (so 7/11 becomes 8/12, or 8/11), and your physical attacks I THINK are doubled in damage. I'm honestly surprised the three variants, or (spoiler) any of the Samurai mechs don't use it. Off the top, I think only the No-Dachi used it. Someone correct me?

For a DCMS warrior, lance. It needs a lance. If I remember right (can you tell I don't have my copy of TacOps handy?!), it allows you a physical attack at one hex (1") away with a chance at a critical piercing hit. I would be happy with a retractable blade in lieu of the lance. TSM must be installed. To allow that TSM, and knowing this is a close-quarters brawler...give me a head-mounted flamer and a gauntlet of Improved Heavy Small Lasers. Round it off with one of those fancy Nova Cat XL engines and we'd have a little monster (gimme the Japanese name for little monster!).

For anything else, I could see jump jets and "Reinforced Legs" quirk for a nasty little DFA, Claws, Retractable Blades...Talons to replace those fugly hooves. Oh here's a nasty weapon's upgrade paired with the TSM: Improved Heavy Large Laser. A short-range, infinite ammo Gauss Rifle (the iHeavy Lasers explode when hit) with heat to build up the TSM. Yes!

For taking one out, a Clanner will love the chance to engage in singular combat. Just be ready though, because these Kurita Warriors, while honorable, will engage us in hand-to-hand combat. Many warriors, especially those who have access to retractable blades (Karhu variants), may welcome it, and I recommend against the Combine, we do not treat it as a violation of the Zell, as long as the terms have been laid down before battle. That said, outside of rival Warriors and Honor-rules, FOCUS FIRE. As soon as it enters range target it's legs or a side torso and put it down. Aimed shots are your friends here. If you are Inner Sphere, the Mjolnir and its mace/TSM combo will wreck the Kubi. If you are Clan, my iSolitaire (Improved Heavy Lasers replace the originals) or a Cougar with Pulse Lasers will win you the day. On the Cougar, you could also drop minefield missiles from its LRM 10s and attempt to control the movement path of the Kubis. Airstrikes can work, or predicting the movement path to drop artillery. Just some strategies to keep in mind if you ever come across one outside the clicky game.
So, there ya go folks. Enjoy!

Thursday, June 27, 2013

First Post on my new Blog!!!!

Good day!

After months of thinking about it, I've finally decided to create a blog, rather than relying on my Facebook page as a means of displaying my works.

On this blog, I will be showing off my miniatures and models, talking about various cigars I have smoked (warning: there will be mention of lots and lots of Gurkhas), and other cool things I've done.  I will also, on occasion,  discuss my progress in the game World of Tanks, and things involving 2nd Amendment rights.  It could be argued that the US Government named a department after my three favorite things: Alcohol, Tobacco, and Firearms.

To tell y'all a little bit about myself, I live in a small town in North Alabama, where I earn a living at the local supermarket's produce department. I go to school at the local community college.  It sucks, but it was easier and cheaper to get my basics done there than pay double or triple at university.  I'm going for either a Master's of Arts and Sciences (Teaching) or a teaching certification in Social Sciences, with a minor in Literature.  I want to teach history, government, economics, and literature to kids on the high school or junior college level.

I play Mechwarrior: Age of Destruction and am a Galaxy Commander in Clan Mutant Sea Bass.  I also play Battletech, both small and N-Scale.  I have two fleets in Dystopian Wars, one for the FSA and one for the French.  I fight mainly against Prussians, Antarcticans, and Russians, but my group has gained a Blazing Sun player and another FSA player.  Finally, since I got my dad into Flames of War with a set of King Tigers, I have been slowly building up a later war US list, based around M24 Chaffee light tanks, and featuring men like General Patton, Creighton Abrams, and Audie Murphy.

Out side of miniature games, I love Halo, and lived in Fallout 3 and New Vegas for about a year.  Here lately, I've been stuck in World of Tanks, since I've literally been waiting for a WW2 tank game for my entire life.  My screen name is Broadsword08, and I'll gladly platoon up with anyone up to Tier V, or anyone who is making the M24 grind in the M5 Stuart and doesn't want to go it alone.

So, that's enough about me.  I'll begin posting some images and projects within the week!