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Saturday, September 21, 2013

1992 Imperial Firebase

 It's time for another Terrain Log!  Today we're taking a look at another of the card buildings released for Warhammer 40,000, the Imperial Firebase!  As I went over in another entry, Jerry Wargate grabbed us two of the old plastic bulkhead and card buildings that were still pristine in the shrink wrap, and we've been enjoying these pieces for a while now.



This is one of the biggest pieces we own.  It's been put in place on a base like most of the other pieces, and this one's base has been treated with Rustoleum Multi-colored Texture Aged Iron.  I really like the finish of the Aged Iron, and it takes pigment powders really well with it's roughness.  Other than that, the bulkheads were drybrushed in the same fashion as the other pieces that contain this architecture.


The panels with the yellow chevrons were left loose, and can be placed anywhere on the base of the model for increased cover.  There were three in total, and I was loathe to glue them to the card surface of the building.  Even though the card is flat, shiny and two-dimensional the paintings are still utterly awesome, in my humble opinion.


The Firebase is big and asymmetrical, so depending on how it's placed  its effect on the game can be either severe or negligible.  I guess that's your choice when you deploy your army.  The only advice that I can offer is that large pieces like this tend to draw a lot of attention, so bear that in mind when attacking this position or deciding whether or not to defend it.

It's not as rickety as it looks, either - the bulkheads are affixed to the base, and that gives the whole thing a stability it just does not have without it.  I can imagine back in the day that a lot of these met an untimely demise simply from people trying to move it.  Though it wasn't as challenging to put together as the Bastion, it was much less a cohesive whole and definitely required help.

Now both of these pieces rest well protected inside the Terrain Vault, which is growing fat indeed.  In fact, we're going to have to figure out what to do with all the cases, because we need more cases.  We have to use rather large cases for our terrain, because pieces like this need to be able to fit inside them.  Shelves are no good because of the Oklahoma dust, so it has to be a closed case.  The Firebase and the Bastion fill one case by themselves, and there are more pieces already finished.

I guess I should start stacking boxes...

Wednesday, September 18, 2013

Flames of War Army Types

It's almost Flames of War season once again, and in the next few weeks we'll be gearing up for The Toropets-Kholm Offensive!  We made our first steps into campaigning in this WWII game last year, and it was a huge hit.  We're excited about hitting the Eastern Front once more!

Today, I want to talk about the types of armies available in Flames of War.  With the new campaign looming, a few folks have asked me about joining the game.  It's hard at first to wrap your head around this game, especially if you've been living with robots and dragons for most of your wargaming life.  With that in mind, I want to run down the basic types of lists that most armies have access to.

I totally nicked these photos from the interwebs.  Apologies to whomever they belong to...they came from Google, and I tried to find info to credit you.  Also, my keyboard doesn't have those characters.


An Infantry Company with air and armor support.

The most basic of army lists is the Infantry Company.  These armies are composed primarily or entirely of infantry teams.  There are many variations on this basic theme, but the most common is the humble and ubiquitous Rifle Company.  These are the boots on the ground, and very often will have the most serious artillery / anti-tank guns available.  Choose an Infantry Company if you want to swarm the opponent with infantry or pound them with batteries of guns.


A Motorized Infantry Company.

A Motorized Infantry Company is basically an Infantry Company, but entirely mounted in transport vehicles.  Some types of these companies are more heavily armored than others, but it's usually balanced by how many infantry teams you can transport at one time.  These formations are at the forefront of the army, always pushing forward, and can be supported by a wide variety of fast armored units and vehicles.  Choose a Motorized Infantry Company if you enjoy quickly transporting infantry into your opponent's deployment zone, or just because you like half tracks or deuce-and-a-half trucks.


An Armored Company with Infantry support.

An Armored Company is composed primarily of tanks.  Like all these list variations, there are a wide variety of these formations to choose from.  These variations are based on the type of tank that the formation deployed, from T-34 battalions to a squadron of Tigers.  All sorts of heavily armored units and vehicles are available for support as well, allowing you to tailor your list for a great many different battlefield circumstances.

There are three other list types as well.  The Armored Car Company is composed mainly of lightly armored reconnaissance vehicles arrayed in squadrons.  The Cavalry Company is composed mainly of...horsemen?  Yep, turns out that in Russia and Romania, horses were totally in back in 1942.  Like, horses running with tanks.  The Fortified Company is less common in our theater, but it does exist - mainly consisting of infantry teams and supporting armor piled behind trenches, minefields and razorwire.

Those are the basic sorts of lists.  If you're interested in joining Flames of War here at the Wargate, this is the first step you need to take:  what sort of list do you want to collect?  After choosing what country your allegiance falls to and what army list you will collect, it's a short hop, skip and jump to the miserable winters of the Eastern Front in the early 1940's.

See you there.


Wednesday, September 11, 2013

Army Briefing: Provincial Defenders of Wissenland

Provincial Defenders
Of
Wissenland

By Chief Scrivener Hannan



Wissenland, 2523 I.C.

During the last months of 2522 I.C., a horrible disaster occurred on the border of Wissenland.  In the Grey Mountains, a dwarf enclave called Khazid Grimaz fell to the machinations of orcs, goblins and fouler creatures of chaos.  The resulting war that began with the destruction of the Khazid and continues with the ingress of beastmen and undead to the Brightflow Gap has erupted into full scale war right on the edge of the province.  Abandoned by the mercenary ogre clans that had already been paid for their service, the people of Wissenland looked to the Countess Emmanuelle of Nuln for an answer.

The doors of Nuln slammed shut, and the Countess’s guard surrounded the city.  She has made it clear that the army of Nuln would defend Nuln, even though that city is the capital of Wissenland.  And even though she is technically bound by oaths to the Emperor to defend the province, she doesn't regard the rather rural and unrefined areas outside the capital to be worth defending.  In her mind, if Nuln survives the next war, then so does Wissenland.  For all the folk of the province that are not fortunate enough to live within the walls of the city-state of Nuln, the future is grim indeed. 


Independent Organization

Yet the people of Wissenland have survived this long with her indifference.  They are long used to the way the nobles and common folk of Nuln treat the people of the wider province.  Long ago they realized that if they did not defend themselves, then no one would.  There are those who keep watch on the Emperor’s lands, even if the Countess herself will not.  She doesn’t bother with the affairs of Wissenlanders, and Wissenlanders don’t concern themselves much with what happens in Nuln.

In the small town of Eppiswald, a chapter of the Knights of Morr rose to prominence during the battles around Khazid Grimaz.  The heroic Grandmaster of the chapter perished in those bloody combats, but the new leadership is determined to defend Wissenland from this looming threat before it comes to fruition and begins to overwhelm the land.  To this effect, the Knight-Commander began to reach out to the local militias, and units of fighting men pledged their service to the defense of the land.  Eventually, this militia began to form a real army from the disparate regiments of troops that answered the call to battle.


The Grey Mountains and the River Reik

The new army, led by Knight-Commander Barnabas Pech of the Black Guard of Morr, quickly swelled in size.  Aided by a company of Imperial pistoliers called the Wissenland Bounders, the small force had great intelligence on its enemies and was able to counter several small scale.  The Knights were also able to reach out all across Wissenland, and communities concerned with what would happen to them if there was a successful invasion, gladly sent men to aid in the defense of the province.

From Eppiswald itself, a regiment of spearmen were raised, and forms the centerpoint of the infantry line.  Halberdiers from Pfielsdorf and swordsmen from Heisenburg make up the rest of the fighting infantry, but not everyone in Nuln is as apathetic to the plight of their countrymen.  A regiment of Gunnery School cadets have brought a great cannon to Pech’s army, and together with a regiment of handgunners from Wittenhausen form a formidable gun line.

The new army needed a base of operations, and the abandoned and haunted Schloss Bestrafe in the Brightflow Gap was a fantastic location for a campaign in the Grey Mountains.  After vanquishing the undead horrors lurking in that place, the army took up residence there.  The haunting would continue, but in a much less dangerous way.  Yet after this victory and occupation of the area, the army gained even more allies.  Dwarf refugees from the Khazid Grimaz made camp not far from the Schloss Bestrafe, and the camp of the mercenary ogres was never far away from Pech’s army until they turned against Imperial forces suddenly and without warning.

A powerful Imperial Battle Wizard named Sagan arrived at Schloss Bestrafe one day, and explained that his sanctum was not far away.  The wizard and the Knight-Commander spoke long into the night, and a mutual defense agreement was made.  In the days and weeks that followed, magisters from every school of Imperial Wizardry made themselves known to the Knight-Commander.  From that point on, the Provincial Defenders had everything they needed.  Soldiers, will to fight, and now – magic.

It was not long after that even stranger events began to occur.  The wizards brokered a meeting with a strange creature from the mountains that resembled a Halfling sized, bipedal lizard.  The creature spoke to the wizards in a strange language, which Pech was told was Elven.  It conveyed a prophecy of dire warning, and provided intelligence on the greatest threats to the land.  After demonstrating it’s good intentions, it provided information relating to a large supply cache that Pech desperately needed.  The wizards assured the Knight-Commander that the creature could be trusted, and the supplies were obtained by the army and deemed safe.

Since then, the Provincial Defenders have fought alongside the lizardmen from beneath the mountains many times.  The alliance has resisted beastmen and undead advances for months.  The lizardmen always disappear into the passes soon after battle, but parley occurs occasionally, reaffirming the mutual pact of aid between the two races.  Yet, ever greater the threat grows…and the alliance is outnumbered.