Showing posts with label Orc's Drift. Show all posts
Showing posts with label Orc's Drift. Show all posts

Monday, July 20, 2015

Jetpack Orc ride!

In my lat post I wen on about my tech geek side, and did not have any mini related content. So you might not have seen the last post as i did not share the links on G+.

But I did manage to get a bit of work done. Below are two molds I made of my hard drive jumper jetpack. Also the epoxy I am using, I know it is not green stuff, it is some thing I picked up at Lowes as plastic epoxy. It works very well for what I use it for.

 Here the Epoxy is mixed. You see water in the photo as I use that to help with mixing, to limit the stick of the epoxy.
 Here it is pressed into the mold.
 After 15 minutes under a very hot lamp.

Here they are cleaned up and glued on to the boys.
Now here are two I did last week, but did not take a photo of.



Tuesday, July 7, 2015

Guard squad, and jet packs.

Tonight I finished the painting of a guard squad, they just need basing. Then I took some epoxy putty and pressed it into the jet pack mold. I think this will work from me.


Sunday, July 5, 2015

First Jumpa Troopa.

Mad Doc heer, to show off the first of the Fire Jumpas. To make this jumpa, I removed the base, moved the legs a bit, bet the arms in a bit. For the jump I used an old computer hard drive jumper. I put a fin on it, and a wire as the rounded top. I have made three jump packs one I used on this guy the other two I am going to cast. I could not get my camera to play nice today sorry for the shotty photos.





Monday, June 29, 2015

Orc Rocket Pack (Fire Jumpa).

Hello All Mad Doc here, to talk about strapping a rocket to an Orcs back. See as I want to play out the big battle, I noticed I will need jump pack troops. Now the USE ME rules do not have any so I decided to make my own. I am starting off with a move of 18", and working back from that. Also this is an Orc pack so it just might not work.

Jet Pack 10Pts.
Range Up to 18 inches. This is a straight line vehicle, not turns can be made. When the model decides to fire the rocket he draws a line to the location he want to land at. Then roll a D6.
D6 roll, Result
1, Falure, roll another D6 for the distance. Once at the distance the rocket explodes. The jumper takes a +3 penetrating hit. Place a 2" template on this mini, any unit touching it takes a +2 penetrating hit.
2, Move 14"
3, Move 15"
4, Move 16"
5, Move 17"
6, Move 18"
Every time the model fires the rocket it changes the critical hit roll to the number of time is has fired. Second firing, on a 1 or 2 roll for the crit. Third firing 1, 2, or 3 roll for crit.

On a roll of 1, then 1 the model explodes on the spot, they started on. Place a 3" template and all touching take a +3 penetrating hit.

If the user does not fire the pack they can move 4", and still make a second move for another 2" a total of 6" per turn.

Now I have worked up the rule,  I decided to test this new rule out.
To do this I set up a small skirmish with a Guard squad and an Orc squad with rocket packs. I am using Universal battle for my table top.

Deployment. As you can see both side are deployed some distance apart.
Guard T1: As the guard does not have the range weapons they sit tight.

Orc T1: the Orcs opt to run for there first move and the squad moves up the allowed 6".
Guard T2: Now the boys are with in long range, and the gurad fires off 4 shots, and get 2 hits. One Orc is Struck. The guard now fire a second time at a -1 for second shot. They score 2 more hits, killing the Orc that was struck, and winging another.
Orc T2: Now it is time to fire the rockets. Mug Thug makes the first jump and there is no issues. The second jumper goes with no issues. The third jumper hits the trigger and and is launched 15" to his death. His body lands and also tries to take out Mug Thug and another. Lucky no one else was hurt this time. The 5th boy also jumped but popped, this time the template was placed on 4 boys. Two took wounds, 1 S, 1 W.
 The 7th jumper landed in the woods, and BOOM. This time the template went on a guardsman as well, but the Orc was the only one hurt or Dead. Now that they all made the jumps, it was time to shoot. The ended up shooting up 2 guardsman, and only wounding them.
So to sum it up I think the rules for the Rocket Pack will work, and add a Orcy level to the game. This weapon it not all that bad if you land in the mix of the enemy and get a good DOOM. Now POPPING before you take off well that is also very Orcy.

Monday, January 2, 2012

Orc's Drift After action Report.

This New YeTurn Seven:This New Year's weekend I decided to play out my idea of Rork's Drift using Orcsas Zulus, and Praetorian guard as Brits. I did not play a live game but used Universal Battle web based TTG game.
For the rule I use USE ME 001 from 15mm UK. I did a bit of tweaking to the rules as I felt they are needed, but that is the great part about USE ME they need house rules.

The Guard numbered around 90 with 9 squads 6 rifles, one HW, and a squad leader Elan 3. I had two, two man sniper units on the roofs Elan 4. I had to mortar teams Elan 3. Then a two man squad of leaders Elan 5. My house rules for the guard were, 3" template for the mortars, killed rolled 1D6, on a 4,5,6 the were walking wounded and fought from the Hospital at -1, no +1 from close range. Max of 10 can fight from the Hospital windows. What I forgot to use was grenades, and will be replaying this with them soon.

For the Orcs I started with 15 squads of 9 boys, and a Nob, all Elan 2 with Close Combat skill. They were armed with reg rifles only. Rule for the Orcs, I would place a new full squad of Orcs for every 10 Orcs killed. I would add a few squads of say just CC boys that move faster but only have side arm, and CC skill.

For the map I used the lay out of the mission from the Real Rork's Drift battle. I tool the liberty of tweaking the surroundings based on the limited terrain features in UB. For the Map see my earlier post.

For the game I use a way of dealing with the states of minis by turning them. Winged 1/4 turn, Struck 1/2 turn. Please note the HW guys are started at 1/4 facing.

Turn One:
Here is the screen shot of the end of turn one. This was just a movement tunr, as the rnages were to much, and I forgot to shoot the mortars.
Please click the image for a larger view.

















Turn Two:
This turn I did not forget the mortars, and got a few of the green skins. Also the Guard at the barn were hit with some losses, that did not make the walking wounded. Two dead.

















Turn Three:
The mortars finished a Orc unit, the snipers from the left fired center to start on the Orc. More guard dead from the barn. Also moved guard to support the barn.

















Turn Four:
Once more firing damage is dealt to the Orcs but with little effect. They keep coming. Now if you look at the barn, and mid guard you will see they are taking hits. Fisrt 10 boy squad placed for the Orcs.

















Turn Five:
The mortars keep dealing out damage but not enough. The Orcs are now at the wall, and working on CC attacks. The Orcs on the left are just waiting for there chance to charge.

















Turn Six:
I was forced to sop the game after the guards play, so there are two photos. Both are just more of both sides dying. Also we see the first walking wounded make it to the Hospital to continue the fight. Also the Orcs got another two squads.


































USE ME 001 from 15mm UKTurn Seven:
Orc are working on the bull horn attack. They are working the Barn flank, and now the far left flank is charging in.



















Turn Eight:
First of we have a mortar epic fail. From the movie "We were Solders" "Get small" "Bring it in close".
Well I did and it went bad, but not to bad, as it only took out one guy. At this point I will say my die rolls on the mortars SUCKED, and most of them failed, and diverted. Some of the diverted shots were good, but most ended up with 1, 2 or no hits.
































Turn Nine:
Here is ware I stopped playing and I got through the Guard turn. The Orcs are picking away at the Guard and would soon over run from the center, splitting the Guard forces. And the next turn a new Orc squad was coming.

















Recap:
I do not expect the Guard to survive this game, but I did expect the Guard to produce larger damage.
I am going to replay this soon, but remembering the Guard grenades, and giving the Orcs their assault squads to run in and weaken the walls first. Also the snipers sucked!!!!! I might swap them out for another mortar team, and add in a Spec Ops team to cover the flanks. At any rate I enjoyed this game, even though I was forced to play it out over 4 days.
If you would like to know more drop me a line "noelvh AT Gmail D0T C0M".

Noel