Thursday, 27 February 2020

Battletech - Federated Suns





The Davion Assault Guards are the heaviest unit of the Davion Brigade of Guards.




Early History

The origin of the Davion Brigade of Guards lay in the personal guard of the Davion family; originally responsible for protecting members of the family, the brigade took on wider responsibilities as the Federated Suns evolved. When Reynard Davion became President in 2340 the brigade took on the responsibility of protecting the leader of the Federated Suns, and when Simon Davion became the first person to hold the title of First Prince in 2418 the brigade was officially incorporated as the Royal Brigade. 




Star League Era

The Davion Brigade of Guards continued to grow in importance as time passed, occupying a prominent role in the Federated Suns military; the First Davion Guards joined the First Avalon Hussars as the first units within the Federated Peacekeeping Forces to receive BattleMechs, and the Brigade was able to draw on the best candidates for its manpower. When the Star League formed, every brigade within the Armed Forces of the Federated Suns contributed manpower or complete units to the nascent Star League Defense Force - with the exception of the Brigade of Guards. Such was the Brigade's collective loyalty to the Federated Suns and House Davion that none of the personnel within the Brigade were approached to join the SLDF, and when the Star League Council enacted the Council Edict of 2650, mandating the drawdown of each of the Great House's military, the Brigade was the only brigade in the AFFS to escape untouched - not a single unit was deactivated.

The Davion Brigade of Guards differed from similarly prestigious units in the militaries of the other states, however; unlike many such units, the Brigade was often the first into battle in every campaign, and during the Star League era the Brigade continued to enjoy access to the best recruits, the best equipment and the best of those personnel retiring from the SLDF. The Brigade was the first of the Federated Suns 'Mech formations to receive permanently-attached conventional forces, with each regiment serving alongside armor, infantry, artillery and aerospace assets. 





Second Succession War

The Davion Assault Guards were repositioning to take part in Operation DAO - First Prince Paul Davion's planned invasion of the Capellan Confederation - when Chancellor Ilsa Liao launched Operation CELT, another attempt to seize the totemic world of Chesterton. Ilsa Liao landed on Orbisonia in command of the Red Lancers and the Prefectorate Guard, intent on seizing an important AFFs supply world and preventing the defending garrison - the Second Ceti Hussars and Fourteenth Avalon Hussars - in place, to prevent them relieving Chesterton. The main Capellan forces consisted primarily of Marauder and Warhammer heavy 'Mechs and were soon threatening to overrun the main Federated Suns staging ground and overwhelm the defending forces.

With the initial assault going well, and the CCAF units driving the defending garrison hard, Ilsa Liao went to bed after receiving news of other CCAF units assaulting Chesterton, expecting to be woken with good news about assaults on the Demeter and Sanilac systems. Instead, she was woken early in the morning with the news that the Davion Assault Guards were dropping onto Orbisonia, having arrived at a pirate point close to the planet. Ilsa's offensive had run straight into the teeth of Paul's marshaling forces.

Ilsa ordered a general retreat, but the light forces of the Ceti Hussars and Avalon Hussars proved difficult to disengage from, and the Assault Guards landed across the CCAF positions, threatening to turn the retreat into a rout - or a massacre. Ilsa took to the field personally, taking command of the rearguard and refusing to retreat while she covered her withdrawing forces. The garrison was able to make good use of information provided by AFFS recon and intelligence assets - primarily Darter scout cars - to outmaneuver and outsmart the attacking Capellan forces. After four days of combat the Capellan forces were retreating from Orbisonia when the AFFS troops acted on intelligence indicating that Chancellor Liao was leading the rearguard personally to launch an aimed strike that killed the Chancellor. Ilsa Liao was the first Chancellor of the Capellan Confederation to die on the battlefield.  Isla died having secured a safe retreat for almost four-fifths of her forces on Orbisonia. 

Northwind
The Davion Assault Guards landed on Northwind in 2841 alongside the Thirty-third Avalon Hussars. They faced off against the Third Kearny Highlanders and Stuart's Highlanders regiments of the Northwind Highlanders. 

St. Ives
In 2861 the Davion Assault Guards launched a highly successful attack on St. Ives; at the time, St. Ives was serving as the capital for the Capellan Confederation Chancellor, Dainmar Liao, and the attack terrified Dainmar badly enough that he immediately sued for peace, even going so far as to acknowledge all of the territorial gains made by the Federated Suns during the Succession Wars up to that point as being legitimate holdings. The Davion Assault Guards were commanded by Rebecca Davion, the eldest daughter of First Prince Michael Davion, during the St. Ives campaign. 






Clan Invasion

As of 3050, the unit was stationed on Frazer in the Capellan March.

In the late 3050's several armor regiments that had trained with the Assault Guards on Tigress were assigned to reinforce the Fifteenth Lyran Guards. The Assault Guards also traded fire with the Fifth Lyran Regulars when that unit left for the Lyran Alliance in 3058. 




Fedcom Civil War

During the FedCom Civil War, the Assault Guards secured Addicks for the Federated Suns by destroying the Addicks DMM, Sixth FedCom RCT, and Fifth Lyran Regulars RCT.  The Assault Guards then relocated to Tikonov, where they faced the First Republican, Third Republican, and Fifteenth Deneb Light Cavalry. After spending several years in the fighting on that world, they were recalled to Addicks to help repel the DCMS Fifteenth Dieron Regulars and Tenth Ghost regiment.  After that was complete they - along with the First Crucis Lancers - opened a beachhead on New Avalon, taking heavy losses in the process. Marshal Cooper combined the First Crucis into his Assault Guards. The Crushers took serious losses, but only about one third of their total forces were completely destroyed. As of 3067 they had rebuilt to full strength.

In 3067 their home world was Lee. 








Jihad

The Assault Guards were instrumental in driving the Word of Blake off New Avalon. They arrived in 3068, taking few casualties during their arrival. Their ability to move their heavy 'Mechs more quickly than expected kept them from being pinned down by the Blakist forces. The Assault Guards were one of the main units defending Avalon City, along with the Davion Heavy Guards and First Davion Guards.  During the Third Battle of New Avalon, they took serious casualties because they stopped several attacks cold.

They were later rebuilt and assigned to Devlin Stone's Coalition force.

The Davion Assault Guards then returned to garrison New Avalon until the 1st Davion Guards were combat ready. Shortly after the First Guards took up duty stations on New Avalon, the Davion Assault Guards redeployed to Taygeta, a world along the Taurian Concordat border. They were ordered not to initiate any hostilities, but they were assigned complete JumpShip assets and a screening force of Pocket WarShips to protect them. Apparently the Princess-Regent and High Command hoped the presence of the Assault Guards would deter any more Taurian assaults.  While there they also engaged in training exercises with the 1st Syrtis Fusiliers LCT, helping that unit learn to work together. 





Dark Age

Under the command of General Marguerite McCaffee the Davion Assault Guards took part in Operation MATADOR, the AFFS counter-offensive against the Taurian Concordat. The Assault Guards dropped alongside the 1st Syrtis Fusiliers on the 5th of May 3080 in a lightning assault against the world of Flintoft, one of nine worlds being attacked by AFFS forces.  The Assault Guards were also accompanied on Flintoft by a journalist named Peter Remonde from the Federated Suns News Service, who rode down to the surface of the planet in the jump seat of General McCaffee's Atlas.  The fighting on Flintoft saw the first deployment of the Fennec BattleMech.

In 3085 the Assault Guards were garrisoning Carmichael.

During the Victoria War the Assault Guards struck Menke.  During this assault they faced the Second, Third, and Fourth McCarron's Armored Cavalry. Their arrival allowed the 4th Federated Suns Lancers to withdraw with heavy losses, but their arrival couldn't save the 6th Ceti Hussars or 4th Syrtis Fusiliers. Reinforced by the 5th Syrtis Fusiliers the Assault Guards slammed into the Second and Third McCarron's regiments and fought for four days before the AFFS units withdrew. This conflict cost all involved their conventional forces and the two AFFS commands were reduced to nearly half strength. Later the Assault Guards rallied the Fifth Fusiliers when the 'Mechs of the 5th McCarron's Armored Cavalry dropped on the AFFS positions. Thanks to the Assault Guards, both units were able to withdraw in good order. Shortly after this the Assault Guards slammed into the Fourth MAC and inflicted heavy losses. The Assault Guards withdrew when the Second and Fifth MAC reinforced their sister regiment. Shortly after this, the Assault Guards led the Fifth Fusiliers from Menke.

The Assault Guards would later land on Mitchel to reinforce the Ridgebrook CMM. The Guards and Militia faced the First Canopian Light Horse and fought them to a standstill, but the Second McCarron's Armored Cavalry arrived to reinforce the MAF unit. The AFFS team forced the Capellan and MAF forces to withdraw, but as they did the CCAF units firebombed the domed cities that protected the population from radiation. Tens of millions of citizens died.

The Assault Guards were stationed on New Avalon in 3145.  There they were planning for the defense of New Avalon against the Draconis Combine. The unit had been equipped with several Conquistador DropShips that had been converted to Pocket WarShips, as well as a double wing of aerospace fighters. On the ground they were leading five brigades of armor, two regiments of battle armor troops, and four conventional infantry regiments. 




Tactics

Star League Era
The Davion Assault Guards were on a par with an SLDF heavy assault regiment during the Star League era, and held true to the unit motto - "Everyone Fights". Everyone from the brigade commander to the individual mess cooks was combat-trained, but with the regiment so completely focused on firepower the biggest weakness the Assault Guards had was attempting to use head-on frontal assaults to solve every situation. The result was a lack of tactical finesse that had cost the Assault Guards dearly more than once.



FedCom Civil War
As the heaviest unit of the entire regular army, the commander use fire teams to overcome the slow speed and to bring faster formation rapidly down.



Tuesday, 28 January 2020

Building - A Joan of Arc Castle





Castle Paint by Numbers.




Time of Legends






Time of Legends: Joan of Arc is set amid the tumult of the 100 Years War, when kings and princes struggle for the throne of France. This is the age of knights and squires, where chivalry is often spoken of, but rarely practiced. It is a time of both religion and superstition. Educated clerics fervently believe that angels guard the pious, and demons scourge the wicked, while the simpler folk watch the night for signs of werewolves and dragons. The game assumes that all of these are real.

Joan of Arc is a story-driven board game that uses finely-sculpted miniatures and 3D scenery to set the scene for a game of cunning and skill (and a little luck). The game is a combination of interwoven card play, resource management, and position on the board. You will need to master all three to beat the best opponents. Getting your men into the right position, and heading off your enemy, will be no use if you cannot muster the cards and other resources to make the most of it. Joan of Arc allows a huge amount of freedom in your actions. In every turn, you can choose to spend or save resources, and when you come to activate a unit you can choose between combat, interrogation, search, exploration, prayers, and other actions. So, this turn, should you level up a hero, or spend that resource to buy a re-roll? Take extra actions now, or save them for later? Double-move that cavalry, or question the old woman in the woods? When and how to act are decisions you must make based on your objectives, and the situation on the board. And, what is the best decision one turn may be very different in the next.

Players take the role of the various factions in the war, or of some of the supernatural creatures that have emerged from the shadows. The most famous heroes and heroines of the war are all here: the Black Prince, the Dauphin, Falstaff, and, of course, Joan of Arc herself. Each game is a unique scenario with its own map assembled from the gaming tiles, and a specified set of heroes and followers to achieve the scenario’s objectives. Each scenario has its own victory conditions, often different for each side. In one game you may be an inquisitor, seeking out a werewolf hidden among the peasantry; in another you may be a victorious raiding party, desperately fighting your way through an ambush so you can return to the safety of your castle.

Scenarios range from small affairs with a few models and simplified role-play elements, to full battles with dozens of knights, archers and men-at-arms. All scenarios typically play in under an hour. The game also includes a battle mode, to fight out conflicts between armies of your choosing.



—description from the publisher

Siege

The siege boxed set for Time of Legends - Joan of Arc is absolutely packed full of epic scenery that I just couldn't wait to get painted.  However the game also includes a small mountain of figures that also need to be tackled.  Bearing this in mind I started on the hundreds of infantry, cavalry, artillery and siege equipment before rewarding myself with getting to grips with the impressive castle model.

I was asked to share my recipe for painting my castle, hence how this post has come about.   
I make no claims to being a great painter but I can paint quite quickly.  Normally my methods are just try it and see.

I undercoated the pieces with a grey primer.  I used Games Workshops Mechanicus Grey, purely because its what I had at hand at the time.  I find Grey is a nice colour to work up from.  It is more forgiving than white if you miss an area when painting, and also easier to get brighter colours from than starting with a black base.  
When Painting figures I often use a brown primer for the same reasons, although that's a story for another day.

I gave the undercoated model a quick drybrush with Vallejo Model Colour Iraqui Sand.  I'm not sure why its spelt like that but for some reason it is. Iraqui sand is similar to a bone like colour you may find in other ranges.
When drybrushing I use a cheap 1" paintbrush from the local hardware store.

Next up was a light drybrush with Mummy Robes from The Army Painter Warpaints range.  This is a slightly off white colour. 
I focused this drybrushing more to the tops of the castle walls so that there was a gradual change of colour to the initial darker shade the further down the walls you looked.

You may have to do this several times.  What you are aiming for is a very light almost off white colour.  The model will look very washed out and pale.  This is ok because it will be given that nice darker finish towards the end.  For now though aim for something that looks whitewashed.

I then painted the stone areas with Wargames Foundry Granite mid tone, its the 31B colour.  I really like Wargames Foundry paints as they do a base colour, a mid tone and a highlight colour for each of their range.

The feature bricks were painted with Wargames Foundry Charcoal Black, 34B. 
I also painted the roof tiles on the castle components with this colour along with the decorative strip near the bottom of the walls and around the arrow slits and windows.

Now I know this little bridge doesn't include some features that the castle walls does but here is the time when you'll need to paint the wooden areas and any areas that look more like rendering. 

For the wooden components I used Vallejo Model Colour Desert Yellow.  Its a nice earthy yellow as opposed to a bright yellow.  I have also used this colour on my figures when painting spears, bows etc. 

The rendered areas like the lean-to structures behind the straight walls etc were painted with Wargames Foundry Rawhide Light Shade,  Its colour 11C.

Now I really wasn't careful painting any of these bits and it doesn't matter too much if you miss bits.   I find a rougher finish on terrain adds character and makes the models you place on it stand out better. 

So by now everything has a base colour of some type and its time to give the whole thing a light drybrush of Mummy Robes again.

Its about now that you may start to think that the terrain is starting to look very washed out.  That's exactly the effect you want as the next stage will darken things off and start to draw the colours together again.

When the paint is dry give the whole thing a coating in Army Painter quick shade Strong Tone.  
I am pretty sure that you could use a wood varnish too if you wanted to.  Alternatively you could use Games Workshop Agrax Earthshade, but you would need a lot of it.

 When dry it will look something like this.  You will notice it is very shiny.   The Quickshade works as a shade in the recesses and also gives a hard coating to protect your paintwork.

The next step is to get rid of the gloss finish.  My preferred anti matt varnish is from Army Painter.

The Anti Matt also gets rid of the really smooth finish the model had after receiving a coating in quickshade.  This is important as the next step is another drybrush.   Trying to drybrush before adding the matt varnish will cause you no end of dramas as the paint will struggle to adhere to the raised edges. 

For the final drybrush I go back to my trusted Mummy Robes.  The whole model gets a very light drybrush.  

And that's basically it.

The only other thing to do is apply a black ink wash inside all the windows of the castle.  This just helps them stand out a bit from the shade between the brickwork.  I used Nuln Oil from Games Workshops paint range but any black ink wash would work. 

Any questions please feel free to ask and thanks for taking the time to read this far.


Finally a few more pictures of my Time of Legends - Joan of Arc Castle.











Friday, 10 January 2020

Building - A Creepy House




American Horror

Having been collecting a fair few figures for a Gothic Horror setting I finally took the plunge and started work on a building to go with them.  
Although my figure range is really best suited for Victorian London I couldn't resist getting my hands on the lovely Ravens Perch model by Petite Properties.

This kit is a mixture of laser cut card and mdf.  Extra detailing can be added if required.

The base kit looks like this when constructed.
And the Painted model on the store is done like this.

I decided for my version of this kit I would go with a slightly different colour scheme.






The panelling on the walls was done with double sided sticky tape and thin card.  The chimney was made from air drying clay.  I used DAS modelling clay.  I used the same clay to make the pillars for the gate leading up to the house.

The rear of the house is open and I left mine a dark colour.   I did consider adding a back to the model but decided against it.  My games using this will be skirmish level and I imagine that any back I make would spend most its time off to one side anyway.



All in all I am very happy with this kit.  The instructions are easy to follow and it forms a good structure to add detailing to without much effort.

I guess my investigators of the occult will have to travel to the New World at some point.

Wednesday, 8 January 2020

Congo - King of the Apes




Societe Le bulletin de la Geographique
no2

The Congo river and mysterious jungle that surrounds it still has as many secrets to reveal!

Mr Rossignol, well known to our regular readers, and who has just returned from the Dark Continent, reports the story of a lost tribe that worships what might be the largest ape ever seen.

This story would have remained a legend if the famous explorer had not sworn to have crossed the path of the beast during his journey.

being both well known, and a proper gentleman, his word was not doubted by the authorities of the Kembele trading post.  They sent a scientific expedition to capture and bring back the beast.  If it exists...  




The Worshipers

Pygmy King
Witchdoctor
5 x Pygmy warriors
2x3 Pygmy Archers
5 x Young Warriors
5 x Young Warriors
6 x Archers
Kong, the Giant Ape


The Hunters

Explorer
Reporter
Bearer
4 x Soldiers
4 x Trained Askaris
4 x Trained Askaris
3 x Adventurers
5 x Askaris
5 x Askaris
3 x Scouts

In this scenario the Hunters are trying to capture Kong.  To do this the Hunters must take his last life point in melee combat.  If Kong loses his last life point for any other reason, he dies.

The Hunters will win automatically if they capture Kong,  They will also gain 1 victory point for each life lost by Kong.
The worshipers will automatically win if Kong is killed.  (His spirit will reside in the forest forever)   They will also gain 3 victory point's for each enemy group eliminated.


The exhausted Hunters push further into the jungle, with each weary step they get closer to their pray.  Adventures spearhead the advance for one detachment.  Their knowledge of the Dark Continent proving most useful as they uncover a group of hostile Pygmies lead by none other than their king.

Loyal Sikh soldiers with our courageous explorer and tea bearer use machetes to create a path through dangerous terrain.  They stumble across a small collection of offerings, left here for some unknown deity.

Our notable reporter tries to calm the nerves of a group of Askaris, spooked by a large swarm of tsetse flies.

In their attempt to escape the angry swarm, our Askaris burst into a clearing and straight into the path on Kong.  The huge ape makes short work of the first few soft humans it gets its hands on.  The rest flee back into the jungle.

Young warrior women unleash a volley of Assagis.  Thankfully the dense vegetation protects our valiant men.

The Dark Continent is a mysterious place at the best of times.  A Witchdoctor and group of natives armed with bows makes the Trained Askaris suddenly decide they would rather be somewhere else.

Being attacked from the rear by unseen forces is more than enough to force these once loyal troops to disappear.  It is highly unlikely that they will ever escape the jungle alive.

Pygmy bowmen, skilled in the arts of stealth and poison pick off anyone standing in the open.

The Pygmy King directs his loyal bodyguard to assault the Adventurers.

Young warriors attempt to intimidate a group of Askaris.   Although not highly skilled with their muskets, the loud crack and bellowing smoke as they fire is enough to see the young natives disperse back into cover.


Bitter fighting between heavy foliage.  The skill and professionalism of the Sikhs proving to much for a group of Natives. 


More Trained Askaris push forward in the search for Kong.

Having battled so hard for so long our brave intrepid explorer finally reaches the lair of Kong.  
With light fading fast, and the risk of losing more people to unseen enemies our brave chaps have no choice but to retreat to safer ground. 
However, not all is a loss as now they know the path to take and tomorrow is a new day.

Our esteemed reporter takes notes of the trail to follow.

Victory to the forest tribes...just, but at great loss.