Showing posts with label 6mm. Show all posts
Showing posts with label 6mm. Show all posts

Monday, June 2, 2025

Trouble on the Docks - Historicon 2025

A Western Alliance cargo ship is coming into the port of Edmundburgh, to deliver supplies. Eastern Socialist Republic forces must attempt a hit-and-run attack to make off with mech technology that they desperately need.


Western Alliance: Vast amounts of cargo come through the port daily. Standard patrols of the facility are in effect. Reserve units are on standby. Defend the port against any ESR units.


ESR: Intelligence division has determined which ships have the needed technology. Where the ship will dock hasn’t been determined yet. Drop ships with tech troops are ready to collect objective tech, once the location has been determined. Draw off the local patrols and give the dropships time to get in.


Special Scenario Units:


Aero Fighter: Armor 2, Range 10, Damage 3, Fly 15


Infantry Drop ship: Armor 5, Range 6, Damage 1, Fly 10, Cargo 2 ( I decided to use 3 small drop ships, holding 2 infantry bases each, to hopefully ensure that some of the extraction teams will survive. Drop ship must land for infantry to embark/disembark.)


Infantry Extraction Teams: Armor 2, Range 3, Damage 1, Walk 1 (and shoot), Run 3 (no shooting), No Jump


Conventional Forces Movement:


- Aero Fighter moves during Light Mech activation

- Infantry Drop Ship moves during Medium Mech activation.

- Infantry Extraction Teams move during the Heavy Mech activation.


Conventional Forces Combat:


- Infantry are +1 to hit (as a light mech)

- Infantry will do 2 damage to any mech they successfully attack while adjacent

- Aircraft are +1 to hit while flying (as a light mech)


Wednesday, March 22, 2023

A Clash of Demons - Historicon 2023

I was originally going to run this at a Coscon, but Pandemic. I've got some more ideas for the scenario and will be running it at Historicon 2023. I plan on making a few changes to this post as I work through some ideas.

The city of New Amsternik has been registering seismic activity for the past 2 weeks. It's a steady rhythm, as if something incredibly large is slowly walking. The tremors are getting more violent, as the pace stays the same. Scouting units have encountered a screen of ESR forces that is virtually impenetrable. Too many air units have been lost, without any reports, and satellites are knocked out as quickly as they can be sent up. Something big is approaching.

Western Alliance forces are in a panic. Their defense tech scientists have been working feverishly to build mechs that can withstand the assault of the Eastern Socialist Republic. They must complete the testing and outfitting of their super-heavy mech designs if there's any way they can stop the ESR from taking more territory. This is a vital supply point for the WA.

ESR military commanders are confident that the new "City-Killer" configuration of their ultra-heavy mech technology will be a complete success. New Amsternik is an important supply point for WA forces, and will give the ESR a much-needed foothold to advance further into WA territory.

Mini Mech v1.6 Rules


Scenario Rules:

Unit
Armor
Weapon Range
Weapon Damage
Walk / Run / Jump
City-Killer Mech
30
24
10
1 hex ea. L/M/H
Ultra-Hvy Mech
11
12
4
2 / 2 / 0
Missle Defense
20
18
6
N/A
Heavy Tank
6
10
4
2

The City-Killer mech is the pride of the ESR. Surely nothing can withstand the magnitude of it's firepower! It can move 1 hex in each of the light/medium/heavy movement phases. It can choose to fire once per turn in any phase.

The WA is desperate. On the defensive for so long, they need to stop the ESR and start pushing them back. WA techs have managed to rapidly assemble some stationary defenses and a few larger mechs. Perhaps in conjunction with the super heavy tanks, it may be enough to stop the ESR demons.

The WA took their best Heavy mech and upgraded it as best they could. The Ultra-Heavy mech has just been up-gunned, up-armored, and given a slightly larger reactor.

WA Missle Defense positions are just hardened buildings with armored missle racks. Each position can fire once per turn, in any of the mech phases, and has enough missles for 6 reloads.

WA heavy tanks played a key roll in stalling the ESR assault at Ground Station Zebra. They have been hurriedly repaired and restocked in preparation for this defensive action.

Tuesday, December 10, 2019

Postponed - A Clash of Demons - CosCon 2020

Due to the coronavirus chaos, I'm going to withdraw this game and run it at a later con. I am also developing another scenario using more of the city-killer mechs, so I may do a double-header next time. Best to take precautions now.

The city of New Amsternik has been registering seismic activity for the past 2 weeks. It's a steady rhythm, as if something incredibly large is slowly walking. The tremors are getting more violent, as the pace stays the same. Scouting units have encountered a screen of ESR forces that is virtually impenetrable. Too many air units have been lost, without any reports, and satellites are knocked out as quickly as they can be sent up. Something big is approaching.

Western Alliance forces are in a panic. Their defense tech scientists have been working feverishly to build mechs that can withstand the assault of the Eastern Socialist Republic. They must complete the testing and outfitting of their super-heavy mech designs if there's any way they can stop the ESR from taking more territory. This is a vital supply point for the WA.

ESR military commanders are confident that the new "City-Killer" configuration of their ultra-heavy mech technology will be a complete success. New Amsternik is an important supply point for WA forces, and will give the ESR a much-needed foothold to advance further into WA territory.

Mini Mech v1.5 Rules


Scenario Rules:

Unit
Armor
Weapon Range
Weapon Damage
Walk / Run / Jump
City-Killer Mech
30
24
10
1 hex ea. L/M/H
Ultra-Hvy Mech
11
12
4
2 / 2 / 0
Missle Defense
20
18
6
N/A
Heavy Tank
6
10
4
2

The City-Killer mech is the pride of the ESR. Surely nothing can withstand the magnitude of it's firepower! It can move 1 hex in each of the light/medium/heavy movement phases. It can choose to fire once per turn in any phase.

The WA is desperate. On the defensive for so long, they need to stop the ESR and start pushing them back. WA techs have managed to rapidly assemble some stationary defenses and a few larger mechs. Perhaps in conjunction with the super heavy tanks, it may be enough to stop the ESR demons.

The WA took their best Heavy mech and upgraded it as best they could. The Ultra-Heavy mech has just been up-gunned, up-armored, and given a slightly larger reactor.

WA Missle Defense positions are just hardened buildings with armored missle racks. Each position can fire once per turn, in any of the mech phases, and has enough missles for 6 reloads.

WA heavy tanks played a key roll in stalling the ESR assault at Ground Station Zebra. They have been hurriedly repaired and restocked in preparation for this defensive action.

Thursday, January 24, 2019

CosCon 2019 - Mini Mech - Ground Station Zebra!

The Eastern Socialist Republic is staging a daring raid into Western Alliance territory!

Scenario will be affected by the results of the Battletech game (Operation Steel Lion) on Friday night, run by Nick Norante.

"Thirty klicks into Western Alliance territory sits Ground Station Zebra. The jewel of the WA defensive line, GS Zebra was designed to detect any incursions by the aggressive Eastern Socialist Republic. Zebra is bristling with radar, seismic detectors, and cutting edge sensors, however the major threat to any attacking ESR forces is Zebra's Quantum Communications Array. Unjammable, unhackable, instantaneous, Zebra's QCA will give ample warning to WA Forces.
After months of painstaking observation and a little light espionage, the ESR believes they have found a minor but exploitable hole in GS Zebra's coverage. Now planning a general offensive all along the boarder, ESR high command has give the commandos of the elite Xiphos Division the herculean task of disabling Ground Station Zebra before the main attack." - Operation Steel Lion

Scenario forces on both sides will be affected by the casualties of the Battletech game.

If the forward observation post, Ground Station Zebra, is successfully eliminated, ESR forces will gain a deployment advantage. If not, the WA forces will have an early warning and be able to move defensive forces into position.

Results: Operation Steel Lion - ESR was successful in destroying the capacitor objectives and damaging the station. Ground Station Zebra - An assault squad of 4 heavies backed by 5 more squads of mixed mech units launched a full scale attack on the WA repair facilities. Defenders were finally able to bring up some heavy tanks, stalling the ESR attack within a whisker of destroying a repair facility.

There were 13 people playing with upwards of 24 mechs per side and the game took a little over 2.5 hours. Everyone enjoyed themselves.






Tuesday, February 28, 2017

Mini Mech - Historicon 2017

The Southern Front!

Western Alliance forces were considerably reduced during the last counterattack. Mech units from the southern front were relocated, leaving only a few companies of mechs and some conventional forces to defend. Eastern Socialist Republic forces will try to take advantage of the WA weakness. Mini mech is a fun, fast paced, set of rules designed for simulated combat between companies of tiny mechs and combat walkers.

This scenario will use mech and conventional forces. See the latest version of the rules for conventional force stats.

Click here for Mini Mech v1.4 rules


Tuesday, November 12, 2013

Cargo Transport Ship


Cargo ship Ipanema ready for the shipping lanes!

Monday, November 26, 2012

The French Army


Finished up the Cuirassiers bases, completing the the last unit of troops for the French army. I still have a Prussian army to begin, but halfway is better than nothing!


In all it's glory! I'm still going to flock and dull-coat, but for the time being they will stay like this.

Monday, November 19, 2012

Cuirassiers


I'm so close to finishing up the French! I decided to paint up a base of cuirassiers this weekend so I can move on to the Prussians and finally get around to playing some games. Only 3 more stands to go!

Monday, January 9, 2012

Hussars!

2 bases of Hussars! I got lazy and painted them all like the 1st Hussars and just changed the musician's pelisse and the poms. I've only got 4 bases of cuirrasiers left and the French are finished! (I may have inadvertantly painted the 2nd base as the 5th Hussars, lucky!)

Wednesday, December 28, 2011

6mm French Generals

Here are my 3 Generals bases. I didn't try anything fancy with the basing, just plain old pumice. They'll get flocked/grassed along with the rest of the army at a later date.

Tuesday, December 13, 2011

6mm French Infantry

The last of my french infantry bases, done. I bent the flags around this time. I'll try to bend the others to match if it's possible to do it without damage. Only generals, hussars, and cuirassiers to go.

Wednesday, November 16, 2011

6mm French Dragoons


Here are my French Dragoons.

Thursday, November 10, 2011

6mm French light infantry


Here are two completed light infantry bases with skirmishers. I'll be adding skirmishers to the rest of my infantry bases. I'm starting on four bases of dragoons, so stay tuned.

Monday, November 7, 2011

6mm French Chasseurs

Here are the 2 stands of French Chasseurs from the starter army. Still so much to go.

Monday, October 24, 2011

6mm French Artillery

I finished up 4 foot artillery bases. they went surprisingly quick considering all the little gaps and spaces. I assembled the cannon and glued it to the base, primed it, painted it, then used pumice just around the cannon. I left as much room as possible for gluing down the crew. I painted the crews on sticks first, them glued them to the bases, then pumiced the rest of the base. I think it would have been much harder to pumice the base with everything glued at once.

Tuesday, October 18, 2011

6mm French infantry

Here are the 5 bases, ready for flocking. They came out pretty good. One issue that I need to work on is the gapping that occurs within the ranking, where all the strips of infantry come in contact. Perhaps using more glue and then dropping sand will help cover the gaps. I've started prepping sticks of cavalry and artillery crews.
I'm really looking forward to playing some Napoleonics again.

Friday, October 14, 2011

6mm French infantry

I lost interest in these 6mm french for a bit. Too much other shiny space men stuff was holding my interest. I'll continue to jump back and forth between projects, but I definitely want to keep some forward progress going on these guys.

Monday, September 12, 2011

Ogre





I got the crazy idea that I would convert my old Command Horizon bases over to Ogre. I already had an ogre III-B from an earlier plan to use it with CH. I created a template and drew hexes on a 6x10 mat. I relabeled some of the bases with the appropriate stats from Ogre and GEV, although I'm sadly lacking in missle tanks and howitzers. There are some hybrid units that don't really match up with the game stats, so I may have to make some up.

We playtested the basic ogre scenario over the weekend. I think it worked out well.

Side A:
Ogre III-B

Side B:
21 pts Infantry
4 Hvy Tanks
4 Lt Tanks
1 Msl Tank
2 Mbl Hwtz
6 GEV

Some tweaks will have to be made, but overall is was a fun game. I plan on relabeling the rest of the bases, creating stats for a few of the non-ogre units, and setting up a GEV scenario so each side can have ogres and conventional units. I might have to make some more infantry bases too.