Last week I received my box set for Beyond the Gates of Antares, The Xilos Horizon. The first thing I did was put together a few of the Ghar battle suits! These are nice models and cunningly arrange on sprues so the mold channel points are almost all hidden by construction, leaving very little in the way of cleaning required.
This my first one and I am very happy with the results. In the Antares universe, the Ghar are twisted, spiteful and pitiless creatures driven by an unquenchable hatred of all panhumans. They view other kinds of human as vermin that it is their job to eradicate (EXTERMINATE!). They care nothing for art or music or other things that may define a culture and they live only for war.
The studio versions of these models are well painted, but the clean color scheme didn't suit them fluff IMHO. I wanted these battle suits to reflect the character described above and opted for dark metal in the main. The orange markings are the minimum decoration required for squad identification and the white stripe on the head of this model denotes the squad leader. I presume in this hi-tech universe there are equally hi-tech combat displays that relay the same information to the pilots, but I wanted a more mundane solution for the table top.
My initial plan is to build three full squads of five - red, orange, and yellow. Depending on the size of the game or the scenario, I may field them in units of less than five, but I normally collect full units for any game whether it is a Napoleonic French battalion or, well, a unit of stomping giant robots!
Showing posts with label Beyond the Gates of Antares. Show all posts
Showing posts with label Beyond the Gates of Antares. Show all posts
November 16, 2015
November 7, 2015
First Game of Beyond the Gates of Antares
I managed to finish my Concord Starter Army for Beyond the Gates of Antares this morning (I haven't had the chance to take pics of all of the finished units) and with a free afternoon I decided to throw them against my Boromites in a solo game. I set up a quick table layout and decided the Bormoites needed to destroy three caches of supplies secured at a Concord forward shuttle base. The quality of pics are a little dodgy because I took them with my phone...
Basically, the Concord could set up anywhere within the fenced area or six inches of the south edge (the side closest in the photo above). The Boromites could deploy up to twelve inches from the north edge. To destroy the supplies a unit simply needed to shoot them and beat a Resistance value of six, but the shooters needed to be within twenty inches to confirm the destruction (so no sniping with the X-Launcher). I deployed both starter armies - I don't have the full rule book yet (it is on the way), so I don't have the point values for the Boromites. I don't know if the armies are exactly even, but it was a solo game so I'm wasn't really bothered about that.
I'm not going to describe every round, but I will cover the highlights and give my first impressions of the game at the end.
The bulk of the Boromites set up as far forward as possible on their left edge, while the Lavamites were placed on the far right to give the Concord troops something to think about.
The Command Squad, X-Launcher, and Targeter Drone Shard set up int he compound and the other troops spread out along the table edge.
The game opened with a deadly salvos by X-Launchers from each side which managed to cause some hits and place Pin Markers. The Boromite Overseer and Work Gang were quick to find some terrain that blocked line of sight from all of the Concord Spotter Drones! Sadly, the Concord Strike Command Team were not as cowardly (wise) and were wiped out by a direct hit (rolled a '1' to hit and a '5' for the number of hits) from the Boromite X-Launcher on turn two! On the Concord right flank, a Strike Squad sent the Lavamites scrambling for cover as soon as the creatures crested the ridge, killing one and prompting a Run Order in the opposite direction when the next Boromite die was drawn.
Concord troops rush to reinforce the base, but find themselves confronted with the Lavamites. The Boromite die comes up first and the creatures charge, goaded by the whip of their master. The troopers managed to react quickly and got off shots as the monsters barreled in and killed the handler, but the resulting melee saw the squad completely wiped out!
A Concord Support Drone poured fire into the remaining creatures, but failed to kill them. However, the additional Pin Marker and the Lavamite poor Command stat ensured they remained 'Down' for the rest of the game.
By turn five the situation looked desperate for both sides. The Bormites succeeded in destroying one cache, but their numbers were dwindling. The X-Launcher fell back to get the attackers back beyond minimum range, but failed to cause any more casualties.
By turn seven (I think, I lost count at one point) the Support Drone had wiped out the Work Gang, but not before they had destroyed the cache sheltering the X-Launcher. I left the mid-range cache for last because it was in range of the Gang Fighters and Overseer without moving... who subsequently destroyed it when another Boromite Order die came up.
So a Boromite victory, but a costly one! The Overseer survived (need to name him now) to lead three Gang Fighters, two Lavamites, and the X-Launcher Team from the field. The Concord were down to their X-Launcher team and the Support Weapon Drone.
What a fun game! I made a lot of tactical errors because I was flipping around the rulebook quite a bit and was often struck with, 'Oh, I shouldn't have moved there!' (Sorry Concord Command Squad). I'm sure the subtleties will become more apparent after a few games.
- Shooting ranges are really long compared to most table top games you may be use to, with infantry standard weapons being able to tag targets at up to 50 or 60 inches (albeit with penalties to hit).
- Cover improves the survivability of your little metal men immensely - don't muck about in the open if you can help it.
- The Targeter Drones are more effective if you zip them to hover around targets that have already been given orders in the turn - else when an enemy die comes up, they simply walk away from them.
- Lavamites are dangerous if they make it into close combat - two of these monsters wiped out five Concord Troopers on a charge. Shoot these buggers every time you get an order die and can draw a line of sight to them!
I love the die activation and order mechanics (very similar to my own Victory Without Quarter ECW rules). After a few turns the combat mechanics were automatic, though with more variety of weapons on the board you may need to apply a few additional rules. I'm sure I missed a couple of things. It took me about two hours to play the game, but I spent a lot of time reading through the book, searching for weapon stats, taking photos, etc. I am going to run another game in a week or two for a pair of my normal gaming pals and I will report on the results of that game as well.
Basically, the Concord could set up anywhere within the fenced area or six inches of the south edge (the side closest in the photo above). The Boromites could deploy up to twelve inches from the north edge. To destroy the supplies a unit simply needed to shoot them and beat a Resistance value of six, but the shooters needed to be within twenty inches to confirm the destruction (so no sniping with the X-Launcher). I deployed both starter armies - I don't have the full rule book yet (it is on the way), so I don't have the point values for the Boromites. I don't know if the armies are exactly even, but it was a solo game so I'm wasn't really bothered about that.
I'm not going to describe every round, but I will cover the highlights and give my first impressions of the game at the end.
The bulk of the Boromites set up as far forward as possible on their left edge, while the Lavamites were placed on the far right to give the Concord troops something to think about.
The Command Squad, X-Launcher, and Targeter Drone Shard set up int he compound and the other troops spread out along the table edge.
The game opened with a deadly salvos by X-Launchers from each side which managed to cause some hits and place Pin Markers. The Boromite Overseer and Work Gang were quick to find some terrain that blocked line of sight from all of the Concord Spotter Drones! Sadly, the Concord Strike Command Team were not as cowardly (wise) and were wiped out by a direct hit (rolled a '1' to hit and a '5' for the number of hits) from the Boromite X-Launcher on turn two! On the Concord right flank, a Strike Squad sent the Lavamites scrambling for cover as soon as the creatures crested the ridge, killing one and prompting a Run Order in the opposite direction when the next Boromite die was drawn.
Concord troops rush to reinforce the base, but find themselves confronted with the Lavamites. The Boromite die comes up first and the creatures charge, goaded by the whip of their master. The troopers managed to react quickly and got off shots as the monsters barreled in and killed the handler, but the resulting melee saw the squad completely wiped out!
A Concord Support Drone poured fire into the remaining creatures, but failed to kill them. However, the additional Pin Marker and the Lavamite poor Command stat ensured they remained 'Down' for the rest of the game.
By turn five the situation looked desperate for both sides. The Bormites succeeded in destroying one cache, but their numbers were dwindling. The X-Launcher fell back to get the attackers back beyond minimum range, but failed to cause any more casualties.
By turn seven (I think, I lost count at one point) the Support Drone had wiped out the Work Gang, but not before they had destroyed the cache sheltering the X-Launcher. I left the mid-range cache for last because it was in range of the Gang Fighters and Overseer without moving... who subsequently destroyed it when another Boromite Order die came up.
So a Boromite victory, but a costly one! The Overseer survived (need to name him now) to lead three Gang Fighters, two Lavamites, and the X-Launcher Team from the field. The Concord were down to their X-Launcher team and the Support Weapon Drone.
What a fun game! I made a lot of tactical errors because I was flipping around the rulebook quite a bit and was often struck with, 'Oh, I shouldn't have moved there!' (Sorry Concord Command Squad). I'm sure the subtleties will become more apparent after a few games.
- Shooting ranges are really long compared to most table top games you may be use to, with infantry standard weapons being able to tag targets at up to 50 or 60 inches (albeit with penalties to hit).
- Cover improves the survivability of your little metal men immensely - don't muck about in the open if you can help it.
- The Targeter Drones are more effective if you zip them to hover around targets that have already been given orders in the turn - else when an enemy die comes up, they simply walk away from them.
- Lavamites are dangerous if they make it into close combat - two of these monsters wiped out five Concord Troopers on a charge. Shoot these buggers every time you get an order die and can draw a line of sight to them!
I love the die activation and order mechanics (very similar to my own Victory Without Quarter ECW rules). After a few turns the combat mechanics were automatic, though with more variety of weapons on the board you may need to apply a few additional rules. I'm sure I missed a couple of things. It took me about two hours to play the game, but I spent a lot of time reading through the book, searching for weapon stats, taking photos, etc. I am going to run another game in a week or two for a pair of my normal gaming pals and I will report on the results of that game as well.
June 25, 2015
Back to the Boromites
June 24, 2015
Concord Strike Command Team
Here's the full command team for my Beyond the Gates of Antares Concord army...
More Concord troops next week...
More Concord troops next week...
June 22, 2015
Concord Strike Commander
With little information on the heraldry or insignia of the Concord forces, I decided to stick to my plan of making it up! I wanted my command units to stand out from the normal troopers... yes, it is goofy in a military sense as it makes them great targets, but great on the colorful tabletop where your opponent likely knows your command unit anyway! I chose red helmets and a red knee pad to denote the status of the command squad. I may add more details as they emerge in the game.
This is one of my favorite Concord models so far. He has an x-launcher on his gauntlet that you can't see in the pic which makes him a little like Boba Fett!
I'm finishing the bases on the rest of the unit and will post them in a couple of days.
This is one of my favorite Concord models so far. He has an x-launcher on his gauntlet that you can't see in the pic which makes him a little like Boba Fett!
I'm finishing the bases on the rest of the unit and will post them in a couple of days.
June 18, 2015
Concord Strike Squad
The first unit of my Concord Starter Army for Beyond the Gates of Antares!
Really enjoying painting these models! My next unit on the way will be the three-man command squad and should be finished by this weekend.
June 8, 2015
Concord Strike Trooper
Here is my first Concord Strike Trooper for my second Starter Army in Beyond the Gates of Antares...
Again, there is precious little to go on for what may be considered 'correct'. We only have one example with the studio army. My initial inclination was all units equipped by the vast resources of the Concord Combined Command (C3) would be uniform, like Stormtroopers from the Star Wars universe. However, like the Boromites, I decided to make the army mine and choose my own color scheme.
All paints are Games Workshop unless otherwise noted...
Green Armour and Weapon Muzzle - Caliban Green (Base), Biel-Tan Green (Shade), Warpstone Glow (Layer), and Moot Green (Layer)
Bone Armour - Zandri Dust (Base), Seraphim Sepia (Shade), Ushabti Bone (Layer), and Screaming Skull (Layer)
Metal - Wargames Foundry Slate Grey (32 A-C) with spot highlights of Ceramite White (Base)
Red - Mephiston Red (Base), Carroburg Crimson (Shade), Evil Sunz Scarlet (Layer), and Wild Rider Red (Layer)
Pouches (Grenades? I'm not sure, but I painted them as pouches) - Mournfang Brown (Base), Agrax Earthshade (Shade), Skrag Brown (Layer), and Deathclaw Brown (Layer)
Black - Abaddon Black (Base), Dark Reaper (Layer), and Thunderhawk Blue (Layer), plus the visor has sharp highlights of Ceramite White (Base)
These may come along a bit slower than the Boromites because I have a lot going on this summer, but they will be in the mix...
Again, there is precious little to go on for what may be considered 'correct'. We only have one example with the studio army. My initial inclination was all units equipped by the vast resources of the Concord Combined Command (C3) would be uniform, like Stormtroopers from the Star Wars universe. However, like the Boromites, I decided to make the army mine and choose my own color scheme.
All paints are Games Workshop unless otherwise noted...
Green Armour and Weapon Muzzle - Caliban Green (Base), Biel-Tan Green (Shade), Warpstone Glow (Layer), and Moot Green (Layer)
Bone Armour - Zandri Dust (Base), Seraphim Sepia (Shade), Ushabti Bone (Layer), and Screaming Skull (Layer)
Metal - Wargames Foundry Slate Grey (32 A-C) with spot highlights of Ceramite White (Base)
Red - Mephiston Red (Base), Carroburg Crimson (Shade), Evil Sunz Scarlet (Layer), and Wild Rider Red (Layer)
Pouches (Grenades? I'm not sure, but I painted them as pouches) - Mournfang Brown (Base), Agrax Earthshade (Shade), Skrag Brown (Layer), and Deathclaw Brown (Layer)
Black - Abaddon Black (Base), Dark Reaper (Layer), and Thunderhawk Blue (Layer), plus the visor has sharp highlights of Ceramite White (Base)
These may come along a bit slower than the Boromites because I have a lot going on this summer, but they will be in the mix...
June 4, 2015
Boromite Lavamites
... and the last unit from the Starter Army...
I'm thinking I need more of these ugly brutes to make them effective. Close combat in Beyond the Gates of Antares can be brutal because the phase starts with both sides pouring missile fire at each other at point blank range AND fighting a round of melee. I have yet to play an actual game, but I've run some simulations on paper and even the victor of such an encounter can suffer horribly. However, I think one of the keys to close combat lies in burying your target in Pin Markers before charging. Pin Makers give a -1 penalty to shooting per marker, making it more likely to survive the point blank shooting. Pin Markers have no effect on the melee portion of the phase, but if can avoid casualties on the way in and whittle down the opposition before making contact, you have an obvious advantage of coming out on top!
Anyway, I think they need more models to survive the approach and carry a charge home.
I'll try to make time soon to set up the entire army for a triumphant group shot!
I'm thinking I need more of these ugly brutes to make them effective. Close combat in Beyond the Gates of Antares can be brutal because the phase starts with both sides pouring missile fire at each other at point blank range AND fighting a round of melee. I have yet to play an actual game, but I've run some simulations on paper and even the victor of such an encounter can suffer horribly. However, I think one of the keys to close combat lies in burying your target in Pin Markers before charging. Pin Makers give a -1 penalty to shooting per marker, making it more likely to survive the point blank shooting. Pin Markers have no effect on the melee portion of the phase, but if can avoid casualties on the way in and whittle down the opposition before making contact, you have an obvious advantage of coming out on top!
Anyway, I think they need more models to survive the approach and carry a charge home.
I'll try to make time soon to set up the entire army for a triumphant group shot!
June 1, 2015
Boromite Team with X-Launcher
A support weapon for my Boromite Guild...
I decided to make my Starter Armies "+1" by adding an additional unit to each basic set. I ordered a Boromite Team with Mag Light Support to add to this force for a total of six units. That's probably all I will get for the Boromites until the final book for Beyond the Gates of Antares is released. That will give me a chance to get a feel for the rules and decide how I want to run these guys, what the force is missing, and what I want to add.
With the completion of my Boromite army looming, I ordered my next Starter Army...
My "+1" for this force is going to be one of the NuHu leaders. They will outnumber my Boromites with seven units, but one group is a Targeter Probe Shard (the bots at the bottom) and more of a buff than a unit. Until the point values are released, I won't know how balanced the forces are, but these are really just for getting on. I already know I want a Ghar force from the early pics we've seen and I will be adding Freeborn mercenaries to the Concord (and maybe other armies depending on how the rules work) when they are released.
Hell, maybe I'll build Starter Armies for all six races...
I decided to make my Starter Armies "+1" by adding an additional unit to each basic set. I ordered a Boromite Team with Mag Light Support to add to this force for a total of six units. That's probably all I will get for the Boromites until the final book for Beyond the Gates of Antares is released. That will give me a chance to get a feel for the rules and decide how I want to run these guys, what the force is missing, and what I want to add.
With the completion of my Boromite army looming, I ordered my next Starter Army...
My "+1" for this force is going to be one of the NuHu leaders. They will outnumber my Boromites with seven units, but one group is a Targeter Probe Shard (the bots at the bottom) and more of a buff than a unit. Until the point values are released, I won't know how balanced the forces are, but these are really just for getting on. I already know I want a Ghar force from the early pics we've seen and I will be adding Freeborn mercenaries to the Concord (and maybe other armies depending on how the rules work) when they are released.
Hell, maybe I'll build Starter Armies for all six races...
May 30, 2015
Boromite Work Gang
Here's the next squad for my Boromite army...
These guys look like they really mean business and are some of my favorite models in the range. They carry Mass Compactors, weapons adapted from mining equipment. Boromites are one of the few panhuman types strong enough to carry these weapons comfortably.
Just a couple of quick units and my starter army will be finished!
These guys look like they really mean business and are some of my favorite models in the range. They carry Mass Compactors, weapons adapted from mining equipment. Boromites are one of the few panhuman types strong enough to carry these weapons comfortably.
Just a couple of quick units and my starter army will be finished!
May 27, 2015
Boromite Gang Fighters
... and here's the finished unit...
Really pleased with the color scheme now. Next up, the Boromite Work Gang from the starter army set!
Really pleased with the color scheme now. Next up, the Boromite Work Gang from the starter army set!
May 26, 2015
Boromite Gang Leader
Here is the first member of my Boromite Gang Fighters Squad!
I'll have the rest of the squad finished in a few days!
I'll have the rest of the squad finished in a few days!
May 20, 2015
Boromite Overseer Team
Here is the finished Overseer Team...
The members of the Overseer Team are armed with Plasma Carbines and Reflex Armour and the leader has a Tractor Maul, a development of a mining sampler tool that is extremely effective as a close combat weapon. They are accompanied by a Spotter Drone. Presumably there will be more options when the army lists are developed further, but these will do for now!
I haven't done much work on the fluff for my Guild as there isn't much information yet available. The Beta rule book sums up the Boromites in this manner...
Although they are spread throughout Antarean space, Boromites maintain strong contacts with each other via the trading networks of the Freeborn. Boromite labour gangs are but one of the many human services traded by the Vardos. Occasionally, Guilds will band together to fight, most likely to secure some mineral rich planet or scavenge some lucrative wreck or abandoned facility. Boromite forces are based upon their work gangs, generally speaking extended families, which belong to competing labour Guilds. Guilds are organised for self-protection and held together by insoluble ties of honour and obligation. The leaders of these Guilds, the secret core at the heart of the extended clan, are aged and much feared matriarchs.
Amongst Boromites it is the womenfolk who head up the families and whose word is law. In some respects Boromite Guilds have all the hallmarks of organised criminal gangs, and are behind many of the subversive activities throughout Antarean space. Rival Guilds sometimes get involved in turf wars. Vendettas between old enemies can last for generations, but all will close ranks in the face of a common foe – which is pretty much everyone else as far as the Boromites are concerned. Their hardiness and determination make them highly valued mercenary fighters.
Boromite gangers can be armed in almost any fashion, but they uniquely make use of weapons developed from mining tools including mass compactors and frag borers. Reflex shielding is common and the metallic nodes that support the reflex armour field are often fixed directly into the wearer’s thick hide.
I'm going to play up the organized crime angle with a Guild that supplements it's legit mine labor and mercenary work with smuggling. More Boromite forces are on the way. My speed at painting them has increased since I worked out the process and have a couple of models under my belt.
The members of the Overseer Team are armed with Plasma Carbines and Reflex Armour and the leader has a Tractor Maul, a development of a mining sampler tool that is extremely effective as a close combat weapon. They are accompanied by a Spotter Drone. Presumably there will be more options when the army lists are developed further, but these will do for now!
I haven't done much work on the fluff for my Guild as there isn't much information yet available. The Beta rule book sums up the Boromites in this manner...
Although they are spread throughout Antarean space, Boromites maintain strong contacts with each other via the trading networks of the Freeborn. Boromite labour gangs are but one of the many human services traded by the Vardos. Occasionally, Guilds will band together to fight, most likely to secure some mineral rich planet or scavenge some lucrative wreck or abandoned facility. Boromite forces are based upon their work gangs, generally speaking extended families, which belong to competing labour Guilds. Guilds are organised for self-protection and held together by insoluble ties of honour and obligation. The leaders of these Guilds, the secret core at the heart of the extended clan, are aged and much feared matriarchs.
Amongst Boromites it is the womenfolk who head up the families and whose word is law. In some respects Boromite Guilds have all the hallmarks of organised criminal gangs, and are behind many of the subversive activities throughout Antarean space. Rival Guilds sometimes get involved in turf wars. Vendettas between old enemies can last for generations, but all will close ranks in the face of a common foe – which is pretty much everyone else as far as the Boromites are concerned. Their hardiness and determination make them highly valued mercenary fighters.
Boromite gangers can be armed in almost any fashion, but they uniquely make use of weapons developed from mining tools including mass compactors and frag borers. Reflex shielding is common and the metallic nodes that support the reflex armour field are often fixed directly into the wearer’s thick hide.
I'm going to play up the organized crime angle with a Guild that supplements it's legit mine labor and mercenary work with smuggling. More Boromite forces are on the way. My speed at painting them has increased since I worked out the process and have a couple of models under my belt.
May 17, 2015
Boromite Overseer
So I settled on a color scheme...
I tried a couple of different schemes. I like the studio version, but decided I wanted to make my Guild unique. Rick Priestly goes out of his way to mention that in the future universe of Antares, gene splicing is a common practice, even for cosmetic purposes (giving you the license to paint your models any way you like). The Boromites in particular use technology to alter their natural appearances to mark themselves as a member of a particular Guild or family.
Here are the paints I used (all Wargames Foundry except where noted)...
Skin - Terracotta (37A-C), wash of GW Carroburg Crimson after A, final highlight of Native American Flesh Light (120C)
Rocky Scales - Granite (31A-C), wash of GW Nuln Oil after A
Eyes - Bright Green (25B and 25C)
Armour - Ochre (4A-C), wash of Casandora Yellow after A
Accents - Bright Green (25A-C) and British Red Coat (68A-C)
Metal - Slate Grey (32A-C) with spot highlights of White (33C)
Pouches - Storm Green (27A-C) and Conker Brown (54A-C)
Black - Black (34A and 34B)
This model was a lot of fun to paint, but it took me longer than usual. I think the main thing was simply a lack of familiarity with the subject. I had to repaint various areas more than once as I figured out what type of gear they might be. Hopefully, that will not be an obstacle going forward. The other thing is the model is full of detail and the details are TINY. I had to resort to smaller brushes than usual. Some of the third stage highlights are pin pricks!
Anyway, I like how this guy turned out and am looking forward to working my way through the rest of the starter army, beginning with the other two models and spotter drone of the Overseer Team...
I tried a couple of different schemes. I like the studio version, but decided I wanted to make my Guild unique. Rick Priestly goes out of his way to mention that in the future universe of Antares, gene splicing is a common practice, even for cosmetic purposes (giving you the license to paint your models any way you like). The Boromites in particular use technology to alter their natural appearances to mark themselves as a member of a particular Guild or family.
Here are the paints I used (all Wargames Foundry except where noted)...
Skin - Terracotta (37A-C), wash of GW Carroburg Crimson after A, final highlight of Native American Flesh Light (120C)
Rocky Scales - Granite (31A-C), wash of GW Nuln Oil after A
Eyes - Bright Green (25B and 25C)
Armour - Ochre (4A-C), wash of Casandora Yellow after A
Accents - Bright Green (25A-C) and British Red Coat (68A-C)
Metal - Slate Grey (32A-C) with spot highlights of White (33C)
Pouches - Storm Green (27A-C) and Conker Brown (54A-C)
Black - Black (34A and 34B)
This model was a lot of fun to paint, but it took me longer than usual. I think the main thing was simply a lack of familiarity with the subject. I had to repaint various areas more than once as I figured out what type of gear they might be. Hopefully, that will not be an obstacle going forward. The other thing is the model is full of detail and the details are TINY. I had to resort to smaller brushes than usual. Some of the third stage highlights are pin pricks!
Anyway, I like how this guy turned out and am looking forward to working my way through the rest of the starter army, beginning with the other two models and spotter drone of the Overseer Team...
May 15, 2015
Boromite Color Roughs
My first Antares models arrived in the post yesterday and I've been kicking around a few ideas for painting them...
Number One is the 'official' studio version, as is number six with a different weapon and armour color. Two and five keep the same skin color, but change the rocky bits to a red or orange - both would be more toward earth tones than the bright colors they appear here. Version five looks like a member of the Fantastic Four. Three and four shift the rocky texture to a more neutral grey and add color to the skin tone - again these are brighter than they would be on the models.
While this was a useful exercise, I will probably just have to sit down and paint a few before I decide!
Number One is the 'official' studio version, as is number six with a different weapon and armour color. Two and five keep the same skin color, but change the rocky bits to a red or orange - both would be more toward earth tones than the bright colors they appear here. Version five looks like a member of the Fantastic Four. Three and four shift the rocky texture to a more neutral grey and add color to the skin tone - again these are brighter than they would be on the models.
While this was a useful exercise, I will probably just have to sit down and paint a few before I decide!
May 2, 2015
Beyond the Gates of Antares
Ok, I need ANOTHER game like I need a hole in the head, but I have resisted as long as I can.
I have been watching the development of this game since the beginning (and was a member of the failed Kickstarter). I really like the Bolt Action WW2 rules and the core of Antares is very similar. The aesthetics of the universe is shaping up as well. After rereading the Beta Test PDF (available free PDF here), the rule expansions for vehicles/etc., and the play tests (all on the Warlord website), I decided to give in an order ONE starter army.
Seriously...
No, I mean it!
I ordered the Boromite Labour Guild starter army, but I am really not going to buy anything else until I manage to paint the entire set.
Seriously!
See, I have the tendency to get out of hand with my hobby. What I really wanted to do was order one of every model kit released so far - I think the entire range would only run around $500. But, no. I picked the Boromites because they are very different from everything else I own. I even like the 'official' colors and will will probably paint them in a similar manner to the pic above. When I get all of these painted (and no guarantees it will even be this year depending on what else I get into), I will buy a second starter army - probably Concord unless they've gotten around to releasing the Freeborn (expanded to a full army according to Rick's latest article). Only after I have two PAINTED starter armies and had a chance to actually play some games so I see what I want to add will I think about expanding the collection.
SERIOUSLY!
I have been watching the development of this game since the beginning (and was a member of the failed Kickstarter). I really like the Bolt Action WW2 rules and the core of Antares is very similar. The aesthetics of the universe is shaping up as well. After rereading the Beta Test PDF (available free PDF here), the rule expansions for vehicles/etc., and the play tests (all on the Warlord website), I decided to give in an order ONE starter army.
Seriously...
No, I mean it!
I ordered the Boromite Labour Guild starter army, but I am really not going to buy anything else until I manage to paint the entire set.
Seriously!
See, I have the tendency to get out of hand with my hobby. What I really wanted to do was order one of every model kit released so far - I think the entire range would only run around $500. But, no. I picked the Boromites because they are very different from everything else I own. I even like the 'official' colors and will will probably paint them in a similar manner to the pic above. When I get all of these painted (and no guarantees it will even be this year depending on what else I get into), I will buy a second starter army - probably Concord unless they've gotten around to releasing the Freeborn (expanded to a full army according to Rick's latest article). Only after I have two PAINTED starter armies and had a chance to actually play some games so I see what I want to add will I think about expanding the collection.
SERIOUSLY!
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