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Showing posts with label bauhaus. Show all posts
Showing posts with label bauhaus. Show all posts

Friday, July 4, 2014

Reaver's Retreat: My Return, Painted Models and More!


...My people. Sons and daughters of Helghan...

New Cartel logo. Love it? good.

...That's not the one I use here. Anyway, I am resurfacing as of now and, with this tiding comes a slew of my latest work that also happens to be my largely finally finished wave 1 Kickstarter Pledge Bauhaus force. I don't just say "Bauhaus" on purpose because half these models can't be bought anymore, and with good reason as you'll see given the posing disaster some of them were. Fortunately this isn't my first rodeo so I coped pretty well in my opinion, but Ill let you judge both that and my abysmal painting.

First up was my Punisher-themed Max Steiner. He was the first model I got my hands on and quite simply he had to get done. I generally like how he came out after some cleanup and revision, might even say he's the best of the bunch. That's definitely some of the best skin Ive painted in awhile.





 Then there's my Vulkan. This is the sole picture I have of him right now but for one of my pre-airbrush works in this group, I'm not as displeased with him as I am others.

 Then there are my Hussars, two squads color coded by khaki's: One gray, one purple. Because.
These are airbrushed, the armor and most of the base sand anyway, as I was adhering to a loose winter theme. Again, not displeased. You'll see a few of these were where I really started getting radical in terms of pose amendment, many of which I quite like.



 Next you have my Etoiles Mortants. I got a little conversion happy here, one of which even carrying two pistols, one was hastily green stuff cast because they insisted on not including any real spares. Each paint job here came out reasonably different, and that wasn't intended until I got further in to painting them. The bleach white armored tall one was the first, and despite not being airbrushed on any part I still think she's the best.

 I took a short hiatus and came back to conclude with my last two heroes, Angelika Drachen and Valerie Duval. I think MAYBE with the exception of Max, these two are where my painting skills relatively peaked, and rightly so on account of this model being the sole one here that was an ALL, DAY, JOB. Anyway, take a look at all the medals on her chest I actually painted.


 And here comes Valerie herself. This was the first model i somewhat successfully painted eyes on, and shit is this a TOUGH SCALE to do it. Well, there were some OTHER factors..

Note to self: No more Krylon Primer.



I'll catch you guys next I do, swing on over to the youtube for some more videos about warzone and 
wargaming in general, incoming. 


Reaver Out.

Monday, June 23, 2014

WZ: Battle for Heimburg!



The Southern Coalition of Imperial and Bauhaus forces are assaulted at the city of Heimburg by the Brotherhood. The city is besieged on all sides, but the Southern Coalition of Mars hold their ground. Will it be enough? Find out in this Warzone Batrep!

This Batrep, by ReaverHobbies

Thursday, June 19, 2014

MC CMG: No Turning Back!


Introduction

Mitch Hunter got word that Max Steiner and several of his Bauhaus forces had begun advancing on his position. Trying to get to Steiner before he could be overrun, Mitch gathered a team of his best troops and launched an assault on Steiner.

"We're not going to let them beat us!" shouted Hunter to his troops. "Steiner's forces may have some of the best firepower in the solar system, but we have what it takes to beat them. Nothing can beat us!"

As Mitch took his troops toward the position of Steiner and his forces, he was determined to force Bauhaus to fall back in retreat. He had no plans on letting down the Megacorporation he fought so hard to defend. This battle would prove who is superior, and Steiner wasn't going to stand in his way.

About the Battle Report

Welcome, readers! in this batrep, we're shooting for a bit more than just the standard batreps we've presented in the past. I am aiming to focus heavily on the action in the game, also focusing on the units and what they do during the game.

We're also using the new Prodos Games miniatures to represent our forces. I'll be sharing an article on this project at a later time!

Me and my wife are playing the game, I am taking Bauhaus while she takes Capitol. We had thought long about the heroes we'd be choosing. For me, though, it was simple: firepower equals Steiner. Roselyn chose between Big Bob Watts and Mitch Hunter. Hunter's ability to remove tokens won her over, even though Watts' ability to totally rip things apart with his special ability sounded good.

This battle sees two very formidable 5/5/5 forces. Below, are the forces, in detail:


Forces of Capitol

GOLD: Mitch Hunter, Ranger Commander, Martian Banshee Hero, 2 Gold Order Tokens

SILVER: KA-67 Great Grey Fighter, Freedom Brigadier Sergeant, Radio Target Coordinates Command Card, 2 Silver Order Tokens

BRONZE: 2 Fire at Will Command Cards, Lethal Coordination Command Card, Decoy Command Card, 1 Bronze Order Token


Forces of Bauhaus

GOLD: Max Steiner, Venusian Ranger Kaptain, Ministry of War Command Card, 2 Gold Order Tokens

SILVER: Vulkan Battlesuit, Venusian Ranger Sergeant, Dragoon Kaptain, Speed Reload Command Card, 1 Silver Order Token

BRONZE: 2 Heavy Artillery Command Cards, 3 Bronze Order Tokens

The Battle Begins!

As the game begins, we rolled 3 green dice to determine deployment, and again to determine who the first player in the game would be. She won the first roll, deploying her forces, followed by me. I won the second roll, taking the first turn and moving my forces in for the kill.


Turn 1: the Forces Begin to Move!

The first turn was a quick one. Both forces chose to move out and size each other up. Steiner stayed low while the Vulkan and Rangers made themselves known to the Capitol forces.



The Dragoon Kaptain was a huge priority for me. I wanted it out in the open and shooting at the enemy as fast as possible. As Roselyn moved her Banshee and Brigadier Sergeant forward, I saw the perfect opportunity to lay waste to these forces. Even though the Dragoon rolls only two dice, he is allowed a reroll, making it possible to deal up to 3 hits in total.

Turn 2: the Bullets Begin to Fly!

When the second turn rolled around, the action began and just as in any game of Mutant Chronicles, the skirmish is real quick and real swift. While turn two really determined the events to come, it also displayed the true skill and firepower of the units in both factions.


The Dragoon Kaptain, having seen that both Capitol units moved within reach, it moved forward and opened up on the Ranger Commander. When both dice were rolled, the blue came up blank, however it was rerolled due to the Dragoon's ability, giving it the option to reroll a single attack die. It was then a result of 1 damage and an accuracy value of 4, making the shot, a hit.


Having seen that Mitch moved up by the side of the Great Grey, I had the Ranger Kaptain move forward and attack the vehicle; the Ranger Kaptain has an ability called Burst Fire, which forces the damage to be taken by the target, to be taken as well by units adjacent to the original target, as long as the Kaptain attacks alone. Since the attack dealt 2 damage, Mitch, being adjacent to the Great Grey, also took 2 damage, dropping his health down to 2 from 4.


Roselyn then has Mitch move up and try to take out the Ranger Kaptain. Her first order, was to use Hunter's ability, Support Recon, which costs an action, but allow Hunter to remove a token from a unit within LOS, so he then removes a single point of damage from himself, bringing him back up to 3 total health. He then shoot at the Ranger Kaptain, scoring 2 hits, not enough to kill him, until Roselyn chooses to play Radio Target Coordinates, which allows 3 green dice to be added to the attack, after the original attack's dice are rolled. One more hit is scored, adding insult to injury and killing the Ranger Kaptain.


Having taken out the Kaptain, I chose to strike against Hunter in retaliation with the Ranger Sergeant. Mitch had moved after the attack via the Martain Banshee's ability called Coordinated Rush, allowing it to move up to 2 units within its LOS. With Mitch close, the Sergeant moved in and attacked. Using the Heavy Artillery command card, I rolled an additional 2 blue dice and in total scored only 2 points of damage against Mitch. With Mitch at only 1 point of health remaining, I decided to finish the job.


I played the Speed Reload command card, allowing the Ranger Sergeant to make another attack, again at Mitch. Rolling an accuracy of 8, which more than hit Mitch and 2 hits, Mitch was out, since having only 1 health remaining. Already, Capitol was down to only 2 units remaining.


I had noticed that the Vulkan, while slowed down by having moved it into covering/hindering terrain, the effectiveness of the command cards and the Rangers really made a difference. Mitch was able to use his ability once, showing just why he is important in any force. He is also able to remove guard orders from enemy units, killing their chances at surprise as well as taking an opposing player's unused order token and placing it in the used order pile, wasting an order.With the second turn over, the final turn was about to begin.

Turn 3: the Carnage Ends!

With me having the first turn, I chose to try and end it. The battle had already favored Bauhaus, considering I had only one casualty.


The final act of the game came with the Dragoon Kaptain moving forward and getting face-to-face with the Martian Banshee Hero. While the Banshee was in cover, the Dragoon's passive ability, Sniper, ignores cover, making it a very powerful unit at just a silver rank. He unloaded his weapon, striking a total of 3 hits against the Banshee, killing him outright. The Banshee's passive ability, Dodge 1, means the attack made is considered to be an extra hex away, which didn't matter, considering the accuracy rolled, was 3, totally within range.

With only the Brigadier Sergeant left, Roselyn decided the battle was lost, and chose to call the match.

The Battle Comes to an End!

With the battle over, Roselyn and Capitol had suffered defeat. Bauhaus, relying on the use of command cards and heavy hitting units, won the match. Capitol was no joke, however. Mitch has a superb ability and the Banshee Hero is able to move units as needed during his own turn. The Brigadier Sergeant is even capable of rolling 4 green dice, also having the Burst Fire passive ability. Roselyn admitted that her choice was to play very gung-ho and attack up front, rather than relying on their ranged firepower and staying slightly behind, away from Bauhaus' close-ranged weaponry.

Monday, June 16, 2014

MC CMG: Another Bad Moon Rising!




Somewhere on Mars, Big Bob Watts and Max Steiner about to collide in a furious skirmish, between their respective forces.

This is the Mutant Chronicles CMG, by Fantasy Flight Games. We're using miniatures from the new Prodos game, Warzone Resurrection. Since the start, I have always wanted to use smaller miniatures, rather than the 54mm miniatures by FFG and I must say, I was impressed. The game remains highly fascinating and a ton of fun; we played the game using armies of 3/3/3 (gold, silver and bronze).

Sunday, December 22, 2013

WZR: Into the Meatgrinder!




600 points of raw Bauhaus and Capitolian power. Steiner and Duval take on Hunter in this video batrep. Who will come out on top in this brawl? Watch, to find out!

Sunday, December 1, 2013

WZR: Nozaki Strikes!




Nozaki. Steiner. Bauhaus. Mishima. The Warzones of Mars are about to get a dose of brutal combat.

In this battle report, a game of 600 points is played, containing Nozaki and Steiner as Warlords in a Priority Mission: Kill 'em All with the battlelines drawn. Who will claim victory? Watch and find out!

Wednesday, November 27, 2013

MC CMG: Bau Down! / Bauhaus Strategy Guide


"I've never seen something take such a beating! That machine should have been unrecognizable, but it refused to go down. The Battlesuit lit up from a blast of a Technomancer's Flamethrower. The flame ceased and silence irradiated the air. I didn't know if the Battlesuit survived the inferno, but in the smoke I heard a whirring. It sounded like something coming to life. The eyes of the Technomancer confirmed my guesses about the noise. Bullets came screaming out of the smoke as the charred frame of the Battlesuit came lurking forward. The poor Algeroth minion didn't stand a chance, blooming like a terrible flower. With its paint flaking off, the machine simply kept striding towards the explosions. Amazing." - Free Marine Soldier witnessing a Vulkan Battlesuit in combat

Honor. Quality. Tradition. These are the three things that the Bauhaus megacorporation pride themselves in, and for a very good reason. This culture produces quality engineering that is unprecedented in comparison to the other factions that deem themselves superior. With the Dark Legion assault, the Bauhaus megacorporation is standing strong and resilient against this horde of demons. Though they come to the frontlines of this epic battle branded with their infamous Cog, a symbol of their mettle, they are by no means impervious to Algeroth attacks. So what will you need to do to make sure your Bauhaus troops walk away from the battle unscathed… or, at worst severely damaged, but still alive?

Steel > Flesh

Bauhaus is a faction that, as I said before, prides itself on quality engineering. To represent this in the game, certain units are equipped with high-quality Bauhaus armor, keeping them safe from harm. Fielding more units with armor will keep your troops alive longer. Besides the Dragoon soldier, all the Bauhaus soldiers with Armor have a health of 3. This means that if you keep these units in cover, for that round your unit will have a greatly increased max health (terrain absorbing 1 damage and armor absorbing even more).


Also, remember to use the armor to your advantage. Think of these soldiers as mobile terrain shields. The Vulkan Battlesuit is a prime example of such a tactic. Protected by Armor 2, keeping your units behind this behemoth will make your enemies sweat as they watch this mech lumber towards them. Imagine marching two of the Vulkan Battlesuits side by side while groupings of your soldiers advance without worry into enemy territory. Devastating.

Up Close, from Afar

Each faction's fighting is tailored to a specific style of destruction. For Bauhaus, it's all about raising hell from a distance. Firing heavy ranged dice, Bauhaus fighters are experts with their ranged arsenal. Of all the weapons fired, Bauhaus soldiers in total fire 14 blue (heavy ranged) dice, compared to 10 green (light ranged) dice. As their range doesn't permit them to hit at a great distance, they make up for it with their potency of shots carried out at medium range.


On top of blasting their enemies at medium ranges, Bauhaus soldiers are proficient with their aiming skills. Only fighters with the signature Bauhaus weapons are capable of carrying out this kind of deadly precision. All the fighters that have the re-roll capability roll at least one blue die, going to show how deadly and precise the Bauhausian weaponry really is.

Singles Only

Though Bauhaus soldiers are clearly proud of their own ingenuity, their pride isn't necessarily seen in terms of their size. Of the 13 Bauhaus models, 11 of them are single-base models, leaving the remaining two Battlesuits the job of visual boasting when it comes to size. Though you will be lacking in the ocular intimidation factor, mobilizing your single-base forces around the map will surely make your opponent sweat.


Since most of the Bauhaus troops are single-base models, you must remember to take advantage of your mobility. Having these single-base models, you won't have to worry about getting clunky large models through tight areas on the map, or having the model become snagged on wreckage leaving it vulnerable to open fire. Using the small size of Bauhaus soldiers to your advantage can give way for maneuvering never seen before. The single-base can allow for nestling your soldiers in as much cover as you desire while not leaving parts exposed. Not only will moving in covering terrain keep your soldiers in good health, but it will also take away from your enemy available areas in which to hunker down.

From the Top

Of course deciding how to build your army from the get-go is a crucial aspect of Mutant Chronicles, it's especially important when you're playing with Bauhaus. If you look at the Bauhaus Command cards, you can break your choices into 2 separate categories: offensive and defensive. The Command cards separate into these categories evenly with 4 being offensive cards and the other 4 defensive. Deciding before battle whether your strategy is going to be offensive or defensive will affect your choice of Command cards immensely.

An example of an offensive card would be Heavy Artillery which allows you to roll an additional 2 blue (heavy ranged) dice before an attack. This card is perfect if you plan on putting the nail in the coffin against your enemy. A defensive Bauhaus card would be Noble Reflexes. This card gives the chosen unit of an attack Dodge 4. Having this card could save you a white-knuckle experience of questioning the lifespan of your begotten soldier.

Another thing to keep in mind when deciding to use offensive or defensive Command cards is the defensive options have more single command-icon cards. This will allow more units to gain access to these cards and will give your units more opportunities on the battlefield to exercise these commands.

Final Thoughts

The Bauhaus citizens are brave, strong, and legendary to say the least. Playing this industrious faction, you will get a flavor for the faction's heritage and how they perform on the battlefield. There are numerous tactics to remember when playing Bauhaus, but these are 4 primary tacks you should keep in mind when going in, all guns blazing. Whether you're planning on destroying your units with the awesome power of the Bauhaus ranged arsenal, or simply charging into battle relying on their notorious armor, you'll never run out of options when it comes to destroying your opponent. The Bauhaus citizens are a strong people and with the right commander, they can rise to the top of the Mutant Chronicles universe.

Friday, November 22, 2013

MC CMG: Meeting on Mars!




Bauhaus encounters Mishima on the desert of Mars. Max Steiner, leading his band against the forces of Mishima decides that he wants to utterly wipe them out before Capitol make an appearance. Mishima bring forth a Meka MK. II, ready to tear apart Steiner and his forces, but Bauhaus brings along a Vulkan Battlesuit, armed for ranged warfare and melee destruction.

This is the Mutant Chronicles CMG, by Fantasy Flight Games. We're using miniatures from the new Prodos game, Warzone Resurrection. Since the start, I have always wanted to use smaller miniatures, rather than the 54mm miniatures by FFG and I must say, I was impressed. The game remains highly fascinating and a ton of fun; we played the game using armies of 5/5/5 (gold, silver and bronze).

Mishima was never released for the FFG game, however, the unit and command cards were made available by a fan at the Mutant Chronicles Fansite. Also available on that site, are Imperial and Cybertronic. Please check out the site and enjoy the free downloads and hard work thrown in to making this available.