…well you get the idea. This is a big update for the Felinoids. In the last rush I have all their units finished and their mine markers got some camera time too.
A typical small unit of infantry, called Prides. After all the special infantry already holding objectives, these 3 small units finish off the infantry component. PFC-CinC Miniatures – Solar Empire Marines Felinoids.
The pride and joy of the cats has to be their armour. Although they have very little in the way of tank assets, their tanks are the best.
The miniature is a PFC-CinC Miniatures THK MIV Tank Hunter from the Science Fiction range. I think it is supposed to be a tank destroyer but the turret looks very sharp rotated.
The Lion Tanks provide a punch unlike any other unit in the game. They are the only Cat unit to start off the board, and with good reason. Once this Troop of 4 tanks is in a good place, it could easily dominate the battlefield. Fortunately the Marines have airstrikes and A LOT of anti-armour weaponry.
For scale reference the Orange Pride is moving as intimate support with the tanks.
The mine markers do provide a nice visual marker for the Scorched Earth mission objective.
The large mines in the foreground are from Games Workshop Battlefleet Gothic Space Mines. I got into the game as soon as it was released and got a bunch for free. Never used them, or the torpedoes, until I started building this stuff.
The smaller anti-personnel mines are actually thin card I took a hole-punch too. Partially cover with sand and flock…presto. Waaaay too big for 6mm scale but each marker is a visual reminder that a 12cmx12cm area is mined. They may be the right scale for 15mm, but if double layered to give more detail they may work for 28mm.
So that puts the Cats to a finished stage for the May Day game next weekend. The Colonial Marines are at the 99% stage – one platoon needs detailing and the Platoon markers painted onto the base edges – Green Platoon, I think.
Sadly the nice little extras I ordered in hope they would be there in time for the May Day event didn’t arrive. So, the next time I run the game it will be a different locale, maybe pastoral, with the odds and sods added in.
Hopefully something inspired somebody today. The next post will likely be pictures of the event at May Day, and the camera and tripod will make the trip to make sure I get better than phone pictures to show-off the battle.
The past couple of weeks have been pretty busy so miniatures had to take a back seat.
So after a bit of hiatus, I have a couple of new units to unveil.
First, the Colonial Marine Echelon. This is a unit I see as vitally important. Not only does it provide the soft under-belly that closely follows a fast and mobile combat team, it also provides immediate support.
Providing lift for the men and materiel is the Heavy Logistic Hover (Helo). Being no more than a green civilian truck these are vulnerable to small arms. Each Helo can carry two men and supplies. Eventually they will have a Hive APC to support and provide more lift for pers (I intend to include a couple of technician miniatures who are the repair guys).
Miniatures: Infantry are all PFC-CinC Solar Empire Marines, the Helo is a PFC-CinC Medium Cargo G.E.V. from the Science Fiction range.
In game terms, the echelon can resupply single shot weapons (the missiles on the Hornet Hover Tanks) and repair vehicles. Also, as a large unit that won’t be dedicated to front line combat, it can be held as a reserve to secure objectives while the bulk of the force moves on.
In both historical and contemporary contexts the echelon is the lifeblood of any deployed unit. Besides giving bullets, it also gives beans and fresh soldiers. So this is what keeps the army rolling. That being said, it will be one of the Strays objectives.
Instead of the close-up pics used for the data card, I’ve included a shot of the echelon complete:
Very tough to see the details on this one, but not because the models are poorly sculpted. These Colonial Marines are lying prone with the spotter holding binos and the sniper having his rifle scope against his helmet. Unfortunately once the base is flocked they tend to blend into the ground entirely. The sunlight wash-out doesn’t help either. Also PFC-CinC Solar Empire Marines.
In game terms these will be infiltrators that are not deployed until activated. They can only be deployed in an unoccupied terrain piece. Tactically the player can opt to keep them On Guard instead of deploying them. Although elite, as a two soldier unit (and one carrying only a pistol) they are likely to get wiped out unless used to pin a unit in place or support a fire-fight already underway.
The Felines are starting to get some of their heavy support.
The Lynx Anti-Tank Gun provides quite the punch. Although less powerful than either the off-board artillery or Lion tanks, these little guns can bring in a fair amount of boom. It is not self-propelled and relies on the Tactical Armoured Carrier 2 (TAC2) for mobility. These can be used as APCs but for the most part they will be towing guns.
The anti-tank gun is a Battle Front 15mm Soviet Anti-tank gun I had lying around. I don’t know the exact model, but it was a door knocker of some sort. In contrast, with the (giant) 6mm miniatures it looks like an imposing cannon. The crew are PFC-CinC Felinoids, and the TAC2 is a PFC-CinC Armored Infantry Vehicle (tracked) from the Science Fiction range.
In game terms, a towed gun cannot fire on the turn it moves. It can still pivot freely. I have simplified the whole process for limbering, siting, and un-limbering the gun as it would simply be unruly. Imagine for a moment needing to spend an activation to hitch the gun (no firing), a turn moving (no firing), a turn unhitching/siting (no firing and combining a bit) only to have the potential targets long gone. I figure the exception is justified for a few reasons. First, the cats are close to 10′ tall and obviously very strong. Second, it’s a unit based game and such finite management would slow things down (in the above example remember each turn requires a successful activation which is not guaranteed).
To wrap up the post here is a picture of all the models in a little display:
Can’t see the Cats? Maybe this will help:
I hope something here inspired somebody. Next post might have the elusive HoTT Melnibone army. But, since it is a few weeks until May Day it will likely feature the last Colonial Marine and Cat units. Just one Platoon of Marines, and 1 tank platoon and 3 small cat infantry units.
Tonight I brought FUBAR down to the Edmonton Wargaming Group night to see if the new additions and tweaks to forces could be tested.
The night resulted in some excellent play. Sadly lack of forethought left me with only a phone for some questionable quality pictures.
Both the Strays and Felines were played by the same player as the Feline forces lacked numbers to be able to field an independent force.
Early on there was some tentative movement as the Colonial Marine players shuffled towards the infrastructure objectives. Little did they realize, but the Feline player had the same objective. If the Dogs had hesitated even one more turn the Cats would have secured an unopposed win. Had dice been more in the favor of the Cats or less kind to the Dogs it would have been a forgone conclusion. The platoon command bonus helped the Dogs: as long as the platoon commander lives, all units in that platoon gain a +1 bonus to activation.
As three squads of dogs move in to capture the Water Treatment facility, a squad of SPRCs moves to occupy with the Feline Protection Pride. In depth a squad of Striders provided fire support. The bridge is contested by a single squad of Colonial Marines squared off across the river from an elite Infiltrator Pride. Despite massed firepower, the infiltrators suffered no casualties. And, after suffering a direct artillery barrage and numerous attacks by a Frame Squad the Orange Platoon, White AILV lost the coaxial light laser…so whatever is in the river water needs to be bottled and sold.
The Dogs squared off…
And swarmed the Water Treatment plant. Eventually a marine squad wavered, but the SPRCs were threatened and the Protector Pride destroyed.
After the following couple turns of small arms fire and the lucky/skilled (matter of opinion) destruction of an AILV across the river, the game was called on time. The Felines had Achieved the Objective (lowest tier of success) by securing the Nuclear Power plant unopposed. Both the Water Treatment Plant and Bridge were contested.
The Felines won the battle, but only just.
I would say the platoon modifier worked very well. An additional leadership rule will apply to both the Felines and Colonial Marines. A Force Commander will be able to apply a +1 to the activation rolls of up to two units after he activates. This will enable the Colonial Marine player to give a bonus to key units (aircraft or tank platoon both suffered badly for lack of a platoon leader) at a key time. This will also allow the Felines to have influence on a couple of activations, but not the widely effective bonus platoon commanders convey.
I think the next game will require either fewer Strays supporting the Felines, or more Cats and a 3-way battle.
Waiting for some paint is the towed Feline anti-tank gun, the Feline Lion Tank Pride (might be a bit too powerful) and the Colonial Marine echelon. The Feline mortar pride still needs a couple more mortar tubes to be converted, but the Felines are on the home stretch. The Colonial Marines need a platoon complete to be finished.
I am thinking I need some more Feline infantry and I might get a few odds and sods for the Colonial Marines and Strays too. My wallet senses a Weight Watchers moment* in the future.
*Weight Watchers is a registered trademark. Weight Watchers is not recommended for all wallets, coin purses or chequing accounts. Professional advice from your local game store is suggested before entering into any financial weight loss program as their advice can ensure you lose the most.