Showing posts with label Robots. Show all posts
Showing posts with label Robots. Show all posts

Wednesday, 14 October 2020

Dreadball: recently-finished figures

 Introduction

I've been working on some Dreadball figures recently.  As well as some MVPs and coaches/assistants, I'm experimenting with styles of painting for my mechanite/robot team.  See what you think.


The Mechanites


I have a mechanite team for Dreadball.  Indeed, I've had it for quite a long time.  However, until recently it languished in my "lead pile" of unassembled & unpainted miniatures.  This autumn, I'm trying to make some progress on these models and to date I've finished three of them: TRS-80, Commodore and VIC-20.



I'm aiming for a grungy, beaten-up look.  There are a handful of trivial conversions in my builds so far - for example, Commodore wears a yachting cap (who knows where the robot obtained that?).



These models are difficult to build, having a myriad of tiny pieces - all with some form of mould line that needs attention.  That's even leaving aside the game-affecting decisions on which arms/legs/torso/head to put together.

I'm finding them difficult to paint as well; there is a lot of detail on these models - but much of it is quite 'soft' because of the material from which they are made.  The paint jobs I have put on them took some time, yet I'm no happy with the results.  Are they too grungy?  Is the painting too sloppy?  Are the colour choices not good?  I can't quite put my finger on it...


Nightshade


In contrast, I painted Nightshade very swiftly.  From memory, most of the work was completed within a short evening (and alongside other work, at that).  He's a star player with a very shady past, so muted, sombre painting works well.  I'm particularly pleased with the eyes, which were something of an accident.  The whites add a tiny speck of light to what is otherwise a very dark figure.


Blaine


Now here's a coach/sponsor that I started a long time ago (painted the flesh) and then just stalled.  When I eventually decided to do him in a brown trench coat and metallic blue armour, the model was finished very rapidly.  I just wish I had done this long ago, instead of putting it off.  Now that he's finished, I'm quite pleased with the result.


Conclusion

I'm delighted with the way that Nightshade and Blaine turned out.  So why am I unhappy with the robots?  Ah, maybe I'm just my own worst critic, I dunno...

Sunday, 18 March 2018

Dreadball: Teams and Cheerleaders

Introduction

I'm on something of a Dreadball roll at the moment, trying to finish painting all the models I have.  Still to go are 3 of my 13 (?) teams:
  • Kalimarin Ancients: painting in progress, a few models near completion.
  • Fran-Taar Philosophers: undercoated, but nothing further.
  • Koeputki Kolossals: still in box, not started.
  • 4 spectators: two are complete and the other two are maybe 50% painted.
The end is in sight, at least until/unless I buy more stuff (that commentary-box/event-card-holder looks very nice, though rather pricey).  To give you an idea of my progress, in the last 3 or 4 weeks I have finished two teams and one squad of cheerleaders.  Here they are:


Ukomo Avalanchers

The Ukomo Avalanchers (note: that's Mantic's name for the team, not mine.  I'll give my lot a different name when I can think of one.  So far, my mind is a blank...) are of the Teraton species.  That is to say, they are intelligent, bipedal turtles who can teleport short distances.  Obviously this gives them certain tactical options that other teams do not have!



Teratons are somewhat slow and clumsy, so the team doesn't have any specialised ball handlers ("strikers").  Instead, the team consists of general purpose "jacks" (above)...



...and specialised tacklers ("guards").  I like these models quite a bit, but it is difficult to tell the jacks from the guards.  If you examine the figures carefully and you know what you are looking for then it is possible to distinguish them: the jacks have a ball-launching "Dreadball glove" on their right arms, whereas the guards do not.



However, there's a simpler way that doesn't require an understanding of subtly-different pieces of equipment: the guards are more heavily armoured.  The guards have armoured boots and (most importantly, for recognition purposes) armoured tails, whereas the jacks do not.

In hindsight, I could perhaps have painted more visible marks to distinguish the two classes of player!  However, the effort required to edge all that armour plate was significant and I'm not going to revisit these models with a paintbrush.


The Shining Sentinels

Mantic's earliest robot team was the "Chromium Chargers".  I've decided to name my version differently - and also depart from the "official" colour scheme somewhat.

The Chromium Chargers are robots that can change their role during a game.  Each robot can play as a striker, a jack or a guard, though it takes time to alter from one form to another.  As a consequence of this, all the team models look quite alike.  There are subtle differences if you know what to look for, but having just encountered exactly this problem with my Teratons (above) I decided to use colour to make the roles more obvious.



Consequently, the strikers for the Shining Sentinels have yellow flashes and accents...



...whilst their guards are marked with red.



Finally, the jacks are highlighted with orange.  Presumably, when a robot changes role it has mechanisms to alter the colour of its accents as well as extruding extra armour, forming a ball-handling "glove" or whatever other physical aspects it changes.



I'm quite pleased with the numbering on the robots' backs.  The digital numerals are not exactly high tech, but they were somewhat easier to paint than many of the alternatives might have been.


The Nice Girls

I now have 2 sets of cheerleaders for Dreadball.  This squad of 4 is one I painted up some time ago, but I don't think I've shown it before.  Since I will be describing the other, newly-finished squad below, I thought it would be worth comparing with these.



"The Nice Girls" is my temporary name for this group of four cheerleaders, until I come up with something better.  These plastic/resin models depict four wholesome young women dressed in short shorts and wearing a form of halter top.



Each cheerleader has 2 large "shields", one attached to each arm.  I imagine these to be high tech devices, probably with LED or similar technology that would allow them to change what they display.  The possibilities are enormous; they could spell out words, show fireworks or other patterns, or have "cascades" where a logo or message moves from one shield to the next along the line.

Of course, my imagination is rather greater than my ability to paint any of these concepts, so I coloured them all white and added a simple "star" decal of my own design.


The Punkettes


Mantic produce another set of cheerleaders; these are definitely not the nice "girl next door" sort.  They're dressed in a variety of spikey, probably leather gear and one of them even has a knife down the side of one boot.



These cheerleaders also have devices on each arm to help with their work.  In this case, they look like cast iron ovals, though they're probably make of lightweight composites instead.  In the centre of each oval is a strong, brightly-coloured light.  I guess that these could be strobe lights, thus allowing the Punkettes to produce a form of mini-disco within their routine.

As with the "nice girls", I've decided to use a different base colour for each model.  Obviously, since there are only 3 figures in this set there is no "yellow" variant.


Conclusion

Well, there you have it: more Dreadball figures.  If these aren't your thing then don't worry - I'll be onto something different very soon.  My interests are many and varied...

Saturday, 6 September 2014

Robots in 28mm: Film, TV and beyond.

Introduction

Once again, I find that I'm falling behind in my intended schedule of blog posts.  To try to regain some lost ground, here's a relatively simple post about my robot models.

Didn't we already do robots recently?  Well, yes - here - but those were really mechs.  I'm not sure that I really understand the difference, but I know it when I see it.  Perhaps a mech has built-in tools/weapons appropriate to its function, whereas a robot is more general purpose and can use regular human devices?  Whether this is a reasonable distinction or not, in this post, you'll find real robots!

Robbie

Until Star Wars came along, I think that Robbie was possibly the best-known robot in science fiction.  He made his debut in Forbidden Planet, but has since appeared in a number of cameo roles in other films (such as Gremlins).

Of course, this model isn't really of Robbie.  Rather, it's the Classic Robot from Black Cat Bases.  The model does bear an uncanny similarity to Robbie, though...

Danger, Danger!

My next machine is also from Black Cat Bases.  This one looks remarkably like the Robinson family's machine from the original TV series of Lost in Space (not the more recent film with Gary Oldman as the villain).  It must be just a coincidence that it looks so similar, but nevertheless...

In homage to the TV show, I've added a young woman called "Penny" to this set.  However unlike the original Lost In Space, my version of Penny has a remote control for the robot, rather than the machine being completely autonomous.  Penny is a converted em4 plastic ganger.

Who?

Of all the robot models I have which portray a film or TV character, this is the only official one!  It's a servo robot from Black Tree Design's licensed Doctor Who range and it faithfully replicates the cutting edge special effects from a 1960's BBC TV show.  'Nuf said.

I'll be back!

Here are some more models from em-4, these bear a passing resemblance to the T-800 from The Terminator.  Of course, the idea of a skeletal, metallic robot isn't exactly unique, but I do like these ones a lot.  That doesn't mean I've ever used them in a game, of course...

Even 1 of these looks frightening, so I'm not sure what effect the entire range of 5 models would have on any players.  Very menacing!

The Elephant in the Room

There is, of course, a rather large manufacturer who have a range of robots amongst their products.  This is Games Workshop (as if you didn't know!); here are some examples of their basic Necron warriors.

Personally, I don't think that the bandy legs and oversize weapons do these models any favours.  Still, I suspect that I'm outnumbered in this by tens of thousands of teenage boys across the world.  Ah, well...

Conclusion

Of course, this collection doesn't even scratch the surface of all the robot models that are out there.  They do give me some options for games though: I could run a classic Terminator scenario, or add a robot as an impassive (& malfunctioning?) sidekick to any science fiction skirmish game.  One of these days I fancy running a game of All Things Zombie set in a science fiction convention (like Night of the Living Trekkies); a couple of home-built robots would be brilliant as props or accessories.  Of course, I'd need to build a convention centre model first, so this might have to remain a pipe dream for now!

Thursday, 20 June 2013

5150: Gangland Misunderstanding

Introduction

Long ago, I got myself a Combat Zone boxed set from EM-4.  This is still the cheapest 28mm all-in-one miniatures game I know, bar none.  It contains 30 miniatures (15 gangers, 10 troopers and 5 robots), rules, dice and scenery for just over £15, plus P&P.  Eat your heart out, Games Workshop!

Since then, my collection of gangers from various sources has grown considerably, but I still look fondly on the Combat Zone plastics.  I decided that at the Games Club this week I would play a gang-vs-gang game in homage to them.

Now, I could have just used the Combat Zone rules for this.  They're somewhat old school, but still give a decent game.  However, it's been quite a while since I last played them and I couldn't actually remember all the details.  Rather than re-read it, I decided to play the game using 5150 rules instead (note that I have the older 5150, not the updated offerings with the same name from 2Hour Wargames).

Setup

Creating stats for the 2 gangs was easy enough, especially as I didn't give the members any attributes (at 12 humans on each side, I was concerned that such detail would be forgotten in the heat of the action).  In addition, I wanted to give each gang a mech, or large bipedal robot - this is obviously a somewhat futuristic scenario.

There are no rules for robots in the 5150 rulebook that I have (especially for 8 foot tall autonomous killing machines), so this looked a bit awkward.  However, the Infestation supplement for 5150 does have rules for a similar machine.  I looked at this and decided that the Infestation 'bot seemed a bit too tough for my liking.  Also, if I've understood those rules correctly, you have a better chance of damaging it with a shot that doesn't penetrate than with one which does.

To cut a long story short, I used Infestation as inspiration for my own robot damage tables and capabilities.  In particular, I softened their resistance to bullets a bit; these 'bots should be tough, but not invincible.  Even moderate small arms fire (better than a .22 pistol, that is) has a small chance of bringing one down - though dedicated anti-tank weapons are much better!

So, here's the story: 2 gang leaders ("Big Tam" and "Crash Hodgkins") have agreed to meet at a ruined warehouse to discuss their respective spheres on influence.  In theory, both chiefs are supposed to come unarmed and bring no more than 3 henchmen, but each has a number of thugs hidden close by as backup.  And a robot.

The Game

Big Tam swore at the man standing on the other side of the road.  "We ain't doing business like this, you jerk!  You were supposed to be unarmed!"  Irony was completely lost on the big man; his people were not even attempting to conceal their own guns.  The group started to walk away from the rendezvous, back to the ruined compound where the rest of Tam's gang was hidden.
On the other side of the road, Crash gave a slight nod to his henchmen.  The range was too long for pistols, but Boxer and Casper raised their assault rifles and let rip.  Stunned by the treachery, Pinky went down, bleeding, others in the group dived for cover behind stacks of barrels and the cowardly Smiley ran off into the dawn.

With his leader pinned down, Buck provided covering fire from a corner while Porkchop and Big Paulie ran across the road to outflank the other gang.  Despite his bulk, Porkchop made it all the way, but Big Paulie wasn't as fast; she was picked off by Crash's snipers.

Porkchop's machine pistol made short work of the closest opposition, thus clearing the way for Clarice (and her flamethrower) to follow him over the road.

It's a Trap!

Just as this flanking movement was about to produce some real results, there were flurries of movement on the roads.  Police cars appeared from both ends of the main road and disgorged a number of blue-clad officers.  And a 'bot.

At the south end, all hell broke loose.  Buck fled, leaving his underlings in the lurch.  Porkchop went down, while 2 officers approached Clarice from behind and attempted to arrest her.  She heard them coming and ran back across the road, only to be cut down by a long range shot from Boxer.  Goofy came round the concrete wall and shot the 2 arresting officers.  Lestrade, the police detective, was obliterated by the Street Tiger II 'bot (don't stand still, in the open, in clear sight of a heavily-armed death machine).  The other 2 officers exchanged fire with Pony and Goofy, but came off worse.  This left just the police dog, Bandit, at the southern end of the board.

Bandit wasn't put off at all by the loss of all his comrades.  He charged at Goofy, who fired at the approaching dog and missed.  In true police-dog fashion, Bandit quickly disabled the ganger before turning to charge at Pony.  The second ganger didn't wait for the dog's attack, though - he turned and ran for his life!

'Bots and Cops

In the north, the police 'bot "Robocop" stomped straight down the road as fast as it could.  Sally waited patiently, carefully aiming her recoilless (anti-tank) rifle at the road.  As the robot appeared past the wall, she pulled the trigger.  The shell bounced off the 'bot, disorienting it.  Its upper torso swiveled round like lightning.

"DROP THE WEAPON, CITIZEN" blared out from the 'bot's speakers.  "FAILURE TO COMPLY WILL BE MET WITH DEADLY FORCE!  YOU HAVE 5 SECONDS: 5..6..7..2..1".  Without giving the woman a chance to respond, the machine opened fire with its own autocannon and recoiless rifle.  When the smoke and dust had cleared most of her friends had ducked for any cover they could find, but miraculously none of the gang was hurt.

On the other side of the road, Flash peered round the end of the concrete wall.  "Suck on this, pig-bot!" he screamed, as he aimed his rocket launcher at Robocop.

The missile flew true and hit the 'bot squarely on the torso.  Robocop disintegrated in a violent explosion!

The police officers at the northern end huddled together in the cover of a stack of freight containers.  "There's something round the corner.  We all go together, on my mark...GO" ordered their leader, Callahan.  There was indeed something: Avenger 500 stood patiently, watching the yard for any sign of movement.  The 'bot opened fire immediately, dropping one of the cops and forcing the others to crawl back round the corner, out of sight.

Callahan's patrol crawled across the yard, away from the stationary 'bot.  Instead, they stood up and looked over a wall towards the other gang's location.  Immediately, Chopper and Damage opened fire with automatic weapons.  Only the police star, Callahan, was left standing after the massive volley.  He fired 2 quick shots, both of which hit Chopper in the head and killed him, before himself ducking back.

Most of the remaining gang members had slunk away by now.  In the final drama of the game, Street Tiger II advanced and came into sight of Avenger 500.  Both 'bots exchanged a lot of fire, though in the end Street Tiger II suffered a power loss and shut down temporarily.  Before we could work out whether it would recover, we had to pack up.  This is yet another of my games where you'll just have to work out what might happen next for yourself!

Conclusion

My 'bot rules worked reasonably well, I think.  I sometimes forgot that they should take "to hit" penalties if they fired both weapons at once; this would have reined them in a bit more.  A bad mistake was the rule on movement: either move in a straight line or turn up to 90 degrees.  That made them very sluggish; it would have been better to allow them to move and turn in the same activation.  I'd still keep the straight-line movement and the maximum turn of 90 degrees, though.

In 5150, it's virtually impossible to break cover against a foe with a heavier weapon, it seems.  I hadn't appreciated just how limiting this might be and although I thought I'd provided plenty of cover, it seems that there were enough automatic weapons to cover almost all the gaps.  It's just as well I played this scenario with (mostly pistol-armed) gangers rather than with military types, mind!

Standings:

  • Crash and many of his gang escaped, though at least one was left behind and some of the others were badly hurt.
  • Big Tam died, as did many of his mob.  Others fled for their lives or were captured by the police dog, Bandit.
  • The cops were devastated.  Only Callahan and Bandit were unhurt, even though they held the field at the end of the game ('bots excepted!).  Next time, bring a bigger SWAT team!